I have tried and tried and tried again to import some new hair from 3dsmax. ANYTHING Blender, Maya, Max heck even old copies or Truespace. Goodluck people I doubt this will ever work. Reset xform fbx meters Y up whatever. Seriously Im going back to SL.
3 comments
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Cora I have been able to upload hair that I made in Maya. It's been a while, but maybe I can help. What happens when you try to upload it?
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Garth You can make sure the fbx export scale factor setting is correct. If for example the unit choice shows an output scale factor of 2.54, then it is actually blowing the model size up beyond the allowed AABB range.
Garth
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Starchild Okay Okay I don't give up. I did not give up in SL and created many cool things and won't here I was just running out of hair to pull out. Okay Garth you are correct. The scale of the bones was wrong and following this link:
message 3 of 4 in that post fixed the Sansar Skeleton in 3dsmax 2017. I now have a "corrected" skeleton to start from and was able to import hair with only one other problem. That problem is 3dsmax is a Z up world and of course the universe could not be so simple as to make Sansar Z up so you must follow this post to fix that:
http://protofactor.biz/ExportingCustomAvatarFrom3DsMaxToSansar.pdf
About half way down that page he shows how to rotate your hair model -90 degrees and reset xform. What he did not say was to look at the top of the screen and where it says "View" change that to "Local" before you do it.Then rotate it back and "Collapse to" on the xform modifier. Then everything imports in the correct position and without errors. I thank these guys for making those posts and thank y'all for taking the time to try to help me. I was at the abyss.:) BTW if anyone needs a skeleton for 3dsmax 2017 I would be happy to upload my corrected one in max format so others could have a starting place without all this trouble.