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Swapping cameras in cheetah3d
Swapping cameras in cheetah3d













swapping cameras in cheetah3d
  1. #Swapping cameras in cheetah3d how to#
  2. #Swapping cameras in cheetah3d skin#
  3. #Swapping cameras in cheetah3d pro#
  4. #Swapping cameras in cheetah3d Bluetooth#

Imaged through Teleskop Service ONTC 10″ f/4 Newtonian with Tele Vue Paracorr Type 2 coma corrector and ZWO ASI1600MM Pro mono camera. I then do a search for ID417589872 and only finds the one entry (the one above).The Rosette Nebula (NGC 2244): Animals on Parade by AstroBin user Luca Marinelli. Things go fine through the DAE export but when I do the search inside the DAE file for the find/replace, it is not matching the pattern. I haven't played with the weights but I'm not looking for perfection here, just to see how hard it would be to do. The mesh is bound to the armature, the transform has been burned. So I made what I called "Deathbot" rather quickly. I decided to do a couple tests by making some simple fullbody rigged mesh as well as adjust the joint positions. Still says attached to right hand (I tried "forcing" it to go on Avatar Centre but the result was the same). Export that as DAE, did a find/replace to edit the joints and then saved it for import onto Aditi. I put the skeleton tag on the boot, dropped in mPelvis joint as root then bound the mesh to the armature. I then burned the boot mesh using the burn transform tool from the Coord options. I then imported and transformed my boot mesh into place on the left leg of the armature. What I did was take the simplebot.jas file, removed the robot-like mesh.

#Swapping cameras in cheetah3d how to#

I'll have to look up on exactly how to use those tools as well. When I use the transform tool to rotate and place my mesh, the mesh maintains the old coordinate system and the transformations are made to appear on screen but when I export the mesh, the mesh maintains the original cooridinate system? Therefore burn transform gets rid of this phantom rotation matrix by multiplying the matrix through? My imported mesh will preserve it's coordinate system from the original JAS file but I need to have that object rotated. I guess that each new object uses the "world" coordinate system which could mean that's why my second attempt at the boot didn't work either because the transform tool doesn't change the internal coordinate system for my object. At least this time *something* gets imported into Second Life, albeit something out of a Cronenberg film. I thought the whole point of the provided JAS file was that it automatically did that rotation? What's the difference then from straight importing the joints and using the default positioning? Because that's what I used on my first boot mesh but it won't import either. When I import onto Aditi, the mesh is distored in the preview and utterly crazy when equipped (still saying attached to Right Hand).

#Swapping cameras in cheetah3d skin#

Before I export I delete the "simplebot" as well as the skin so all that's left in the file is the camera, the boot and the armature. I added in the OBJ meshes from SL, rigged them too. So, I've decided to recreate a boot mesh from scratch using the simplebot.jas from the Cheetah3D forum right from the start. When you import a mesh, does the imported mesh now use the coordinate system of the scene or is there some original coordinate system preserved and an intermediate rotation/scale matrix used to bridge the mesh with the new scene?

#Swapping cameras in cheetah3d Bluetooth#

It says it's attachd to the right hand, but on the side of my face like a Bluetooth headset and scaled into what looks like a snorkel of sorts. It will upload into Aditi, but it's COMPLETELY wrong.

swapping cameras in cheetah3d

Right now, on my boot, I have a skeleton tag, dragged over mPelvis from the joints hierarchy and bound it. In the skeleton tag, the "base", or 0 item should be mPelvis (as I currently have it), or should it be avatar? The find/replace doesn't have avatar listed but.















Swapping cameras in cheetah3d