I made a body that crashes hifi


#1

I made a body that crashes hifi, every time I wear it. It loads fine in maya and blender and even uploads fine to mixamo
http://public.highfidelity.io/models/skeletons/dbody.fst
No idea whats wrong with it, it seems fine if anyone has any guidance that would be useful.
if anyone would like to use it as a mean griefing tool its perfect
you have to delete your ini file to get back in world after you tried it on

http://public.highfidelity.io/models/skeletons/dbody/ is the fbx


#2

See also: https://worklist.net/19983


#3

Dont take the words “crash dummy” not so serious judas :wink: Uhmm, nice work :slight_smile:
Oh, you can also remove the bad line(s) from the ini and start interface.exe did that in the past with scripts.


#4

Ah thanks for that not just me then ill pull it apart a bit and see if i can narrow down the problem


#5

That’s been pretty common since like 1010 I think… best way to fix it on windows is to goto %AppData%\Roaming\High Fidelity and edit interface.ini and delete the avatar head/body lines just under 1/2 way through the ini file and then start interface, you’ll be wearing the default robot at that point.


#6

Ok its something with the mixamo rig i exported it from Mixamo as a dae and into Blender. Its prob messed things up along the way


#7

Yeah, it’s something in interface to that’s buggy, I’ve helped a couple of people, including myself, out of an issue where a not-100 percent compatible avatar is crashing interface.exe. The mushroom head in the heads folder crashes the moment you put it on now.


#8

meh
out of curiosity i just exported the default cube from blender unrigged and both a binary and an ascii fbx as an body
both killed hifi
has anyone uploaded a body made in anything recently?


#9

@judas I just uploaded http://public.highfidelity.io/models/skeletons/Chris%20Blue%20Body.fst and it worked. I re-rigged your avatar and shrunk all the .png’s and it still crashed on me, at the moment I am not sure what the issue could be. @ozan , any ideas what could be in this model that is crashing Interface?


#11

Never done rigging, but why you dont rig in blender ?
Just curious, that would be the right way at the end anyway. because maximo costs money.


#12

There’s an issue with importing/exporting rigs on Blender (with fbx files) according to @Judas, and I’ve tried importing the ron avatar body and when it comes in, the model is there, but there’s no rig to speak of. I think @Judas said it is possible though to export it as an obj and use autodesk’s fbx converter to convert the obj to fbx.


#13

The problem with blender is it uses z up -y forward maya uses y up -z forward this basically messes up rigs when you import them. @Adrian in his butterfly vid suggests exporting from blender Y forward and z up , and this makes my brain fizz. It needs a bran in of logic to sort it out, me I never had an education , I went to art school


#14

Most exporters in blender have a pull down that let’s you define which direction is up:

@Judas , Hope that helps.


#15

Moved my post to a new topic.
https://alphas.highfidelity.io/t/z-and-y-axis-are-reversed/874


#16

The reason I advocate Y forward and Z up when exporting from Blender is because I built the animation with y forward and z up, if I export in any other config the anim is messed up, so I export as required to have the animation perform as expected, then while in HF I change the pitch to 270 (or minus 90) to swing the whole center spine from up/down to front/back.

And just to mess everyone up a little bit more, HF is actually Y up and -Z forward.

If I was to build a non animated object in Blender then I could export it as Y up -Z forward and then not need to do any corrections inworld…


#17

Yeah, it’s not a huge problem to fix either way you do it. SL is Z = up, but HF is more in line with most games and most 3d modeling tools for that matter. Blender and SL fit like a glove because they used the same system, but it’s not a huge problem. I’m just surprised you didn’t realize it it earlier.


#19

all good fixed it :slight_smile: