| Content Creation Discuss building, scripting, and other forms of content creation for SL. |
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| | #76 (permalink) |
| The Architect of Sin ![]()
Sinning, Naturally.
Join Date: Jun 2010
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Business: Sinful Needs Client: Firestorm (V3 for Mesh ULs) | So I'm trying to wrap my head around everything you just said, and I think I get the gist of it... and I understand the disappointment with not being about to reposition the 'extra' bones. I suppose that I'm trying to picture here is that if we wanted to rig something to the volume deformation 'bones', we would be doing that -instead- of rigging to the regular bone... right? For example, on the rigged boots I'm working on, they would wind up rigged to the volumetric bones, not the hip and knee bones, correct? Also, despite the SL Bug/Disappointment, is there any chance of seeing an armature for Avastar sometime soon to experiment with? *looks eager* Finally, thanks for all the work on this already! I can't wait to see what comes out of it!
__________________ Galathir Darkstone The Architect of Sin Owner, Sinful Needs |
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| | #77 (permalink) |
| Member ![]() | All depends on what you want to do with dem bones ... if you are rigging a mesh character or non humanoid it means you have 77 bones to play with. All can be rigged and animated (subject to patching a viewer to upload attachment points with spaces in a name). Only the usual mXXX bones can be shifted via Collada so the rest you just have to make do with where they are until LL fix the code. Interestingly some of the normal bones and all the volume bones will react to shape sliders so I guess if you're clever you could create characters that can be customized using the normal shape system. If you are creating attachments or clothes then there will be 19 more bones that change size with the shape which should help a lot with fitting to different shapes. Not perfect, since there are shape morphs that don't affect a bone like breast size, but a lot more freedom than before RedPoly showed us this neat trick. Yes Avastar will have all the volume bones able to be rigged, animated and tied in with the shape system. We added a bunch of features and it's taking a while to tidy things up for release.
__________________ Avastar - Character animation and editing with Blender. |
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| | #78 (permalink) |
| Senior Member ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2010
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| After talking about cBones with an unnamed avatar creator, we concluded that a multiple segmented, animatable, rigged tail is currently possible without an XML mod.
__________________ My mobile client puts the thread title at the top of my posts. I don't do it on purpose. |
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| | #79 (permalink) | |
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Mayan Time Lord
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Client: Always changing, and too lazy to edit. | Quote:
This, along with Magus' comments about moving bones, makes me wonder if doing so could lead to conflicts down the road. I.e. What if someone wore a Jacket, and a Tail, the tail expecting the bones to control the movement and position of the tail, and the jacket expecting the same bones to define the avatar's size. Would they co-exist in harmony, or would there be conflicts? | |
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| | #81 (permalink) |
| The Architect of Sin ![]()
Sinning, Naturally.
Join Date: Jun 2010
Posts: 15
My Mood: SL Join Date: 9/18/2007
Business: Sinful Needs Client: Firestorm (V3 for Mesh ULs) | This is one of the most frustrating things about the current implementation of Rigged Mesh. If We could be allowed to set up our own armatures and support them with animations for those specialized bones, that would unlock so much potential creativity without having to hack it in. |
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| | #82 (permalink) |
| The Architect of Sin ![]()
Sinning, Naturally.
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Business: Sinful Needs Client: Firestorm (V3 for Mesh ULs) | |
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| | #83 (permalink) |
| Abnormally Normal ![]() ![]() ![]()
I Don't Really Exist Do I ?
Join Date: Aug 2010 Location: Atlanta, GA
Posts: 1,222
My Mood: Client: I try all of them, but for everyday use it's Cool VL Viewer. | Don't get all wet yet....if I am reading Nalates blog correctly, she thinks there was a consensus to go ahead with only the Qarl Deformer supported. The RedPoly Deformer and Geenz Morph Target Deformer would be developed/supported at some later time. And you know LL's track record for carrying through with things like that. http://blog.nalates.net/2012/07/10/the-consensus/ |
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| | #84 (permalink) |
| Member ![]() | Adeon - that's a great challenge Thinking aloud ... If you wanted a segmented tail that could we worn on a standard Av, I guess you'd want all the bones for the tail to hang off the same parent bone (ideally they would be parented off each other but I can't see how to do that without tinkering with the xml). That way the posture wouldn't affect the tail. Looking at the bones, the obvious ones to use are Stomach, Pelvis, and PELVIS which all hang from mPelvis. You could reposition and animate them all via anim. The trick here is that any mesh weighted to the bone would get dragged along with the deforming animation, so you'd have to anticipate that deformation ... hmmm, might not be too hard to do actually .. Avastar's bake T-pose might help or using "apply Pose as rest pose". Then if you really want to get fancy you could create three parented bones in your rig that function as a tail and use Copy Location and Copy Rotation to position and rotate the actual bones ... that way you'd get a rig that is nice to animate with full FK and targetless IK etc. Looking forward to seeing the results! |
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| | #86 (permalink) | |
| The Architect of Sin ![]()
Sinning, Naturally.
Join Date: Jun 2010
Posts: 15
My Mood: SL Join Date: 9/18/2007
Business: Sinful Needs Client: Firestorm (V3 for Mesh ULs) | Quote:
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| | #87 (permalink) |
| Senior Member ![]() ![]()
Curious
Join Date: Jun 2009
Posts: 125
My Mood: | Lord is thinking the Lab is going to do the development of Collision Bones and Morph Targets. That is wrong. Most of that development will be by third parties. Trying to do more than the Deformer now is not practical. No one wants to wait. The Content Improvement group is just getting a rough draft of the proposal ready for LL informal feedback. |
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| | #88 (permalink) |
| Senior Member ![]() ![]() ![]()
Mayan Time Lord
Join Date: Apr 2008 Location: Cali
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Business: [H]arsh Styles
Client: Always changing, and too lazy to edit. | Luckily a "Content Improvement Group" has no real say what anyone in SL does. As I said before, we will do it with our without LL's help. |
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| | #89 (permalink) | |
| Moo. ![]() ![]() ![]() ![]() Join Date: Dec 2007 Location: Here and there. Kinda inbetween places now.
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Business: Happy Bivouac/Milk&Cream | Quote:
(Of course I'd want to leave the ability for the end user to un-link the alpha from the attachment if they liked.) Of course, I've got a lot of ideas on how LL could drastically improve outfits and the appearance editor, but I'm sure we'll never see them approach those issues.
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| | #90 (permalink) |
| Emergency Mustelid ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2009
Posts: 15,397
| They could extend the coalesced objects feature to do that. First. Let you bundle folders into coalesced objects, and unpack them back into folders. This would also help people who've got coalesced objects that are too big to rez on any land they hold. Second. Let you wear coalesced objects. So you could coalesce the alpha and the attachment. Let them wear both at the same time, or break them up.
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