Alternative to Mesh Deformer? - Page 4 - SLUniverse Forums
Navigation » SLUniverse Forums > Development Discussion and Support > Content Creation » Alternative to Mesh Deformer?


Content Creation Discuss building, scripting, and other forms of content creation for SL.

 
Reply
 
LinkBack Thread Tools Display Modes
Old 07-15-2012, 10:49 PM   #76 (permalink)
The Architect of Sin
 
Galathir Darkstone's Avatar
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)
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
Galathir Darkstone is offline   Reply With Quote
Old 07-16-2012, 04:35 AM   #77 (permalink)
Member
 
Magus Freston's Avatar
 
Join Date: Jan 2012
Posts: 36
Business: Avastar
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.
Magus Freston is offline   Reply With Quote
3 Users Said Thanks :
Old 07-16-2012, 09:06 AM   #78 (permalink)
Senior Member
 
Adeon Writer's Avatar
 
Join Date: Apr 2010
Posts: 6,182
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.
Adeon Writer is offline   Reply With Quote
1 User Said Yay!:
Old 07-16-2012, 12:22 PM   #79 (permalink)
Senior Member
 
Darien Caldwell's Avatar
Mayan Time Lord
 
Join Date: Apr 2008
Location: Cali
Posts: 2,100
My Mood:
SL Join Date: 10/12/2006
Business: [H]arsh Styles
Client: Always changing, and too lazy to edit.
Quote:
Originally Posted by Adeon Writer View Post
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.

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?
__________________
[H]arsh Styles
Darien Caldwell is online now   Reply With Quote
Old 07-16-2012, 02:26 PM   #80 (permalink)
Senior Member
 
Adeon Writer's Avatar
 
Join Date: Apr 2010
Posts: 6,182
There would absolutely be conflicts. The deform animation to snap together the tail would also deform the jacket if it were weighted to the same cBones.
Adeon Writer is offline   Reply With Quote
Old 07-16-2012, 06:27 PM   #81 (permalink)
The Architect of Sin
 
Galathir Darkstone's Avatar
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.
Galathir Darkstone is offline   Reply With Quote
Old 07-16-2012, 06:32 PM   #82 (permalink)
The Architect of Sin
 
Galathir Darkstone's Avatar
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:
Originally Posted by Magus Freston View Post
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.
/me throws a party in anticipation.








Galathir Darkstone is offline   Reply With Quote
2 Users Laughed:
Old 07-16-2012, 06:39 PM   #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.
Quote:
Originally Posted by Galathir Darkstone View Post
/me throws a party in anticipation.
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/
Lord is offline   Reply With Quote
1 User Disagreed:
Old 07-16-2012, 06:57 PM   #84 (permalink)
Member
 
Magus Freston's Avatar
 
Join Date: Jan 2012
Posts: 36
Business: Avastar
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!
Magus Freston is offline   Reply With Quote
Old 07-16-2012, 07:04 PM   #85 (permalink)
Member
 
Magus Freston's Avatar
 
Join Date: Jan 2012
Posts: 36
Business: Avastar
Quote:
Originally Posted by Lord View Post
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.
The collision volume bones are already there and can be used now.
Magus Freston is offline   Reply With Quote
Old 07-17-2012, 02:21 PM   #86 (permalink)
The Architect of Sin
 
Galathir Darkstone's Avatar
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:
Originally Posted by Lord View Post
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.

The Consensus
As Magus already said, the collision volume bones I'm interested in are already in place. I just need an armature to work with... since I don't have the patience to try and tackle it blind. It would be nice to see the other bones discussed in this thread added, but there's a lot that could be done with what's in place already (as seen in the RP video of the OP).
Galathir Darkstone is offline   Reply With Quote
Old 07-17-2012, 05:50 PM   #87 (permalink)
Senior Member
 
Nalates's Avatar
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.
Nalates is offline   Reply With Quote
Old 07-17-2012, 06:36 PM   #88 (permalink)
Senior Member
 
Darien Caldwell's Avatar
Mayan Time Lord
 
Join Date: Apr 2008
Location: Cali
Posts: 2,100
My Mood:
SL Join Date: 10/12/2006
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.
Darien Caldwell is online now   Reply With Quote
1 User Groaned:
1 User Said Yay!:
Old 09-18-2012, 09:44 PM   #89 (permalink)
Moo.
 
Penny Patton's Avatar
 
Join Date: Dec 2007
Location: Here and there. Kinda inbetween places now.
Posts: 3,765
My Mood:
SL Join Date: 11/30/2005
Quote:
Originally Posted by Garvie Garzo View Post
i'm with eunoli, "this looks pretty awesome". also it looks more natural than what i saw of the deformer tests.
p.s. not all consumers are complaining about alpha layers. i can pile em on. once you get used to the fact that you need to wear shoes inside your boots, pants under evening gowns and bicycle shorts under skirts, a lil ole invisible thing is not a big deal.
I just wish it could be made a little more end-user friendly. Like, if you could somehow link an alpha texture to a mesh attachment so if you wore the attachment, the alpha would be added, too.

(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.
__________________
The Digital Pasture - SL from a cow's point of view. When the cow is also a designer.
Penny Patton is offline   Reply With Quote
Old 09-19-2012, 06:23 AM   #90 (permalink)
Emergency Mustelid
 
Argent Stonecutter's Avatar
 
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.
__________________
Argent Stonecutter -- Skyhook Station -- Coonspiracy Store

"And now I'm going to show you something really cool."


The previous is a cybernetic datum published - in direct contravention of DoD Regulation #229RR3X3 - as being conducive to the physical, psychological and/or social well-being of the population.
Argent Stonecutter is offline   Reply With Quote
1 User Likes This:
Old 09-19-2012, 08:59 AM   #91 (permalink)
Senior Member
 
Adeon Writer's Avatar
 
Join Date: Apr 2010
Posts: 6,182
Quote:
Originally Posted by Penny Patton View Post
I just wish it could be made a little more end-user friendly. Like, if you could somehow link an alpha texture to a mesh attachment so if you wore the attachment, the alpha would be added, too.
if you read JIRA history, that was actually the original LINDEN-CREATED proposal. We wanted it on a separate layer, and so they did.
Adeon Writer is offline   Reply With Quote
Reply

Tags
content creation, deformer, mesh

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On