| Content Creation Discuss building, scripting, and other forms of content creation for SL. |
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| Member ![]() | Test attachment point viewer patch? Hi, is anybody that can compile a mesh-enabled viewer able to test a small patch? A limitation of the attachment points in the LL character is that many of them have names with spaces, like “Left Pec”. Collada 1.4 doesn’t handle bone names with spaces as space is used to delimit bone names. So the idea is to replace the spaces with an underscore for the collada file so you get “Left_Pec”, which of course SL doesn’t recognise. The patch just translates “Left_Pec” back to “Left Pec” at import time. The details and files to test it all out with are here: Topic: Help needed to test viewer patch «. You don't need any software other than a patched viewer to test it out. (added files below for testing, as linked site need a login, details of the patch are at the above site though) Test: Attached is a mesh with two spheres weighted to "Left Hand" and "Right Hand" (actually "Left_Hand" and "Right_Hand"). Import the mesh using “skin weights” and if the patch works, when you wear the mesh, you should see the sphere’s hovering in front of the hands like in the blender pic and following the hands with the AO. If it doesn’t work, you won’t see the sphere’s. I think SL puts ’unweighted’ vertices at (0,0,0) of the sim, so effectively the mesh disappears off to the horizon somewhere. There is also an animation attached will will cause the sphere’s to rotate around the hands
__________________ Avastar - Character animation and editing with Blender. Last edited by Magus Freston; 10-02-2012 at 08:23 PM. Reason: Added files for testing if patch works |
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Mayan Time Lord
Join Date: Apr 2008 Location: Cali
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Client: Always changing, and too lazy to edit. | I can look at compiling a viewer tomorrow. I already have a working 3.3.4 compile setup now. EDIT: decided to just go ahead and do it. Will contact you on your forums. Last edited by Darien Caldwell; 10-02-2012 at 12:15 AM. |
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Making Mesh
Join Date: Oct 2009
Posts: 756
My Mood: | I could be wrong, but I assume the patch makes it so that anyone can import an armature that has attachment bones that have two names like "Right Hip", "Left Pec", etc. Only the attachment bones with a single name can be imported at this time. |
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| | #5 (permalink) |
| Member ![]() | Absolutely Lance. All the patch does is translate names like "Right_Hip" back to "Right Hip". If push comes to shove you can always edit the collada file with a text editor and replace the spaces in the names with underscores in a field usually called skin-joints-array. This will allow the viewer to parse the file, then the patch undoes the name change. I just realised that the testing files required a login in the site I linked to so I've added them to the original post. |
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| Senior Member ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2010
Posts: 6,111
| Important: Will everyone see models with things rigged to the new space names this way, or only people with the patch? I'm assuming everyone will see it, if so, no need to people to wait for LL's support, we can all use this now - otherwise we'll run into the 4.2 rule. |
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Mayan Time Lord
Join Date: Apr 2008 Location: Cali
Posts: 1,999
My Mood: SL Join Date: 10/12/2006
Business: [H]arsh Styles
Client: Always changing, and too lazy to edit. | Yes, you only need the patch to upload. The resulting mesh can be seen by any viewer, modified or not. (assuming they can see mesh) |
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Making Mesh
Join Date: Oct 2009
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My Mood: | It looks like they are bringing this into Firestorm: [#FIRE-7937] [PATCH] DAE Import Support for Attachment Point Names - Phoenix Viewer |
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| | #12 (permalink) |
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Mayan Time Lord
Join Date: Apr 2008 Location: Cali
Posts: 1,999
My Mood: SL Join Date: 10/12/2006
Business: [H]arsh Styles
Client: Always changing, and too lazy to edit. | Magus put this on the Content Creation Meeting with Nyx today, and they seemed pretty interested in the patch. Just have to get Magus to jump through all the hoops of the submission process. |
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