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Old 09-15-2018, 04:51 AM
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eku Zhong
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Culprit gives you the fingers....



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We have been working our fingers to the bone to bring you the first in SL full Bento Hands Piano.

Culprit Sonata Bento Upright Piano

Includes a small and a large version to accommodate most avatar sizes. Seating can be adjusted and has memory for up to 100 specific avatars.
7 Land Impact at rezzed size.
Song menu has 32 piano classics with corresponding bento animations.
Mute menu has 8 different style of piano playing plus an idle animation.
Texture change includes 8 themed textures or customise your own blend from the custom menu.
Access can be set to Owner, Group or All under the Adjust menu.
Bento hands are necessary to appreciate the full beauty of the animations, but it will also work without them, but be less amazing.

http://maps.secondlife.com/secondlife/Culprit/192/165/22


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Old 09-15-2018, 01:17 PM   #2
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Bento hands are necessary to appreciate the full beauty of the animations, but it will also work without them, but be less amazing.
Hand racism.
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Old 09-15-2018, 03:29 PM   #3
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Pity SL doesn't provide inverse kinematics
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Old 09-15-2018, 04:16 PM   #4
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Pity SL doesn't provide inverse kinematics
The inverse kinematics are baked into the animations with Blender, AvaStar, Poser and I suspect most higher level animation creation software.
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Old 09-15-2018, 04:28 PM   #5
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The inverse kinematics are baked into the animations with Blender, AvaStar, Poser and I suspect most higher level animation creation software.
YKWIM
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Old 09-16-2018, 12:54 AM   #6
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Old 09-16-2018, 06:34 AM   #7
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Old 09-16-2018, 07:14 AM   #8
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I'm giving you seventeen thumbs up for the piano.


BUT. I click on your map link, and I get a page saying "you are leaving facebook."???
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Old 09-16-2018, 08:50 AM   #9
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I'm giving you seventeen thumbs up for the piano.


BUT. I click on your map link, and I get a page saying "you are leaving facebook."???
ooops .. my bad for copying the link off FB hahaha sowwy.

http://maps.secondlife.com/secondlif...rit/192/165/22
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Old 09-16-2018, 12:26 PM   #10
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With in-world inverse kinematics you could override the position of the arms and put the fingers on the right notes.
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Old 09-16-2018, 02:32 PM   #11
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ooops .. my bad for copying the link off FB hahaha sowwy.

http://maps.secondlife.com/secondlif...rit/192/165/22

I was just wondering because I have left facebook several months ago already 0.o
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Old 09-16-2018, 04:47 PM   #12
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I made an artists doll avatar once that could theoretically be scripted, by reading bvh animations as text on notecards. Custom mesh could then be used to cover the doll for a realistic appearance. "Aware" objects could also be picked up (by giving themselves as inventory and force attaching themselves while deleting the original).

I'll toss the avatar gratis and full perm to anyone who wants to play with it (Soen Eber inSL). I sometimes wear it just for fun.
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Old 09-16-2018, 09:09 PM   #13
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Quote:
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I made an artists doll avatar once that could theoretically be scripted, by reading bvh animations as text on notecards. Custom mesh could then be used to cover the doll for a realistic appearance. "Aware" objects could also be picked up (by giving themselves as inventory and force attaching themselves while deleting the original).

I'll toss the avatar gratis and full perm to anyone who wants to play with it (Soen Eber inSL). I sometimes wear it just for fun.
You might want to keep that till animesh comes out.. i can think of massive uses for that...
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Old 09-17-2018, 01:33 PM   #14
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I'm not going to have a lot of time for this kind of stuff shortly - an inheritance is allowing me to go back to school in a couple months.

So I might as well toss it out to anyone who has the time to focus on Second Life - I'll drop you a copy in a day or two.
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Old 09-17-2018, 02:21 PM   #15
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Ooh, I'd be interested.
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Old 09-17-2018, 02:30 PM   #16
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The avatar itself is unscripted, in case anyone missed the word "theoretically". I could spec out the proposed interfaces if you like but anyone working on making it real would be a pretty advanced scripter anyways.
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Old 09-17-2018, 02:50 PM   #17
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Oh, it doesn't include all the individual sub-animations?
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Old 09-17-2018, 04:00 PM   #18
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Oh, it doesn't include all the individual sub-animations?
17 joints w/ (for testing and proof of concept purposes) 12 30 animations in x/y/z directions comes to 712 animations, half that for realistic constraints, doubled again for fingers, tail, and wings, and 6 times that for 5 animation intervals instead of 30. Alternatively reading .bvh animations as text and using offset rotation calculations would require up to ... rough guess ... 30 calculations for llSerLinkPrimitiveParams for each key frame IF you only need to do that once per keyframe, assuming the .bvh does not require intermediate calculations due to hierarchy.

It's doable, but LSL isn't powerful enough to do the latter, and I'm not obsessive compulsive enough to write a python script to autogenerate 5,000+ animations and upload them for the former.
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Old 09-17-2018, 04:32 PM   #19
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I looked into this about 10 years ago and reached the same conclusion. Oh well.
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Old 09-18-2018, 07:27 AM   #20
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Old 09-18-2018, 04:45 PM   #21
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