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Honored Resident
Carrie Tatsu
Posts: 23

Mesh Imports and animation

I had a question regarding mesh and have not been able to find the answer...Maybe this forum can help.  I know that currently mesh will allow people to create mesh avatars and animate those avatars.  Is it possible to create a mesh object and animate the object via scripts, using the animation that was created in Maya?  For example, a dinosaur mesh model is created in Maya as well as the animation of that model.  The model is then uploaded to SL as well as the animation, however an avatar is not the dinosaur.  It is an independent object that moves via scripts calling the imported animation. 

Honored Resident
Carrie Tatsu
Posts: 23

Re: Mesh Imports and animation

Reply to Carrie Tatsu - view message

Okay I found my own answer -

* COLLADA allows rigging which makes it possible to have entire avatar replacements that bend with animations.

Once rigged to the Second Life avatar skeleton, a worn mesh is able to move along with the movements of an avatar in-world. Rigged mesh objects can be worn as simple attachments such as jewelry, more complex objects such as clothing or hair, and can even replace the entire Second Life avatar if desired.

In its present state, the rigging system does not allow the creation of arbitrary skeletons or bone offsets (moving the joints around). Mesh objects must be bound and rigged to the default Second Life avatar skeleton AS IS. Essentially, this requires artists to build their assets around the skeleton, instead of building their assets and putting the skeleton into position accordingly. However, Linden Lab is presently working on adding these features.

Nalates Urriah
Posts: 2,974
Solutions: 121
Registered: ‎03-26-2009

Re: Mesh Imports and animation

Reply to Carrie Tatsu - view message

Kwel! Where did you find your answer?