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Heb Dexler

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  1. Oh sorry Naiman, silly me. I signed up for free so I thought the download would be? Any suggestions for alternative free storage? it's 882mb In the mean time.. i can download one at time from mediafire when I'm not logged in, so think you should be able to as well
  2. Haaaha, that's a blast from the past. Old but gold! Hi Naiman Great to see this remembered, PrimComposer ruled I've uploaded everything I can dig out Installation files, patches, some work arounds and all the tutorials https://www.mediafire.com/folder/cut72hx8vtdgd/PrimComposer or https://cloud.degoo.com/share/SOFEdWbS-ZKJIDibIkiDow Have fun!
  3. Sorry Eilfie I don't but if it's any help here are the translations I was using with the position offsets applied to the mBones from avatar_skeleton.xml. I was playing with this a while ago though, I supose I'm going with the flow for a change and waiting for the mesh deformer as the driver driven params and phys from avatar_lad.xml like breast size doesnt work using the collisions without editing client xml or more. don't quote me I'm a bit rusty just lurking the forum and can't login to SL. Still interesting though who knows where the ability to skin collisions or morphs might go in the future. PELVIS pos=[-0.01, 0, 1.04702] rot=[0.000000, 8.00000, 0.000000] scale=[0.12, 0.16, 0.17] BELLY pos=[0.028, 0, 1.19109] rot=[0.000000, 8.00000, 0.000000] scale=[0.09, 0.13, 0.15] CHEST pos=[0.012632, 0, 1.42597] rot=[0.000000, -10.00000, 0.000000] scale=[0.11, 0.15, 0.2] NECK pos=[-0.024875, 0, 1.62707] rot=[0.000000, 0.000000, 0.000000] scale=[0.05, 0.06, 0.08] HEAD pos=[-0.004875, 0, 1.7527] rot=[0.000000, 0.000000, 0.000000] scale=[0.11, 0.09, 0.12] L_CLAVICLE pos=[-0.016295, 0.084665, 1.54136] rot=[0.000000, 0.00000, 0.000000] scale=[0.07, 0.14, 0.05] L_UPPER_ARM pos=[-0.036295, 0.283665, 1.53136] rot=[-5.000000, 0.00000, 0.000000] scale=[0.05, 0.17, 0.05] L_LOWER_ARM pos=[-0.036295, 0.511665, 1.52136] rot=[-3.000000, 0.00000, 0.000000] scale=[0.04, 0.14, 0.04] L_HAND pos=[-0.026295, 0.666511, 1.52136] rot=[-3.000000, 0.00000, -10.000000] scale=[0.05, 0.08, 0.03] R_CLAVICLE pos=[-0.016295, -0.085, 1.54136] rot=[0.000000, 0.00000, 0.000000] scale=[0.07, 0.14, 0.05] R_UPPER_ARM pos=[-0.036295, -0.284418, 1.53136] rot=[5.000000, 0.00000, 0.000000] scale=[0.05, 0.17, 0.05] R_LOWER_ARM pos=[-0.036295, -0.512418, 1.52136] rot=[3.000000, 0.00000, 0.000000] scale=[0.04, 0.14, 0.04] R_HAND pos=[-0.026295, -0.667418, 1.52136] rot=[3.000000, 0.00000, 10.000000] scale=[0.05, 0.08, 0.03] R_UPPER_LEG pos=[0.01362, -0.078806, 0.805929] rot=[0.000000, 0.00000, 0.000000] scale=[0.09, 0.09, 0.32] R_LOWER_LEG pos=[0.01284, -0.080171, 0.335007] rot=[0.000000, 0.00000, 0.000000] scale=[0.06, 0.06, 0.25] R_FOOT pos=[0.192927, -0.080171, -0.0351239] rot=[0.000000, 10.00000, 0.000000] scale=[0.13, 0.05, 0.05] L_UPPER_LEG pos=[0.013757, 0.076765, 0.806017] rot=[0.000000, 0.00000, 0.000000] scale=[0.09, 0.09, 0.32] L_LOWER_LEG pos=[0.01287, 0.081197, 0.334964] rot=[0.000000, 0.00000, 0.000000] scale=[0.06, 0.06, 0.25] L_FOOT pos=[0.192939, 0.082575, -0.0351049] rot=[0.000000, 10.00000, 0.000000] scale=[0.13, 0.05, 0.05]
  4. If you want to try this in 3ds max I have some free scripts to make and link the collisions as bones. Skeleton.ms - makes a base skeleton if you don't have slav CollisionBones.ms - collisions as copy of normal bone shapes CollisionBonePoints.ms - collisions as nub/point bone shapes I havn't tried with slav but they are the correct positions from 'avatar_lad.xml' If anyone is feeling really experimental there's a script for making morphs as bones and the attach points. There are anim and other bone tools in the parent folder, fill your boots! (skeleton may by tiny depending on your units) http://www.lldexler.com/scripts/collisions/ some more info - http://blog.nalates.net/2012/06/25/sl-mesh-deformer-alternative/
  5. Great news Abu. Sounds like a challenge has taken root. Makes sense to me there is more need than ever for your exporter now that people are making mesh and skinning. It's only natural to follow through and animate your character and there are a lot more max questions poping up on the forum these days. I'm not around for a while but if your still on it when I get back I would love to help out anyway I can, testing etc. Chip seems busy on a project too. Which is great, always good to see more 3ds in the scene or getting back in there. All we need now is Shack Dougall to chime in with some cool libomv project, and big thanks for sharing your code it worked a treat, I learnt a lot and had fun with some long circus animations. hope the ride is smooth!
  6. Hi All I was playing with this script to make bones and use Abus exporter early mesh days but put the project on hold when Wiz released SLAV. Mostly because I hadn't worked out the character.LL file format but did get some good bvh anim into SL straight from max. Added a bake function to Abus exporter which helped and changed some of the rotation orders I think but my memory has been overwritten at that address. Used bvh hacker to sort the sl anim loop error. The annoyance was having to xform the bones. I'm not great at scripting and can't promise no errors but it may have some use or save time if anyone is maxscripting in this area. Sadly I can't SL for a while yet but would like to finish the script and release freeware one day. Fill your boots and use it as you like in the mean time. AvyBones007.ms (beta) (ignore the resize tab that was before Prep added the height adjust in the SL importer. & the rig can be tiny depending on your max units) There are various other bits in the folder that I was experimenting with, puppet shop files and a backup of Abu's script from the old forum. *Abu, I hope this is ok to post. Your script was in the wild on the forum and I have been careful to attribute. Please let me know if it isn't I will remove at once. BTW. Daves Google group for bvhhacker is always there for bvh help, really knows his beans and is more than generous with his time on brain teasing rotation problems etc.
  7. If your using SLAV to make the bones the default scale is set to 40 so its easy to work on set to 1 it should import as expected.
  8. Hi Prep, I missed the followup where you say " mimic the joint hierachy, rename the nodes..." To spell it out for a dummy, Do you want us to copy the joint positions from the main skeleton exactly or use the collision joints positions from the xml file? (which appear to be offsets from the skeleton bones) . Skin with just the collisons bones or both hierachies together? Here is 3ds Max script to make the skeleton, collison bones as copies or using the xml positions. Skeleton.ms - CollisionBones.ms - CollisionBonesXML.ms Rigging to the collision volumes can work! During the beta, untill diabled, it was possible to resize and positon a worn mesh using custom sliders. Here's my post from the old forum and Here's a video of the results.
  9. >>something moving very fast That maybe rotation problem, up axis maybe.I dont use blender but in my app Z is up for export otherwise its all mangled in SL. Have you tried looking at the default skeleton. simplebot or avatar.blend? Gaia's has a copy here . Maybe dont move it around untill your uploading is all working as expected.. Good luck!
  10. Thanks again Gaia, for your tireless work to help us, I don't know where mesh users would be without you!
  11. Just an idea. Are you selecting all the bones and the mesh together when you export to collada? >> "SL. "hips, neck, head, rForeArm..etc" The exact joint names should be: mPelvis mTorso mChest mNeck mHead mSkull mEyeRight mEyeLeft mCollarLeft mShoulderLeft mElbowLeft mWristLeft mCollarRight mShoulderRight mElbowRight mWristRight mHipRight mKneeRight mAnkleRight mFootRight mToeRight mHipLeft mKneeLeft mAnkleLeft mFootLeft mToeLeft 
  12. Hi I had a workflow going with Lumonix's free Puppetshop plugin (max 8 or higher). You can make custom rigged SL puppets to drop in any max scene and constraints files which let you import BVH or easily export BVH to SL via a quick clean up in BvhHacker. I was working on a free maxsript 'avyBones.ms' to make a skeleton and auto apply skin and bones, scale then export to DAE as we couldn't find a good set of bones for Max at the start of the public beta. I was adding an auto rigging function and Abu Nasu's exporter when I had to down tools. I am just getting back from months working away from home with no SL. Another reason I hadn't completed the script was that viewers were changing too fast to keep fixing each time, then the collada scaling and z-heights were suddenly cut from the SL importer which didn't help the mood. I might try again to finish it when mesh has rolled out proper. I thought I had a few unique features but as Wiz Daxter (not related) released a professional SLAV 3ds max which does a tidy job maybe its not needed anymore. Here are my last rough notes and noobish maxscripts if they are a help to anyone.
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