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Eilfie Sugarplum

Deformer Mesh?

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While a complete solution to this problem is still in the works, some mesh builders have been using an alternative method that relies on the mostly unused collision volumes built into the base avatar. It is not perfect and it misses some shape settings, but it is pretty nice for what it can do.  This SLU thread has a longer discussion of the technique.

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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/

 

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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]
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Hello. Just wondering if there some kind of tutorial. Step by step sorry if i bother, but couldn't find  how exactly do i rig the mesh using those new bones tried few times and never worked in second life  thank you

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