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making mesh items respond to the foot size avatar shape slider


Fizz Savira
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Hand size works. Torso length, etc. In other words, all the various "bone length" sliders work great on my mesh avatar. Except for that niggling foot size "bone".


Any ideas? My mesh is fully rigged, animates wonderfully (well, as wonderful as one can do with SL's limited weighting system), but refuses to adjust the foot size.

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Hi Fizz

If you look in the viewer file \SecondLifeViewer\character\avatar_lad.xml

"Hand Size" param is adjusted using the bones mWristLeft/mWristRight.

      <param_skeleton>
        <bone
         name="mWristRight"
         scale="1 1 1"
         offset="0 0 0" />...

"Foot_Size" param is adjusted using volume morph L_FOOT/R_FOOT.

      <param_morph>
        <volume_morph
          name="L_FOOT"
          scale="0.02 0.01 0.0"
          pos="0.01 0 0"/>..

It is possible to add the morph points to rigs as bones and weight them. It was put forward as a way to fit mesh before the Deformer project. It was shown to work but there are inconsistencies with the method as some sliders use a driver/driven param and are not editable this way. 

There  was a deformer thread recently with links to more info

 

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  • 3 weeks later...


Karl Reisman wrote:

If you can make Morphs work on a rigged mesh, you have qachieve dht eholy grail of Av makers.

Morphs in Blender/3ds Max/Maya etc or the inworld morphs?

In a 3D program you can make your own morphs. Changing the geometry on a rigged mesh to my best knowledge breaks your rig, but the weights are set per vertex. Morphs change the shape of an object, but not its topology (number of vertices/layout of them) This means you can save your weights, then morph then load your weights again. If the morphs aren't stretching some vertices beyond "the next bone" this should work on any rig.

If you mean in SL, that's exactly what the deformer does. And it's (one of the reasons) why it's taking so long to make it work. With the deformer the mesh is not weighted to the bones, but to the avatar skin. This way it follows all the morphs as well as all the bone adjustments.

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