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Is it possible to make a custom skeleton?


Strider Kling
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HI.

In principle you can use any rig for animating. But you have to map the generated animation data back to the second life default skeleton. And when it comes to rigging (and weighting) characters and mesh attachments, then the same applies: You can use your own skeleton, but at the very end you always have to map whatever you do to the Second Life skeleton. Such that your exportfiles remain compatible with what the Second Life importer expects to get. However you might or might not be aware that the Second Life Skeleton has many more bones than it seems :)

You might be interested to check out this article about the Second Life skeleton:

    http://blog.machinimatrix.org/avastar/the-second-life-skeleton/

Maybe that can be of some help to your project.

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Will it ever be possible? Not in the near future.

This year Oz Linden is trying to get company resources devoted to a review of the avatar and STORM-1716 (Deformer Project) and STORM-1800 (Better Weighting and Mesh). Whether that will happen is unknown.

I believe the current feeling within the Lab is there is little room to improve the avatar. Any changes will only be noticed by a minority of users. For those involved in fashion it is a big deal. Getting the Lab to see it that way has been a challenge. With the new JIRA Change it is even harder to convince the Lab how popular and how many feel these changes are important.

Oz Linden has repeatedly said the Lab wants the Deformer to move forward and wants to implement it. But, the sense of urgency many users feel for the project is not shared by the Lab. We have different priorities. You can read the evolving saga of the Mesh Deformer and Avatar 2.0 on my blog, which might give you some perspective on when we may get custom skeletons/armatures. 

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