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Project Bento Feedback Thread

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Hello everyone!

I use Maya 2016 and tried both the bento skeletons found here and here. Though the animation plays, it forces the arm to move to the position of the shoulder. Earlier when I made an animation that moved the fingers, when i uploaded it it forced the fingers to move to the position of the wrist. It seems that my animations force the rotating joint to move to its previous joint in hierarchy!

I have Maya working in meters, I have the up axis as Y, as suggested in the BVH exporter text instructions.  I tried with the SL skeleton before the bento bones and everything worked right. What is going on ? :(

Any help appreciated!

P.S: I uploaded the animation on megafile if that helps: http://www.megafileupload.com/1qj1o/test1.bvh

EDIT : I tried with the SL skeleton before the bento bones and everything worked right. What is going on ? :(

EDIT #2 : The Exporter found here http://circle.twu.net/progs/       in version 1.5 worked for me. I had been using 1.6 and it kept giving me that error

It is disappointing that the official page suggests we use the 1.6 and that I spent 2 days trying to correct my animation and exporter settings, and all this time the version 1.5 would have done what I wanted with no problems  :/
 

Submitted it as bug here https://jira.secondlife.com/browse/BUG-41691

Edited by Adele Bumblefoot

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On 4/6/2017 at 5:32 AM, Adele Bumblefoot said:

Hello everyone!

I use Maya 2016 and tried both the bento skeletons found here and here. Though the animation plays, it forces the arm to move to the position of the shoulder. Earlier when I made an animation that moved the fingers, when i uploaded it it forced the fingers to move to the position of the wrist. It seems that my animations force the rotating joint to move to its previous joint in hierarchy!

I have Maya working in meters, I have the up axis as Y, as suggested in the BVH exporter text instructions.  I tried with the SL skeleton before the bento bones and everything worked right. What is going on ? :(

Any help appreciated!

P.S: I uploaded the animation on megafile if that helps: http://www.megafileupload.com/1qj1o/test1.bvh

EDIT : I tried with the SL skeleton before the bento bones and everything worked right. What is going on ? :(

EDIT #2 : The Exporter found here http://circle.twu.net/progs/       in version 1.5 worked for me. I had been using 1.6 and it kept giving me that error

It is disappointing that the official page suggests we use the 1.6 and that I spent 2 days trying to correct my animation and exporter settings, and all this time the version 1.5 would have done what I wanted with no problems  :/
 

Submitted it as bug here https://jira.secondlife.com/browse/BUG-41691

Hi Adele,
I have made a number of videos this last week dealing with animating the Bento skeleton in Maya and even have a video about the problems with the BVH exporter 1.6 and a work around if you want to do translation animations on bones other than the mPevis bone.  If you just want to do rotation animations and only do rotation and or translation animations on the mPelvis then the BVH exporter 1.5 is the way to go.

Here is a link to my Youtube channel:
https://www.youtube.com/channel/UCLurA9Qzby5GRuYtJ_K_8FA/videos

Hope that helps. :)
Cathy

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Hi everybody,

just curious if there's any chance of adding a adjustable layer of fat and muscle onto the second life skeleton to pad joints when the flex. So the shoulder raises and the ass stays round and general body look stay closer to a real body as opposed to flattening the skin where the bend occurs. Just an idea.

Thank you

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I'm having an ingame issue with Bento. I've applied my edited mocap animation to Bento avatar but after the animation is done playing back the character's arms get permanently stretched a bit and i need to unfold the character in order to get it back into original state. I got a before/after pics of what's going on. Anyone got an idea how to fix this?

Before.png

After.png

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4 hours ago, Daumus said:

Anyone got an idea how to fix this?

I'm guessing you have bone location data in your animation. You want to turn off bone location and only use bone rotation on the bones for the body, in the export options. Or you could go into the animation per bone and turn off all the location data for the bones in the body.

Edited by Medhue Simoni

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You mean bone translation? And do you mean export from Blender or edited export from Motionbuilder?

EDIT: Nevermind, it works now, thanks, it was motionbuilder export with translation...

Edited by Daumus

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I still really hate how the position of a bento tail is tied to your height. Make a human sized avatar and the tail will sink into your buttcheeks. Same tail in a 7' tall avatar looks fine.  One friend made me an offset animation that more or less fixes the problem for me but I tried those same animations on another friend using another tail and it didn't work at all.

 This is not "Fast, Friendly Fun", this is aggravating. It should not be a frustrating challenge to use a basic feature like this. I feel like there should have been some sort of slider added to the appearance editor to let people adjust the position of the new bones.

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More issues galore.

For some reason, i can't get a 1:1 animation from Motionbuilder in SL. Every time i load up an animation in preview, for some strange reason the feet shake like crazy even though they're fully stable in Motionbuilder, that's for example in 40 or 60 fps. If i lower the FPS, bake everything to 10 FPS, the animation in SL plays back normal, the feet shake a lot less but the loop gets screwed, there's a pause when the loop restarts.

The loop in the video restarts at the end, when she's finished touching her hair. In 10 fps video there's a pause, and in 40 fps video the pause is barely noticable.

I'm really tired from debugging everything around SL, some help would be much appreciated.

https://imgur.com/zxBJqKC

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heyas guys!

 

yes, i'm slow.  starting to get into rigged mesh now.  is there any in-world group for... teaching/learning bento rigging and suchlike?  that wouldn't mind a noob asking a bunch of noob questions?

also curious, because i didn't see it on the wiki pages... is there an illustration of the 'new' skeleton?  there's a list of all the new bones, but not a diagram, ya know?  just for... visually oriented people...

 

i'm curious about animating attachments.  i got the fantastic fuxywuxy fox tail that does contact juggling!  and it has animations that animate anything you attach to it.  is that a thing, or is that the thing that i've seen the wiki pages saying NOT to do, to animate an attachment or do a bone at an attachment point??

 

lastly... i've never done rigged face animations, only morphs.  how DO you attach like cheeks and eyebrows to a bone??  (ears and tongues, even eyelids, i have done.  but not individual parts of the face that are like embedded.)

thanks a bunch!

 

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