VirtualKitten Posted May 21, 2021 Share Posted May 21, 2021 MAV PARSING ERROR and LOD3 Model Circle.001 loaded non-identity bind shape rot. mat is { 0, -0.548086, 0, 0; 0.590287, 0, 0, 0; 0, 0, 0.58955, 0; 0.596632, -8.15473, 15.426, 1 } bind_rot { 0, 0, 0.707107, 0.707107 } non-identity bind shape rot. mat is { 0, -0.590931, 0, 0; 0.576035, 0, 0, 0; 0, 0, 0.555029, 0; 0.548386, -19.9081, 18.143, 1 } bind_rot { 0, 0, 0.707107, 0.707107 } non-identity bind shape rot. mat is { 0, -26.4651, 0, 0; 24.9592, 0, 0, 0; 0, 0, 22.8649, 0; -13.3885, 9.66861, 13.3398, 1 } bind_rot { 0, 0, 0.707107, 0.707107 } non-identity bind shape rot. mat is { 0, -26.908, 0, 0; 24.6479, 0, 0, 0; 0, 0, 22.8649, 0; 13.9829, 9.94171, 13.3396, 1 } bind_rot { 0, 0, 0.707107, 0.707107 } non-identity bind shape rot. mat is { 0, -112.54, 0, 0; 52.627, 0, 0, 0; 0, 0, 29.5265, 0; 0.253345, 32.9732, 14.4152, 1 } bind_rot { 0, 0, 0.707107, 0.707107 } non-identity bind shape rot. mat is { 0, -112.54, 0, 0; 52.627, 0, 0, 0; 0, 0, 29.5265, 0; 0.253345, 32.9732, 14.4152, 1 } bind_rot { 0, 0, 0.707107, 0.707107 } with binding shape matrix is not in standard X-orientation my red axis is correct ?What is a bind shape rot. mat? Link to comment Share on other sites More sharing options...
VirtualKitten Posted May 21, 2021 Author Share Posted May 21, 2021 (edited) I think I remember having to Reset rotations and everything but did that i did tis in object mode clear rotation scale an location but had no affect Edited May 21, 2021 by VirtualKitten Link to comment Share on other sites More sharing options...
VirtualKitten Posted May 21, 2021 Author Share Posted May 21, 2021 (edited) Very strange orientation how do i resolve this please ? Edited May 21, 2021 by VirtualKitten Link to comment Share on other sites More sharing options...
VirtualKitten Posted May 21, 2021 Author Share Posted May 21, 2021 (edited) I got around binding set origin of model to world but have error here Calculating model data. LLFloaterModelPreview::setModelPhysicsFeeErrorStatus(13107200 : ) Edited May 21, 2021 by VirtualKitten Link to comment Share on other sites More sharing options...
VirtualKitten Posted May 21, 2021 Author Share Posted May 21, 2021 LOD4: List of models does not include mGroinb Assigning LOD3 for mGroinb to found match mGroinb Assigning LOD2 for mGroinb to found match mGroinb_LOD2 Assigning LOD1 for mGroinb to found match mGroinb_LOD1 Assigning LOD0 for mGroinb to found match mGroinb_LOD0 LLFloaterModelPreview::setModelPhysicsFeeErrorStatus(13107200 : ) Link to comment Share on other sites More sharing options...
VirtualKitten Posted May 21, 2021 Author Share Posted May 21, 2021 (edited) These error messages get worse who come up with this stuff cant we have English Why does it have to be the groin ROLF Were is Groinb coming from i don't think i have a vertex group called this Edited May 21, 2021 by VirtualKitten Link to comment Share on other sites More sharing options...
VirtualKitten Posted May 21, 2021 Author Share Posted May 21, 2021 (edited) Further more it shows this is supposed to be associated with mAnkleLeft in fact pretty much everything in left list which its not idk sighs Yet I cannot find not nodes with this on Further more if i going to edit and select everything in Groin group would you not expect whole everything in left to be selected ? See for yourself can you find it selected anywhere else ? Can you help @Quarrel Kukulcan Hugs Dx Edited May 21, 2021 by VirtualKitten Link to comment Share on other sites More sharing options...
VirtualKitten Posted May 21, 2021 Author Share Posted May 21, 2021 Surely then this error message is a nonsense caused by Second life for another purpose? Could you explain please as it seems very strange ? Link to comment Share on other sites More sharing options...
VirtualKitten Posted May 21, 2021 Author Share Posted May 21, 2021 (edited) I now get a different one about grin what do these messages mean please as they done seem to associate with anything https://i.gyazo.com/f6eb98a7102a93569dcff4ee0b9c106e.png Kind Regards Dx Edited May 21, 2021 by VirtualKitten Link to comment Share on other sites More sharing options...
VirtualKitten Posted May 21, 2021 Author Share Posted May 21, 2021 (edited) i really don't know what these messages mean does anyone ? This is what it does importing into second life please see link video https://i.gyazo.com/4b7d5024d1b4d61a70bc9cdd344d0f19.mp4 Edited May 21, 2021 by VirtualKitten Link to comment Share on other sites More sharing options...
VirtualKitten Posted May 25, 2021 Author Share Posted May 25, 2021 Aquila told me he could upload the mesh and it was 600L and was very large i wonder if this error is associated with the Second life scale importer ass i have this set at 0.25 in Firestorm x64 Upload? Link to comment Share on other sites More sharing options...
Aquila Kytori Posted May 28, 2021 Share Posted May 28, 2021 (edited) When uploading the dragon armature as an Animation the SL animation importer throws up the error "Unable to read animation file, Incorrect root joint name, use "hip". A very simple Stick_man model rigged using the same (I hope it is the same) "bento" rig and animated to move the left leg forwards and the right arm back, imports without an error. Note that the armature/model had to be rotated so that Y axis is Forwards and Z axis is Up otherwise the limbs were rotated incorrectly ( and Scale set to 39.3701 meters to inches. I am not sure yet how important this scale setting is. its just something I read in an earlier thread). If I understand correctly something Optimo mentioned in an earlier thread; the .bvh (or was it the SL importer ?) looks for a bone named hip to use as root but if it doesn't find that it will accept mpelvis instead. I checked and the dragon does have the mpelvis bone. (I also tried renaming the mPelvis to hip but same error). Does anyone have any ideas what what could be causing this error ? Edited May 28, 2021 by Aquila Kytori Link to comment Share on other sites More sharing options...
Aquila Kytori Posted May 28, 2021 Share Posted May 28, 2021 The reason the animation importer was throwing up that error was because the dragon skeleton had two bones that should not have been there. Bone and Bone.001. Deleting those two bones will enable you to import an animation without an error. Uploading an animation which rotates the mShoulderLeft bone of the dragon : Here is a video that explains how to animate the model in the standing up position while still having the base model/armature using Y up and Z forwards. Enable the subtitles/captions for an explanation for how this works. Link to comment Share on other sites More sharing options...
Aquila Kytori Posted May 30, 2021 Share Posted May 30, 2021 Correction to my earlier post : On 5/28/2021 at 9:12 PM, Aquila Kytori said: A very simple Stick_man model rigged using the same (I hope it is the same) "bento" rig and animated to move the left leg forwards and the right arm back, imports without an error. Note that the armature/model had to be rotated so that Y axis is Forwards and Z axis is Up otherwise the limbs were rotated incorrectly It should have been Z axis is Forwards and Y axis is Up . Link to comment Share on other sites More sharing options...
OptimoMaximo Posted May 30, 2021 Share Posted May 30, 2021 (edited) On 5/28/2021 at 9:12 PM, Aquila Kytori said: If I understand correctly something Optimo mentioned in an earlier thread; the .bvh (or was it the SL importer ?) looks for a bone named hip to use as root but if it doesn't find that it will accept mpelvis instead. The bvh importer should accept a few aliases for each single bone, I guess to allow scenes with multiple rigs in 3d applications without name clashing, of which the root can be mPelvis, hip, avatar_hip... But! To my knowledge only hip works and that's how Cathy Foil and I have set up the animation export with that naming convention in our exporters. The anim format, instead, doesn't allow aliases, so for the anim exporter I resorted to some name strings manipulation to get the desired output. The scale set at 39.37 refers to the centimeters to inch conversion rate when the avatar is based on a centimeters scale where the linear units are centimeters and the unit itself has to be interpreted as inches, so I don't know if that still applies in Blender, which is based on meters as linear unit. I guess it would need to be converted to inches, requiring the inverse ratio to be applied. Anyway, importing a bvh animation without scale compensation results in a skeleton that is smaller than its counterpart in meters scale. Quite a fuss and pretty dumb design. Edited May 30, 2021 by OptimoMaximo Edited scale factor. Well spotted Quarrel 😁 Link to comment Share on other sites More sharing options...
Quarrel Kukulcan Posted May 30, 2021 Share Posted May 30, 2021 4 hours ago, OptimoMaximo said: The scale set at 39.7 refers to the centimeters to inch conversion rate when the avatar is based on a centimeters scale where the linear units are centimeters and the unit itself has to be interpreted as inches Are you sure? 39.37 (not 39.7, which looks like a typo) is the meters-to-inches conversion factor. That's what I'd expect to need if the skeleton in Blender is about 2 units tall. Link to comment Share on other sites More sharing options...
OptimoMaximo Posted May 30, 2021 Share Posted May 30, 2021 3 minutes ago, Quarrel Kukulcan said: Are you sure? 39.37 (not 39.7, which looks like a typo) is the meters-to-inches conversion factor. That's what I'd expect to need if the skeleton in Blender is about 2 units tall. That's what the Maya base scale avatar has to be scaled up to in order to comply to the inches scale that bvh for SL expects. In Maya the avatar is almost 2 units tall, meaning almost 2 centimeters, and to get it to animation standards for bvh export it must be scaled up by 39.37, because that is the inches to meters scale factor. In Blender, based on meters, you should scale things down to get the actual size in inches to comply to the SL Bvh standards. Link to comment Share on other sites More sharing options...
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