Jump to content

Mfacejaw rigging don't work


MaxTux Wonder
 Share

You are about to reply to a thread that has been inactive for 999 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

In blender i've made a custom joint points skeleton, with mfacejaw bone dislocated, when i try to animate it in blender all is fine, when i import in Secondlife i get a bone rotation distortion, i've tried different bone poses, resizes, locatings, nothing changes.

 

here the video: https://www.youtube.com/watch?v=OMxCkQ53mRw

 

here the bug report if you want to follow: https://jira.secondlife.com/browse/BUG-230953

Link to comment
Share on other sites

6 hours ago, MaxTux Wonder said:

In blender i've made a custom joint points skeleton, with mfacejaw bone dislocated, when i try to animate it in blender all is fine, when i import in Secondlife i get a bone rotation distortion, i've tried different bone poses, resizes, locatings, nothing changes.

 

here the video: https://www.youtube.com/watch?v=OMxCkQ53mRw

 

here the bug report if you want to follow: https://jira.secondlife.com/browse/BUG-230953

Is the face Root joint included in the skin data, even if with no weights? Missing a joint in the hierarchy when ancestors and descendents are included in the deformation data causes issues, especially on custom joint positions setups

Link to comment
Share on other sites

1 hour ago, MaxTux Wonder said:

As you can see in the image mfacejaw is correctly parented with mhead bone

2021-07-11_08-58.png

As i can see, mfacejaw is INCORRECTLY parented to mhead. All face joints are childrens of mfaceroot and you can't change the parent-child relationships. It simply can't be done that way, you can remove what you don't use, but you can't remove the intermediate joints of those that you use.

Link to comment
Share on other sites

6 hours ago, OptimoMaximo said:

As i can see, mfacejaw is INCORRECTLY parented to mhead. All face joints are childrens of mfaceroot and you can't change the parent-child relationships. It simply can't be done that way, you can remove what you don't use, but you can't remove the intermediate joints of those that you use.

as you can see in the video, if i add the mFaceRoot bone, i get more distortion in the animation, the jaw is dislocated, i've applied all transformations in blender just to be sure, and checked the joint points import in SL

 

Link to comment
Share on other sites

3 hours ago, MaxTux Wonder said:

as you can see in the video, if i add the mFaceRoot bone, i get more distortion in the animation, the jaw is dislocated, i've applied all transformations in blender just to be sure, and checked the joint points import in SL

 

Have you also added mfaceroot to the skin cluster as well? Otherwise its transforms would be assumed as default locations and there's no difference from removing it altogether. As I mentioned in a previous post, even though it's not used, a joint that is intermediate between two used joints needs to be included in the skincluster data even if it has zero weights (i think skincluster translates to Blender vertex groups)

Edited by OptimoMaximo
Link to comment
Share on other sites

  • 2 weeks later...
You are about to reply to a thread that has been inactive for 999 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...