Reiikz Posted February 12, 2023 Share Posted February 12, 2023 I'm creating an animesh attachment and I needed a row of bones in line long enough for my purpose and what I've done is I've grabbed the wing bones and I've put them all in a straight line. Then I proceeded to create an animation that moved and scaled the bones accordingly and it looks fine on blender. All the modifiers have been applied and everything there isn't any weirdness on that part, and I've also made sure to respect the hirearchy of the bones and the rig itself looks fine on upload. But when run the annimation in game the bones that I've set move rotate in place instead. Is this something that's not possible in Second Life? have an animation that scales bones and moves the bones of a rig. Link to comment Share on other sites More sharing options...
Quarrel Kukulcan Posted February 13, 2023 Share Posted February 13, 2023 (edited) Second Life does not support scale changes in animations AFAIK. It does support translations, but you have to leave the export option "Root Translation Only" unset. Also, if you're doing a straight BVH export from plain Blender and not using an add-on, you need to enter a scale of 39.4 -- at least, if you're using the default scale of "1 Blender length unit = 1 meter". Second Life's BVH importer treats all distances as inches. Edited February 14, 2023 by Quarrel Kukulcan 1 Link to comment Share on other sites More sharing options...
BinBash Posted February 13, 2023 Share Posted February 13, 2023 On 2/12/2023 at 12:59 AM, Reiikz said: and scaled the bones accordingly Scale animations are not supported in SL. Though there are some tricks you can play to get a few things to comply. Like Quarrel Kukulcan said, unless you're using an add-on like Bento Buddy that automates these things, you'll need to convert to inches when using Blenders native exporter. Grab my attention in-world, a notecard is best, and I'll give you all the information you need to get your task completed. Link to comment Share on other sites More sharing options...
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