MaxTux Wonder 15 Posted October 15, 2011 Would be great to add some bones to the standard SL avatar, for rigging mesh hands and jaw!And will not be a problem for the standard avies, becouse the bones have influence on the mesh only if is rigged!this way we can create better mesh avieslook at the picture:and vote on jira!https://jira.secondlife.com/browse/VWR-27173 Quote Share this post Link to post Share on other sites
Medhue Simoni 515 Posted October 15, 2011 Yes!!! Do it now!!!!!:smileyhappy: Pretty please with sugar on top!! Quote Share this post Link to post Share on other sites
Trix Braveheart 9 Posted October 15, 2011 Trix pauses for a moment and wonders if this is a possible solution to avatar physics and prim jewellry attached to those bits. but seriously, would you then somehow script the fingers to work with objects...hands would definitely look better with this extra bit of structure...just curious Quote Share this post Link to post Share on other sites
Medhue Simoni 515 Posted October 15, 2011 Basically, a jewelry creator would need to rig the ring to the exact skeleton. If every creator used the same advanced skeleton, which may or may not actually happen, your ring would work for every1 with that skeleton. If the skeleton or rigging was different, your ring would not work. If I were LL, and made custom skeletons possible, I would release 1 advanced skeleton with a tail, fingers, ear bones, and a multiple joint jaw bone. Maybe some back wing bones too. This would cover the vast majority of more normal avatars, and would give animators another base skeleton to work off of. Hopefully, that would result in the consumers of these avatars having many different options to choose from, instead of the avatar makers having to create every concievable option for every avatar they make. Or maybe LL just needs to set forth a hierarchy of naming all the possible bones. This way, at least every1 is naming their bones in the same way. Quote Share this post Link to post Share on other sites
MaxTux Wonder 15 Posted October 15, 2011 of course, more bones, more attachment points! if Lindens add more bones, they must to add new attachment points too, so you will can make your rings without problems and attach it to the right bone Quote Share this post Link to post Share on other sites
Medhue Simoni 515 Posted October 15, 2011 Or, LL could do it in an even simpler way, which might even be better and more versatile. Instead of creating new skeletons, let us attach our own bones to existing bones in the skeleton. So, for instance, some1 makes a good custom hand, and any1 can buy that hand and attach it. Or, some1 creates a tail with their own bones and that just attaches to the pelvis bone. Hopefully, creators would release the bones and rigging to every1 and then those could be standardized and used by every1 that created such things. Quote Share this post Link to post Share on other sites
MaxTux Wonder 15 Posted October 15, 2011 Oh this is a really good idea (add it on jira), but i think it's easier for Lindens just to add bones to the skeleton, i'm right? (just to have it sooner!) Quote Share this post Link to post Share on other sites
Sephy McCaw 0 Posted October 16, 2011 LL have stated many times before that they cant change avatar structure simply for the fact that it will break all clothing content with how they have it set now. Quote Share this post Link to post Share on other sites
Fluffy Sharkfin 211 Posted October 16, 2011 I was under the impression that was already possible after reading an earlier thread on this forum Additional bones/joints possible ? Or did they nerf that particular "feature" at some point? Quote Share this post Link to post Share on other sites
Medhue Simoni 515 Posted October 16, 2011 Look again at the video. The bone can only move along 1 axis and rotate. Technically, I can't see why we even need to add anything to the actual skeleton at all. If LL just works on the ability to import any mesh with custom bones, then by default, they have also created bones that you can attach. We can already attach a prim or a mesh to a bone. I don't see why a mesh with bones is any different. Quote Share this post Link to post Share on other sites
MaxTux Wonder 15 Posted October 16, 2011 sure they can't change the bones structure, but they can add bones! if the new bones have not influence on the standard mesh there are no problems! Quote Share this post Link to post Share on other sites
Chosen Few 324 Posted October 16, 2011 I don't mean to rain on anyone's parade, but I have to say I don't quite understand the point of this thread. When I saw the title, with its exclamation points, I was briefly excited, as it looked like you were announcing that a new feature had been confirmed. But all you were really doing was making a suggestion. The suggestion itself has of course been made hundreds of times since the dawn of SL. Many of us have asked for the abilty to individually animate fingers, the jaw, parts of the face, etc., in the default avatar. We've also had many a conversation about the ability to create custom skeletons for rigged meshes. The former is unlikely ever to happen, but the latter is in the works. Needless to say, the allowance of arbitrary skeletons would negate any need to add anything at all to the default one. If you don't like how the default skeleton works, you can just replace it with your own. Quote Share this post Link to post Share on other sites
MaxTux Wonder 15 Posted October 16, 2011 Thank you for your partecipation, could you please link me the thread on jira about the adding of bones? Is my "ask for a new feature" a duplicate of another one? If it is please report it, and post the oldest jira about adding bones to the standard avie. Quote Share this post Link to post Share on other sites
Twiddle 0 Posted December 9, 2011 Looking at the video in the other topic on this ( http://community.secondlife.com/t5/Mesh/Additional-bones-joints-possible/td-p/1087487 ) I would say it seems like it is, or at least was possible, though I've not the slightest clue how you'd make an animation with a new bone in it, that would be my only problem (don't know if you can create .bvh animations out of blender or another program like that somehow would be nice if you could). However as someone else pointed out the movement in that video is limited, still it's not so limited that you couldn't use it for a few things, particularly jaws if done right. Quote Share this post Link to post Share on other sites