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mesh & physics


Jessicatje Artful
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No solution. Avatar physics (jiggly boobs and butt) is incompatable with a Mesh avatar, since avatar physics only affects the default avatar's mesh body. Avatar physics is also incompatible with any sort of prim attachments on the affected area (like prim nipples), because it can't affect the attachments the way it does the rest of the body.

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  • 4 months later...

They should be able to make mesh body parts and clothes adapt to avatar physics (jiggly parts) seeing as the rigged mesh parts are already affected by some parts of the default avatar (thats how they move with you) so adding additional link points (to boobs, butt, stomach) SHOULD make the mesh parts move with the avatar as well, including jiggle. They just dont have the additional link points yet. This would also give you more adjustment options when adjusting your appearance (at present only a few select adjustments work on mesh parts)

Just a thought.

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A possible solution is in the parametric deformer project for mesh clothing that Qarl Fizz is working on. An unexpected (beneficial) side effect of the conforming meshes is that it appears to pick up the AV physics as well.

(around the 7-minute mark)

Don't get your hopes up too high at this point though - this project is still far from completion, and many things such as the physics are subject to change. But worth keeping an eye on all the same.

:matte-motes-smile:

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Right, but, when I tried the deformer, there were very specific problems that the deformer caused on my very uniquely rigged avatar. Yes, I understand the program does need more work, but that work will only slightly lessen the specific problems. The SL avatar has morphs. Some of these are affected by sliders, and some are affected by animations. Imagine your hoody stretching slightly because you smile. It's gonna happen. You have no control over these morphs. The morphs on the body are not as big an issue, and can be smooth by choosing more verts to spread the weights on, but there will be issues on full custom avatars. Essentially, the system is choosing your morph maps for you, and it is never going to do as good as the creator of the avatar would.

Bottom line, don't rely on the deformer, and test it extensively before you choose your deformer options. It would be different if we could apply the morph maps, or whatever they are called, ourselves. This would actually be super cool and make our custom avatars able to morph in ways that no other game in the world could ever match the versatility.

What's more important tho? I heard LL talk about custom bones. Custom bones changes everything. You don't even need morphs if you can create custom bones. Heck, you don't even need body physics if you have custom bones. Nor..... do you need dynamic clothing. An animator could animate it all directly according to the avatars animation movement.

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