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Kensuke Leviathan

Limited Extra Bones For Rigging

7 posts in this topic

I ran across a thread ages ago with a video showing someone using some fancy trickery to get attachment points to displace.  http://community.secondlife.com/t5/Mesh/How-to-Morphing-avatar-meshes-sort-of/td-p/444963 Thread was short and had closed long before I got there but after a little practice I've had a chance to put the information to practical use.  http://www.youtube.com/watch?v=yi34y7Nt3_8&feature=player_embedded

The short and sweat of it is you can use SOME attachment points as bones, those bones retain thier position untill the client resets and can accept BVH animation just as any other joint in the SL skeleton, however it must match the name, in the case of the video above I used the Chin and Nose points to rig the blink while the Mouth point controls the..well mouth.  The downside I've found to this method is that you cant use any point that has a space in it, Left Pec, Right Pec, Left Ear, Right Ear, etc even renaming the joints in the DAE file cause..hilarious errors.

This method requires a lot of tweaking, chances are the first time you use it something will look odd, the upload view port is fairly acurate though so if you see a bunch of geometery floating in the distance..90% of the time you may want to look at your rigging again :P

Some tips, for those using maya you must have a full bone for these points other wise the exporter throws them out, so you'll have Chin and an end effector, the name doesn't matter it can't actually effect the skin.  For those in other packages..I have no idea, I haven't had the time to learn blender and my rigging experiments in 3d studio tend to end in frustration with the exporter :P 

So far I've tested the visablity in the Vanilla, Exodus, and Firestorm viewers and it seems to work pretty well.

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This is good news. IF you are using Maya, you might want to experiment with replacing the spaces with underscores and see if those bones then export, I would be nice to see if physics can eb applied to custom mesh Avss as well.



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I've tried using underscores in place of spaces for bone names, SL just doesn't seem to make the connection and forces all of those vertices to the center of...well usually the simulator I'm on.

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So I giuess until we wait until a rewrite of the importer to add those bones witbn spaces in their names. IF this was on the JIRA, unfortunately I see it as a very low priority item.

 

If you can, I'd like to see a jaw bone working.
 

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I'll upload another video when I get a chance, I solved the issue of doing ear movement and blinking by using the skull (not to be confused with mSkull) bone to control the blink and then chin and nose for the ears.

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Does anybody know if this method still works?  Also, can the attachment point bones be rotated?  It could be more useful to animate a jaw if this was the case.

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