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Gael Streeter

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Everything posted by Gael Streeter

  1. I do not understand why the mFaceTeethLower is not parented to the mFaceJaw but to the mFaceRoot. Is there is a reason for this ? Because in a "normal" skeleton the lower teeth move with the jaw and are not independent... This is very problematic because as the mFaceTeethLower has not the same position/rotation/size as the mFaceRoot by default, it can not rotate in absolute correspondence with the mFaceRoot without any translation. To sum up : Because the mFaceTeethLower is not parented to the mFaceJaw, it is not possible today to use rotations only to move these two bones together (as a no
  2. Regarding the anatomical wrong location of the jaw pivot point, I am not sure something should/can be changed because in fact this bone moves a lot according to the shape... Here is for example the position of the JawFace with the shape I made : "  Regarding the the joint position issue, where is the "Joint position editor" ? I use Avastar 2.0.10 and do not see these features....
  3. I made an animation using Bento bones translations and I am very surprised to see that when I stop the animation, the bones stay at the last place given by the animation and do not come back to where they were before the animation was played... Why is it so ? Did I miss something ? So how do we reset these bones positions ? I tried the Reset Skeleton feature. It works well. But this resets ALL the bones and not only those I would like. This can not be used when wearing several objects moving different Bento bones and want to reset only a part. So how to reset just a part of the skeleton ?
  4. Thank you Matrice Laville ! I am happy to see that you took into account my remarks and suggestions.:matte-motes-smile: I do not think that the sliders should do exactly the same as for the System character by all means. But I think they should rather offer interesting and useful deformation possibilities in agreement with the sliders name and purpose... Regarding the weights, I use Avastar 2.0.10 for my tests as I know that the sliders settings have been made in accordance with the Avastar weights. Following your message, I made some additional tests and tries and here are my last remarks
  5. During my tests with the last version of the viewer and avastar I still noticed some problems in the behaviour and definition of some sliders. Here are my remarks and suggestions : * EYES * Outer Eye Corner This slider uses today the mFaceEyebrowOuterRight and mFaceEyebrowOuterLeft which is not correct as these bones should normally be used for outer part of the brows not the eyes ! This induces rig problems for the animations. * HEAD * Head Shape It does nothing today. This slider can certainly be linked to some head bones for an interesting effect. Egg Head The effect on the chin
  6. I tend to agree with Kitsune. Since I clearly mesured the incompatibilities between the animations and the sliders, I look at all aspects of the problem and can not find the right way to use the Bento bones for my Mesh Heads... As Kitsune said, even the bones weights should be set differently for the sliders purposes and the animations ones. As example, let's take the FaceEyebrowOuter bones. Currently these bones are used by the Outer Eye Corner sliders (in the lad file), this means for sliders purposes the outer corner of the eyes should BE RIGGED to the FaceEyebrowOuter bones in a signif
  7. This seems a good solution indeed. Perhaps this check could be done at the import time instead of the loading time to avoid any "existing content break" ? One point of concern may be the accuracy of this check... What will be the precision of it ? Will all the tools like Avastar be able to follow these new rules precisely ?
  8. I have made more tests with the facial sliders and the animations with the last viewer version (5_0_0_313150) and these tests have unfortunately confirmed what I feared : The facial animations and sliders can not work well together as they are implemented today ! For my tests I took a very basic but fundamental example of animation : a blink animation (an animation closing the eye). They are today two available ways to design this animation : with rotations or with translations. (It is possible to use also both techniques at the same time but this does not change anything to the problems.)
  9. I identified yesterday the cause of the problem : it was the avatar_lad.xml of the viewer version 5_0_0_313150. Indeed in the id="772" name="EyeBone_Head_Elongate" section, some bones were missing and some existing ones had weird values.I noticed also some missing bones for the Inner Corner Eye and the Eye Spacing sliders... I have just installed the new version of the viewer, 5_0_0_313876, and all these problems seem to have been fixed in the new avatar_lad.xml. That is great ! :-) I will now continue my tests and notably try to also animate my mesh heads...
  10. Thank you Gaia for your answer I will make more tries when the new versions will be out. But is your System Avatar pics taken inside SL ? Because today, as I can see, the Head Length slider does not react the same way inside Blender than inside SL on mesh heads. Here is an example of the Bento Avastar Head inside SL and inside Blender with the Head Length slider set to 0 and 100.  In fact, I am already surprised by the fact that the Head Length slider does something with the Bento bones... It is not indicated as "Bento" in Avastar and, until today, it was only working when the Mesh head
  11. I am beginning new tests with the last versions of the viewer and Avastar and I have noticed a very strange and annyoing behaviour of the Head Length slider with Bento riggings. I have my original FITTED MESH HEAD and the same head now rigged on the Bento head bones (and no more fitted) that I will call here BENTO MESH HEAD. When playing with the Head Length slider, my FITTED MESH HEAD is changing smoothly but my BENTO MESH HEAD is rapidly deformed : the nose and the upper lip seem to be much more impacted by the slider that the rest of the head.  I
  12. Thank you very much Gaia for all these information. Indeed, I thought there would be behaviour differences between animations using rotations and animations using translations. In this forum, we rapidly sense that it would be impossible to design facial animations compatible with all the different mesh heads (because of the differences in the weights and shapes of them). But I am now worried about the difficulty to design animations playing nicely with all the different face shapes possible for the same mesh head... For example, what will happen to a blink animation if you change your eye
  13. Thank you for your precisions Gaia. Sorry, I did not mentioned it, but my questions were only about the future Bento mesh heads (mesh heads rigged on the Bento bones). I understood that the backward compatibility is ensured for the non Bento contents (past and future). So, for the new Bento mesh heads, the Bento bones will be used by : - either the facial shape sliders - or the facial animations And that is precisely my concern... How will interact these two deformations together ? Will the facial animations override the changes made in the shape with the facial sliders ? Or will the f
  14. I am wondering if the appearance sliders attachment may not compromise the facial animations compatibility... 1. Will the bones moves requested by the facial animations applied above the appearance sliders changes ? 2. Will the bones moves requested by the facial animations replace completely the appearance sliders changes ? Example : In SL I modify my mouth shape with the sliders. What is happening now if I play a Smile or a Open Mouth animation (designed on a "default" shape of the mouth, not my current one) ? In both cases, I see problems... In case 1, the animations may be deformed by
  15. As Mesh Heads creator, i find this really amazing ! Thank You Gaia for this wonderful work. I am awaiting for testing all this ! But I am surprised that there is no news from Linden Lab About the sliders integration on this forum. Will it be integrated ? What is the project agenda ?
  16. Well done Gaia! This control bone seems very beneficial. I see on your video that you have two cheek bones placed lower (near the mouth) as proposed by Medhue and you previously. Do you know if this is something that Linden Lab will implement by default or will we have to move them "manually" at this place ?
  17. Indeed, the problems with weight limit to 4 bones come when you are dealing with Fitted Meshes as very well explained by Kitsune Shan. And this exactly my case on my head that I want to be Fitted, so also rigged to the HEAD bone. As very simple example, let's take the Bento Template of Avastar. Most of the face vertices are already weighted to 4 bones (as the one selected on the picture).  So now, it becomes very difficult to keep all the smoothness of the rig if you need to add the HEAD bone to the weights...
  18. Thank you Vir for your answer and your explanations regarding this request and the reasons for this limitation. I am really disappointed if this limit can not be raised in parallel to the Bento project. I think this means I will have to make the choice to not make my heads Fitted as before...
  19. Hello, I made more experiments with the new translations posibilities on my "in progress" mesh head and here is the result in video ;-) : https://gyazo.com/75182df6d763c8c4043b02a32c0056b8 I tend to agree with Medhue about the mFaceCheekUpperOuter bones. They would be much more useful if placed much lower (as suggested). As Gaia indicated, the mouth and the eyes are the main focus and the two additional bones proposed for the lips would for sure allow more munances in the mouth animations. But while experimenting, I rapidly understood that one big difficulty would be the weight limit to
  20. I can confirm what Medhue said. This is a very very old known bug : When importing a BVH animation into SL, the SL viewer performs an "optimization" of the animation (to reduce its load). But this "optimization" algorythm has bugs and induces very big problems of "phantom moves" (I call it like that) when the animation has very small moves between keyframes : the fine moves are replaced by big and long incoherent moves. A nightmare for animators... This optimization is fortunately not applied (or without bugs) on the .anim animations... ouffff
  21. I am very happy to hear that. It is the solution to really unleash the creativity! Regarding the 3. Scaling issues, would it be possible to record the bones translations in percentage (in the .anim format) ? So translations would stay proportionnal and this would solve the scaling issues...
  22. I am just starting to make some experiments with the new Bento skeleton and in particular the facial bones as I am a mesh heads creator and an animator. I was very excited by the possibilities of these new bones This could avoid the meshes hide/show "horrible and expensive" system that mesh heads creators are currently forced to use to give some life to their heads! But as soon as I started to experiment, I understoodd the big limitations of the "only rotable" bones. I have a very simple example to understand the problem : With the mFaceTongueBase and mFaceTongueTip bones, how do you stick
  23. I agree with Qie Niangao and I think that the future Materials features should be implemented into the llSetLinkPrimitiveParamsFast() to keep the consistency of the LSL API. (BTW, I do not see any big difficulty for the developers here and I really hope that they do know the purpose of what they are developing ! How could it be different ? If not, they have the possibility to ask the Linden Lab people how develop the Advanced Materials in the server and the viewer... LOL) What is surprising me the most is that it seems that not so many creators are requesting these LSL functions ! Is it be
  24. Hi everybody, I am very happy to see that more and more viewers are now supporting the new Advanced Materials. This a really great new feature for creators with many possibilities ! But... but... as there is still no LSL functions to manage the Specular and Normal textures and parameters I do not see how this feature can be really and widely used ! :matte-motes-crying: Indeed, let's take an example : You are creator and you have designed a marvelous dress in rigged meshes with different parts and textures (metal, fabric...). To enable the customer to easily customize the dress, you have also d
  25. TY for the info ! So I see that I am not the only one waiting for the LSL functions... but that Linden Lab still not communicate on it... :-( For HUDs, it is a must have ! I hope they will be released soon.
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