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Bloodsong Termagant

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About Bloodsong Termagant

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  1. again with the blender complaint principle. as soon as i complain, it gets fixed. or, in this case, i learn something... THAT HELPS! i started with this tentacle by dan pro, then added modifiers so that the (new) ik rig copied the rotations of the (original avastar) green (fk) rig, AND vice versa, but swapped influence based on the FK/IK slider. it still only works to seamlessly switch between fk/ik if it's keyframed, and you have to manually keyframe all the parts each time... but i dont have to muck around with rigify!!
  2. i've been working with 3d figures and rigging and animation for... decades, here. but i can NOT get blender's IK to work for me in a way i understand. i come from poser, where using ik is dead easy TL;DR------------------------------------------------------------------ you load your figure, you turn off ik, you pose the arms, you pose the legs. you turn on ik, THE POSE STAYS THE SAME. you move the hands/feet to move the limbs (i do understand this is actually blender's 'targetless ik'), or you move the body and the limbs stay in place. you turn off ik, THE POSE STAYS THE SAME*. and everything is keyframed and comes out the way it looks. (*: okay, often the hands would come out with ridiculous 1760 degree rotations or something, but that was a relatively minor fix.) tl;dr------------------------------------------------------------------------ in blender, if i turn on ik and pose the rig, the limbs are not keyframed. and if i import this animation to sl, the limbs just remain straight. i've tried keying visual rotation, but that won't auto-key. on top of everything, if i turn ik on, or i turn ik off after doing some posing, the pose completely changes. now, avastar has functions to copy the pose to the ik rig, or to copy the pose to the fk rig. which i try to use... but they only seem to work about 90% of the time, and only on the default human rig. if i try to adjust the rig to make it work better for me, and for my model... it's out the window. all the ik tutorials for blender that i've found are basically the same, and set up the ik the same way avastar has its ik set up. basically, not useful if i want to set up my own custom ik. which i must want to do, since the basic ik isn't working for me. ??? i did have limited success with changing the avastar ik in this manner: i used the ikWrist and the ikFootToePivot, and i set the ik chain to put the tip on the control handle. (it drives me nuts when the wrist bone is right on top of the ik control handle.) then i turned off the ik for the 'ankle' bone, and created it on the 'foot' bone. i changed both ik chain lengths from 2 to 4 (foot, ankle, shin, thigh & wrist, forearm, shoulder, collar). and lastly, i ended up deleting the pole controls, because omg, they are a pain! and they wreck everything. now when i moved the ik controls, the limbs moved with them reasonably. when i moved the cog, the endpoints remained in place. also, if i wanted to 'temporarily turn off ik to rotate a bone using fk,' i selected the control handle, then the bone with the action center set to 'active.' that way, when i rotated, say, the thigh bone, the foot controller moved with the whole leg, like i'm used to. as some inexplicable bonus, i didn't have to go back and convert any of the keyframes from ik to fk (and i have no idea why). the bad news is... when i tried to append actions made this way to the default rig (i was working on a project created by another modeler/rigger), they totally blew up. and, when i went to turn off the ik controls to polish off the animation keyframes... the ik and fk poses were decidedly different, so THAT didn't work. basically, what i want is to be able to seamlessly switch between using Ik and using the regular FK rig, using custom settings of my choosing. or how to set up an ik rig that will do that. or... what i really really want is the rigify tool as seen here: https://blender.stackexchange.com/questions/65290/how-can-i-seamless-switch-between-ik-fk is there a way to surgically replace the avastar green pose bones with a rigify rig? if i dont care about sliders? is there a way to create a rigify meta-rig or something that will control the avastar green bones? is there a way to autokey 'visual rotation' whenever a limb changes? blender doesn't seem to recognize when the bones visually rotate. you know, i THINK i understand how blender ik works. i can grasp the target thing and the chain thing. i even get the pole thing and the pole angle control whatever. but i don't understand why it doesn't work right for me.
  3. i'm having a strange issue, wherein when i save a script, it doesn't seem to restart immediately, but may take several seconds. i'm having it send a "reload" link message to another script on default state entry. normally, i expect it to run just after i get the 'save complete!' message, and the other script to respond right away, as well. i am using mono scripts. i am on firestorm. if those make any difference. my question is... is this an issue i should look into reporting? i keep asking people if they are experiencing the same thing, but... i don't actually hang out with a lot of scriptors :X
  4. ohhhh! thanks, whirly! uhm... can you translate that into everybodytalk? ;D i mean... is it just restarting all on-screen animations from the beginning?? it seemed more sophisticated than that. thanks a bunch!
  5. heyas guys; before i try to contact customer support (since i haven't found anything about this, searching around)... my second life viewer keeps automatically updating when i start it. and i noticed it was putting the update in the wrong directory (ie: the default directory of c:\ProgramFiles\SecondLife). that's... not where my second life viewer lives. aside from manually uninstalling and reinstalling it, is there any way to get the automatic updates to go to the right place? i don't suppose i could just grab the whole thing from C drive and throw it where it goes...? (ah, how i long for the good old days.) ; p thanks!
  6. i can't find it on this page: http://wiki.secondlife.com/wiki/All_keyboard_shortcut_keys so i was at the one billion rising video shoot, doing a dance. and they told us to use CTRL-S if the animations looked like they were out of synch. i tried it, and WOW! and then i was dancing with my friends, they were doing a couples dance, that was a little off you know? CTRL-S and bam! WOW! but... what is it doing, exactly? i mean, EXACTLY? in the first instance, it just seems to make all avatars playing the same animation go to the same keyframe? in the second instance... they're playing two different animations, so how...??? lastly, my problem. i'm creating animations for my dolphin avatar and baby dolphin-turned-animesh. couples animations. omg. but anyway, the animation i was doing got out of synch, so i hit CTRL-S and...! NOT WOW. not in a good way. because my dolphin avatar started the animation over from the beginning, and the animesh attachment just... stopped playing the animation. (oh, maybe that's because animesh can't play the same animation until it's stopped first.) but at any rate, i was going to put that tip in a product notecard: use CTRL-S if animations are out of synch. but not if it's going to screw things up :/
  7. so, i have made vehicles before. back in the old days. and i found they drive and stabilize best with an invisible sphere (or spheres) as the base. now this monstrosity is the first mesh vehicle i've created, and i created the physics for it. and i added my usual stabilizing 'spoilers' to it, but... this is weird. when i turn it physical in the build palette, it lands and stays flat. when i get in it and the vehicle script turns it physical, the front end jacks up. and, okay, i can see the back end has bigger wheels, and the wedge is wider, so that end is heavier. but even moving a weight 'spoiler' out front, even bending the back spoilers down so they should hit the ground and force the rear end up... it still tilts backwards when i try to drive it. (and the cheese wedge is the root prim, not the spheres. maybe that's my problem?? :/ ) i checked the script for any strange rotation setting when it drives; there is none. i added a y rotation fixer for when the vehicle comes to a stop and goes non-physical. and yet... still wheelies. has anybody dealt with this sort of thing before? what should i be looking to do to fix it??
  8. heyas! i'm happy to report that the Fur Ever Adoption Center is what i was looking for! they just re-opened.
  9. well, IDEALLY, i could use the texture rotation. the wheel takes a square map (actually a circle in the center of a square), the scale and rotations on the texture are 1, 1, and 0.00. or, basically, the same thing you would see on the endcap of a prim cylinder. oh wait. it's doing the same thing on the endcap of a cylinder!!! OH! OH FOR! ::headdesk!:: okay, i did not remember (and the tooltip did not inform me) that one of the "# of frames" parameters was also a rotation AMOUNT parameter, and... okay. i'm okay now. QIE! brilliant job! thank you! for posterity! llSetTextureAnim(ANIM_ON | LOOP | SMOOTH | ROTATE , 2, 0, 0, 0, TWO_PI, 2.5);
  10. thanks, guys! of course, beta grid is down today, so i can't test. haha, i finally got in! bad news... it's the same stupid as before i DID notice that i somehow had the front wheels on backwards, but i fixed that, and... well. they spin okay, except when they turn. you can see here. its in wireframe so you can see the front wheels through the car. when they turn, they fishtail instead of spinning on their local y axis. yes, the axle is the local y axis. http://recordit.co/ne8bhcrdnV if(num == DIR_STOP) { llSetLocalRot(ZeroRot); // llTargetOmega(<0.0, 1.0, 0.0>, 0.0, 1.0); llSetPrimitiveParams( [ PRIM_OMEGA, < 0.00, 1.00, 0.00 > * llGetLocalRot(), 0.0, 1.00 ] ); } else if(num == DIR_NORM) { llSetLocalRot((ZeroRot)); llSetPrimitiveParams( [ PRIM_OMEGA, < 0.00, 1.00, 0.00 > * llGetLocalRot(), speed*gear, 1.00 ] ); } else if(num == DIR_REV) { llSetLocalRot((ZeroRot)); llSetPrimitiveParams( [ PRIM_OMEGA, < 0.00, 1.00, 0.00 > * llGetLocalRot(), -1*speed*gear, 1.00 ] ); } else if(num == DIR_LEFT) {llOwnerSay("Turning LEFT"); llSetLocalRot(LeftRot); llSetPrimitiveParams( [ PRIM_OMEGA, < 0.00, 1.00, 0.00 > * llGetLocalRot(), speed*gear, 1.00 ] ); } else if(num == DIR_RIGHT) {llOwnerSay("Turning RIGHT"); llSetLocalRot(RightRot); llSetPrimitiveParams( [ PRIM_OMEGA, < 0.00, 1.00, 0.00 > * llGetLocalRot(), speed*gear, 1.00 ] ); } yes, im using it in the front wheels. both front wheels and axle are all one object. is there any news as to why texture rotate won't work on a mesh object? or is it just me? i'm lucky that way...
  11. yes, that's what's not working. as i explained under part 2: "TEXTURE ANIMATION" in my original post.
  12. which still leaves the question... why isn't the texture rotation working right?
  13. heyas! okay, so i built a set of front wheels and axle for my mesh car; it's really simple and to 'turn' the wheels i just rotate the whole axle on the z axis left and right. the y axis is the 'spin' axis. 1: TARGET OMEGA: am i reading this right? it is impossible to apply a (corrected) target omega rotation to a child prim in a physical object, because the root object keeps rotating and throwing off the child's omega. ??? i mean, it works fine if the child stays on its original rotation, and the y axis matches the root prim's y axis. but as soon as i turn the child's y axis, then target omega doesn't know what the dip it is doing. (despite the fact the wiki SAYS it's local to the child object.) 2: TEXTURE ANIMATION: so not a problem. the wheels are rounded off cylinders, with a basically square map. so if i use texture rotation to rotate the texture, it will look as if the wheels are spinning. except, no. i apply the texture animation, and the texture rotates about 30 degrees, then pops back to 0 degrees. over and over again. why?? i went into the texture tab and manually spun it around with the texture rotate dials. it was fine. i'm guessing it's SOMETHING freaky with uvmapping instead of flat squares everywhere like prims, but... what?
  14. i did see one kid adoption place with i think the option for pets... all the boards were empty. so if you know of any currently active adoption agencies for families and animals, that would help narrow down the search fiona, i'd be really really interested to know what group or groups your friend uses. i have seen in the teegle update group that horse avatars and/or stable owners post looking for rp. hmmm. i do now have a big dog avatar that might make a (very scary) police dog. but for my puppy, i was just looking for something lightweight and playful. fersiara; that's... not the pet adoption i was talking about. thanks for the link, though!
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