JackRipper666

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About JackRipper666

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  1. Nevermind lol. I'm realizing now if I just use the SL custom joint positions this really solves the problem. Seems better to just build avatars around the sl skeleton and mesh.
  2. Thanks Whirly! Posted my comment on the jira! :matte-motes-smile:
  3. Today there was an update to SL Viewer. I need to do some further testing but so far as I jump around to my usual problem area's Texture Thrashing seems to have been resolved. Now avatars with no Joint Offset option checked upon upload will still break when removing mesh clothing, hair etc. But if you zoom in an out all of a sudden avatar pops back to it's original shape....I'll have to confirm with a few friends to see if they see the same or if I stay broken.....either way nice job SL I see you're possibly paying attention to the reports.
  4. Do you use Maya 2011 ISaysSorry? I use this as my editor and wondering if building a cutom rig I made for Maya and exporting out of Maya as fbx then convert with fbx to dae with converter if that work flow causes these problems. I see other creators using 3DS Max. Not sure if they have same issues or not..... My main reason for Maya is to build some custom joints and make extra deformers that I get to work. Creating a seamless face....this won't solve your problems in order to build animations off those extra deformers but well....that's not the topic for this post anyway. So to clarify maybe 3DS max has a stable fbx exporter that works better with SL. An I don't know if my custom bind pose is an issue I don't build my avatars in a T-Pose arms are about 45 degree angle I think. Just another possible reason maybe my uploads needed a workaround to create a stable avatar....
  5. I can understand your frustrations ISays. I'm also having this problem and have a very similar workaround. I use the cubes to fix my issues and eh. Broken avatars lol. Did you ever find the problem? Also Whirly would you be interested in looking at one of mine? I am not sure how to resolve it besides maybe reuploaded it with joint offsets checked on the mesh. I am using Maya to export my avatars to fbx then convert it to a dae file. When removing rigged meshes with the cube fix it breaks the avatar instead of keeping it together. I also used this fix to keep the avatar from doing an odd jumping issue that Utilizator use to get as well. That doesn't seem to be there anymore though as long as you upload your character with joint offsets and skin weights both checked. I use to do it the other way around where only a cube binded to my Maya skeleton would receive the two options joint offsets and skin weights. MAINT-4606 [LION] Avatar shape is deformed after removing some rigged meshes. Deformation is only seen by users on the Lion viewer, not default release.I see this on default release when using the cube method. Again though if you take away the cube fix I created and uploaded with skin weights and joint offsets it doesn't break the avatar when removing the mesh clothing etc. It does seem however kind rough when removing the mesh clothing.
  6. Thanks!
  7. Well I guess this is why it confuses me lol. According to the video it says it's for mesh garments.To me it should work independently from the avatar. Because my mesh clothing or armor always scaled along with my mesh avatars with the first skeleton. So i didn't see a need for more bones there just for the sliders that didn't work yet. So I started assuming they were half way there or something thinking fitted mesh was only for indepent control. So are they trying to kill two birds with one stone then, clothing and all the rest of the body demisions with this new skeleton? But I do see some independent control here if you look at the video again. I see the clothing scaling off the body and trying to match the body demsions of a smaller frame. At aboutt 1:18 to 1:21 you'll see a female mesh top doing just that in the video. Now that I think about if you build your own avatar you'll use all these bones to get the rest of the sliders to work on your avatar as your doing Medhue. But if you create just mesh clothing for the default avatar it seems it works off a different set of bones or something if it's independent control like this in the video. So maybe I answered my own question with it killing two birds with one stone. lol So eventually I'l have to see if it works well since you seem to find it's lacking.
  8. What about your own mesh avatars. Do you think it's possible to use those deformers on your own creations even though it's primarily for clothing?
  9. Nice to see you get this far already Medhue. I also am not sure about this besides maybe making use of those physic's bones on a female avatar. But until I get a chance to try it I won't know what I think of that if it works lol. The way I see this skeleton as a use for me is only if I decide to make any clothing or armor available not only to my avatars I build but also to the second life default avatar after I adjust the parts to the default AVI then rig it. This would allow customers to scale the parts off the body and not along with the default avatar shape. Since everyone has their own shape they like to use you'd need a seperate control to keep the body from poking through if they have a large shape it would easily poke through the clothing, armor etc. But this is how I took this skeleton to be useful or used in SL since from the video it shows how creators had the body of the default avi poking through their clothing if they didn't build it away from the body enough. This new skeleton seems mostly just for adjusting that that problem giving you that control to scale it away from your stomach enough so that it fits. The physic's bones if they work will be nice. But I'd probably just add those to my current skeleton I use in Maya using the same naming convention. That works when I rig my avatars face with some extra deformers named after the attachment point bones. Can't see why it wouldn't for the new programmed in physic's bones as long as I use their naming convention. As for the collision bones I won't use them with my avatars I build. Since I build it custom to fit the shape of the characters body before it's even uploaded. Therefore when any of the sliders are adjusted the avatar's clothing/armor scales with it. Besides the sliders that don't work at all just yet. I know it could still be useful for my own custom built avatars but I thoroughly test the avatar usually before I upload to beta to see if it pokes at all. Then run a bunch fo different AO's to see if any animations show a part of the body that is poking through the clothing etc. But it could save me if I put in the time to add these into my current rig. Since even if the clothing isn't perfect you could just scale the clothing off the body pretty far to fix that using skin weights and should save me time in that way. So that's pretty much how I took fitted mesh as if it's made for taking care of the mesh clothing, armor etc that you build around the default avatar. Which would just resolve poking through depending on the shape of the default avatar giving you the flexibility you need to keep your clothes fitting nicely. As for it controlling the body fat etc. I didn't think it would be used for this. Fitted mesh that name just implys to me fitted mesh clothing if you know what i mean. Not so much take care of the body adjustment sliders that don't work on the first skeleton released. I could be completely wrong though but that's my only assumption as to why you're having problems with those sliders.
  10. Thanks guys, really appreciate it! I'll give this a try.
  11. Ah great! Thanks this will work well!
  12. I had this problem recently and I can confirm that Valentina fixed my issue. Once I upload my .dae file it locks in on High. For medium I put 0 and also for Lowest put to 0. Low and High I use the dae file but selected use LOD above option for Low.
  13. Thanks Nalates, I'll check out the link but here is my info if you're still interested in checking it. Second Life 3.6.4 (280083) Aug 20 2013 01:07:51 (Second Life Release) Release Notes CPU: Intel® Core i5-3570K CPU @ 3.40GHz (3400.09 MHz) Memory: 8139 MB OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTX 470/PCIe/SSE2 Windows Graphics Driver Version: 9.18.0013.2619 OpenGL Version: 4.3.0 libcurl Version: libcurl/7.21.1 OpenSSL/0.9.8q zlib/1.2.5 c-ares/1.7.1 J2C Decoder Version: KDU v7.0 Audio Driver Version: FMOD Ex 4.44.12 Qt Webkit Version: 4.7.1 (version number hard-coded) Voice Server Version: Not Connected Built with MSVC version 1600 I'm not really sure what causes the thrashing it seems like maybe it's a result of my rigged armor. I'm thinking about reuploading it again. Maybe the armor could be bugged causing a conflict when worn? Seems as if I wear something else it doesn't cause the issue. Anyway also posting some pictures of the armor I'm working on. I pointed out what it looks like when the textures randomly refresh and it does appear as if it's thrashing as you say or like something is tearing at it. An the normal maps at time fight to stay on and pop off suddenly lol. It's really weird never seen this before. Maybe the pictures can help you understand what I mean.
  14. Seems to help turning http textures off and than on again. Sometimes just re-wearing the character or armor. Not very stable but better than nothing lol. Thanks.
  15. Thank you, but are these options available to test in SL Viewer?