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About JackRipper666

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  1. Custom Joint Offsets

    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. Custom Joint Offsets

    Hi there, I'm curious are custom joint offsets needed on every mesh? Past viewer versions this acted differently. But lately I'm noticing if I have say a body mesh, shirt and pants. If I upload my parts all with custom joint offsets and skin weights it seems to be stable until you try zooming with camera or hiding and showing parts of your mesh with llsetlinkprimitiveparamsfast function. When zooming you get the old bug of avatar jumping effect. If you hide parts it's very visible to see your avatar bouncing around. If you get rid of joint offsets though and say upload a cube with the joint offsets and skin weights ONLY! then upload the body, shirt and pants the character holds up much better. No issues with hiding and showing parts and no bouncing/jumping when zooming in out of a character. The next problem is though if another creator I assume uses clothing with custom joint offsets say on a pair of pants it won't deform my character but it will deform their pants. So I'm curious how is this supposed to work? I'm not really getting the proper way to upload mesh characters anymore with bugs that can only be fixed if I upload my joint offsets to a cube to keep my avatar from breaking since it needs though but they become conflicting if all mesh parts have offsets creating unstable jumping etc like I already said but find this difficult to explain lol. Anyway if anyone knows what I mean and experienced same problem let me know. Or what is the best practice to upload mesh avatars? It's been awhile since I've made one and this doesn't make sense to me.
  3. Rigged Mesh more problems

    Thanks Whirly! Posted my comment on the jira! :matte-motes-smile:
  4. Rigged Mesh more problems

    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.
  5. Rigged Mesh more problems

    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....
  6. Rigged Mesh more problems

    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.
  7. Fitted Mesh Skeleton

  8. Second Life Viewer Inventory

    Hello, I've been getting a strange problem for a while now with second life viewer. I usually use Exodus anymore because of it. Every time I hit control I or even click inventory the window never pops up. It's as if it's stuck and I have reinstalled the viewer but with no luck can get this window to come back. At times it just comes back on it's own but it's very problmatic and eventually quits working again. Anyway to fix this?
  9. Creator's Opinions on Fitted Mesh

    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.
  10. Fitted Mesh Skeleton

    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?
  11. Creator's Opinions on Fitted Mesh

    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.
  12. Fitted Mesh Skeleton

    Hello everyone, I was just curious about the fitted mesh skeleton that has been released. I'm using Maya and looking at the new bones added and trying to think of some of the possibilities here that are now available to us. I guess my thoughts are kinda scattered but I am looking at the skeleton now and it's weights are actually weighted to these new bones that lay directly in the middle of all the default skeleton bones. I have a picture below for you to see what I mean. When selecting to weight paint the only bones that have influence are these new bones. Now I know it's for mesh clothing mostly but it's confusing me since of how this is rigged in the file. Are these new bones only for mesh clothing? So that you can scale the clothing off the body and not have it part of the default bones? And there is some physic's bones in there these here BUTT *LEFT_PEC *RIGHT_PEC *So we can now use avatar physics once this is released? I just wanted to be sure how this works if I attempt to use this new skeleton. http://img128.imagevenue.com/img.php?image=091152638_Untitled_2_122_485lo.jpg <-- Full Size image.
  13. Prim Faces

    Thanks guys, really appreciate it! I'll give this a try.
  14. Prim Faces

    Hello everyone. I am trying to make a script where I can target a specific face of a prim so that if someone touches for example face 5 of a cube prim something will happen. If they touch face 4 something else will happen which would happen. Only thing I'm puzzled on is how to use faces in this way. I was trying something like the code below but not really understanding llDetectedTouchFace. Maybe someone can help understand what I am trying to do with it though. default { touch_start(integer num_detected) { integer face5 = llDetectedTouchFace(0); integer face4 = llDetectedTouchFace(0); if (face == 5) { llSay(1,"You touched face 5"); } else if (face == 4) { llSay(1,"You touched face 4"); } } }
  15. Animation script

    Ah great! Thanks this will work well!