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About freston

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  1. Hi, Avastar's character already has IK set up. Normally it's hidden out of the way but it's easy to enable: in the 3D view press N to bring up the properties pane, with one of the limb bones selected in pose mode you should see a section on IK controls in the Rig Properties part. There, you can show/hide the IK controllers and targets, switch on the influence, and have the IK match the current pose. All the bones also have targetless IK set up which means you can grab any of them and drag the limb around. You can control the length of the chain in the Targetless IK section. Of course you c
  2. There's a bunch of advantages to using SL's 'anim' format - you have precise control of where you put the keyframes, per bone priorities, priorities from 0-6, animation of the location of any bone as well as the rotation, animation of the attachment points and volume deform bones, parameters such as ease in/out, priority, looping are stored in the file. There's even an IK (inverse kinematics) system built in. The official viewer now supports uploading these anim files out of the box, and third party viewers have allowed this for a while. The Avastar plugin for blender supports exporting anim
  3. Hi Da5id, do share how you broke it . No seriously .. it would be good to know what broke so we can improve it. Send me an Im if it's too product specific too be interesting in the forum. Avastar uses the LL defined skeleton, including attachment points and volume deform bones, modified by whatever SL shape you use. There's a few other bones to support IK and so forth but the modelling and animation is done againts the SL bones. Yes you can change the rig, or move bones around and animate them afterwards but it does get tricky see here for an example: http://www.sluniverse.com/php/vb/content-
  4. I think Chosen Few's workflow is really nice, just a couple of thoughts: Don't get too hung up on the armature being a skeleton. As far as the 'game' is concerned the bones are really just a handle to manipulate the mesh. The analogy with a human skeleton only gets you so far then you have to start compromising like making a wrist rotation a combination of mWrist and mElbow rotations. This means you need to be thinking about how you are going to animate your character as you are weighting it. In Blender the weights can sum to more than 1, they are renormalised virtually when you move a limb.
  5. The SL avatar doesn't have the option to preserve volume (unless it's a hidden feature somewhere in the code). So although you can switch this on in Blender you won't get the same in-world. All you can play with simple skin weights, but you can have up to 4 on each vertex. It might help to blur the transition more across the joint. Another tactic if you are creating your own mesh, is to rig the character in a natural pose you are likely to be most often, that way that pose will have the least distortion. Just experiment with different weightings and look at the result when you pose the limb. I
  6. Hi Medhue, why do you say 30fps is a limit? Internally the time of the keyframe is stored as an unsigned short, so even for a 30s long animation that's a maximum frame rate of 65536/30=2185fps! Of course that's a ridiculous number, but the point is that there's no inherent limit to 30fps. I'd expect the graphics card to max out at 60fps or so, but there might be another throttle somewhere. Is this a limitation in the BVH import routine? Jack - there's a bunch of different rates or limits in play: Animation length - this is hardcoded to 30s. To get longer you have to string together separate
  7. Well, if you turn on "Show Collision Skeleton" on a tiny, you might get a clue of what you will fit into (actually I haven't tried to see if this is the physics hull of the avatar)
  8. Out of curiosity, where does the limit of 30fps come from? I've not come across this in the code. Internally, animations don't have a fps, they have specific times at which keyframes are recorded. The viewer then samples the motion and interpolates to get what the pose should be at a particular instance. This means that two viewers refreshing at different rates can stay in sync with an animation. But what is the maximum effective rate? I always understood that it heavily depended on your graphics card. Is there a hard cut off somewhere in the code? Or is it that there just is not much point
  9. In Firestorm turn on: Develop -> Avatar -> Animation Info. The option may be in a different place for another viewer. This will show you all the animations running and their base priority. Each bone can have a different priority though so the base priority may not be that accurate. The only sure fire way I know is to create a static pose at all the different priorities (1-6) and see at what point it gets overriden. For two animations of the same priority the last to run controls the motion.
  10. Do you know if changes to avatar_skeleton are actually honoured in any viewer in SL too? The only testing I've done is with adding new attachment points in avatar_lad.xml and using Firestorm. As you pointed out, this has been hacked in the past to provide multiple attachment points and I guess Firestorm inherited that part of the code. I found you had to choose the right id's for it to work (looked up the id's for those duplicate attachment points) but I didn't test it particularly deeply. I can certaily imagine having a region that recomends downloading and installing a custom avatar_skelet
  11. I know that this can be done with attachment points in avatar_lad.xml, though there might be some issue with available id's. I wouldn't be supprised if you could modify the skeleton in avatar_skeleton too, but every viewer would have to have the modified xml files to see it so it's not very useful except for machinima.
  12. I don't think the idea I had in a rush of blood to the brain will pan out I remembered that the anim format has a contraint system too. I thought maybe the system could also fix the location of a bone which would then work like you wanted to 'reparent' a bone. From what I can see though this is an IK system so the end of a bone chain can stick to another bone or the ground and the rotations up the chain will be dynamically calculated. Still it might be fun to play with.
  13. Hi Seven, As you've found the attachment points have a bunch of limitations. You can animate them (rotations) like you can for all bones. You can also animate their locations, and Avastar will support this in the next release which we are testing at the moment, the current release doesn't really support bone location animation. You can't change their positions in the armatures like the usual bones unfortunately. From what I've seen either nothing happens or your entire armature goes crazy when the attachment point has both weight in the mesh and is in the armature section of the Collada fil
  14. Hi Tessa, Hi there, I am wondering if anyone knows of a way to animate mFootLeft, mFootRight, mToeLeft, mToeRight, and mSkull? I've done some searching and found a few references to it saying it's possible http://community.secondlife.com/t5/Animation-Forum/BVH-animation-for-all-26-Avatar-bones/m-p/1390891#M1004 but I've yet to find anywhere that goes into detail on how to do it. Yes it's possible to animate all those bones. I've also heard that it can be done via BVH but I've not confirmed it and in any case it's much easier to just use the "anim" format. For instance, my plan is t
  15. I'm pretty sure that limitation con be overcome with a simple patch to the upload code in the viewer. I'm bouncing off getting a mesh enabled viewer to compile under linux though so haven't been able to test it.
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