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OptimoMaximo

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OptimoMaximo last won the day on February 15 2019

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About OptimoMaximo

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    Maya MahaDeva

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  1. If you want to work with what you know, unfortunately you're out of luck, as Quarrel pointed out above, pixels would be stretched out and that would need some sort of compensation that human hand/eye craft work isn't the best for. The only way to make that work is to build a model around that shape, color it and bake the texture onto the avatar to have the computer do that compensation work, so it is anyway something else to learn
  2. Actually, the object itself can be set to full perms as long as the animations, or any other purchased inventory content, that you need to purchase as full perms as well are then set as no transfer by you before you start distributing your item. The customer will get the item marked as the most strict permission among those in its contents, but the object itself will keep its full permission properties once rezzed, only the animations will be no transfer. What most licenses state is that you can't resell your full permission item with the animations inside as full perms as well. Just make sure
  3. Molly explained what you can do from your telling. It's a good solution but it appears to not meet your issue, so please explain to us more clearly what you have, what you are planning to do and finally your desired output, in as much detail as possible.
  4. I am in the group 4 so I haven't got a call for the vaccine yet, but my doctor did recommend to not take the vaccine anyway because of one of my kidneys being extroflexed and thus at risk of collapsing by trying to filter a couple of byproduct substances used during the purification process that normal kidneys should have no problem processing, but my kidney reaction remains unknown and could possibly collapse badly and stop working 🙁
  5. I guess you're referring to the need of an object that is the root to move the dragon around, while it animates on the spot as opposed to animating it all and have the movements sorted from animation. It is a limitation that comes from how games handled movement and animation back in the days when SL was created. There is an invisible capsule that moves under the user controls. Parented to that, the avatar plays the animations associated to what is called "character state" : walking, running, turning, etc. So the movement is space around the scene needs to be basically subtracted from the anim
  6. About this part here, I think you wanted to say that bento skeleton was developed in Blender and not in Maya. First off, the original skeleton was made in Maya when Blender did not even exist. So the bento skeleton appendages had to comply to the already laid out standards. Secondly, yes, the main input came from the Avastar team, but they were well aware of what the standards should be, as their addon just do that : it runs a series of procedures to align Blender models and skeletons to the Maya based requirements, as joint orient, joints scale, bind matrix, vectors length, scene orientation,
  7. Did you try to set tge sitting balls as animesh objects before linking them back to the main model? Might be the balls haven't been turned as animesh and are seen as static links. As of AKK system. The first AKK horse I have seen was made of sculpts, and when mesh came out, they updated themodel but the system was the same. For every pose in an animation, there was a different model which was turned visible while all the others were turned transparent, creating the illusion of motion. This technique is called alpha flipping, but it's very much resource wasteful. Also, notice that those ho
  8. No, you don't understand. First, Blender has the wrong orientation, not Maya. It's been built the way it is to conform to the general purpose concept of a forward vector that, in SL, is the X axis forward for everything. Also in both 3d packages, when things are skinned to joints, the object stays put while the mesh shape follows the animation, concept that apparently isn't quite clear to you yet. Want fire particles being emitted from the fireball? Blender allows emission from the surface of the mesh, SL only from the center of the object. And NO, these two aren't the same thing, sorry.
  9. There's a separation between the transform node and the mesh shape that also is in Blender. When you animate your things, their origin points stay put where they were at the beginning, and only the mesh moves. That's the separation. Anyway, to get your desired results, you need to make the avatar animations by attaching an avatar to the seat via constraint and export that specific animation for your avatar to play back in synch with the dragon movement.
  10. Here comes the neck line issue, AGAIN. Let's summarize it once more then... The avatar's in SL are made out of separate parts. Those parts are made of vertices, which have some data attached to them called vertex normals. These normals basically tell the renderer in which direction the surface has its normal, aka perpendicular, direction for the light bounces to be calculated. Textures, such as the normal maps, BEND and MODIFY the hard-coded normals, but if the base normals are discrepant, the result will still be discrepant, so textures really do nothing except mitigate the vis
  11. I understand what you mean, but the basic problem persists. You see, what you describe is a fix, operated time later down the line when you figure out something is wrong with an animation and don't have the original work file anymore to export the animation again. Which is good, as more tools allow better maintenance and a repair work flow. However, the baseline issue is that animators select all, key frame all attributes and export. And certain tools just plain export whatever has got key frames on, without checking whether actual animation is occurring, and calling the day on both sides, ani
  12. Another way is to export your newly made shape to xml on your computer and reuploading it under your main account
  13. I don't think so. 3d modeling packages in general assume a basic understanding of coordinate systems at the very least. When it comes to SL, it's a vital part since bones orientations and transform attributes are very strict. What you see as sucked super thin is an inherent issue with blender that doesn't support bind poses and therefore the collision volume bones you see in the scene carry the wrong scale attributes values, which in SL are predefined to be minute. To fix this, you should be going through a long series of steps and fixes to make that skeleton compliant to the SL standards OR
  14. Yes, this is true when it comes to the control rig and the various controllers. The deforming skeleton, instead, is another matter. The real issue arises when you grab a shoulder bone for example and key frame all channels, PLUS you also export the translation. Whatever its position was, it will be applied to the avatar, regardless of its shape. So if you wear a shape that has very broad shoulders and long arms and play such exported animation made from a default avatar, that shoulder will be crushed inwards to reach the animated place, disregarding the avatar base shape inworld entirely. And
  15. The problem with this statement is that, as this thread shows, not many understand the fact that what you describe is done, or should be done, by the mesh itself by carrying the joints positions, and the animations should only carry rotation values. This way, not only another tail animation can be used on your other tails, but also avoids the occasional and unintentional inheritance of joints translation across other body parts
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