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OptimoMaximo

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OptimoMaximo last won the day on February 15 2019

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    Maya MahaDeva

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  1. At that time we were not collaborating yet, but I'm sorry to hear it didn't do good for your purposes. I released MyAniMATE in 2017 and our collaboration started only in 2020, when I overhauled Mayastar with more features and rewriting existing ones from scratch. Cathy and I would love to see you joining our discord group and give Mayastar another try.
  2. Sorry, I assumed Blender since every post I see on the forum is about the use of that software. I use Maya as well. I'm the developer of MyAniMATE (which is for animation) and collaborate in the dev of Mayastar (rigging mainly) with Cathy Foil. in the Mayastar shape editor, make sure to select the "mesh" shape, not "default" when binding your mesh body. All the joints should then have a scale of 1 on all axis, whereas the "default" has varying scales on their Y axis. You can save the current weights to file either using Maya built in xml weights exporter or the one provided with Maya star, and replying them after your adjustments and new binding. You should also make sure that your neck edge matches the default avatar that comes with Mayastar, as most of the head devs use that size for compatibility. Lastly, if you go to the modeling tab, you'll find a tool to transfer the vertex normals from head neck edge and body neck edge, so that the seam will not be visible.
  3. My 2 cents on the issue: First thing to check is if you weighted the body on the avatar in what avastar calls neutral pose. The default already IS a custom shape. In Blender it is not evident because it doesn't support bind poses, but the default shape already has some scaling applied. Set that to neutral and you'll see a difference in shape across all body. At that point remove the skinning, adjust the neck if needed, and bind the body again to neutral shape. The second thing to check is what weights other devkit body meshes use on the neck and weight accordingly , exactly as found there. I would not assume the collision volume bone to be alone in that area, perhaps the mNeck joint has some influence. Also, I would not assume the Ruth and Roth to general examples to follow, check more bodies.
  4. What did you expect from LL? The switch to a system without tracking numbers alone should have had many eyebrows raised. No tracking number, and the sole existence of a ticket can be denied, no proof of it to be found anywhere to back up claims of otherwise. Just face it: the user is an annoyance that they have to pretend to listen to. Always been like that, the hopes of change about this is just delusional wishful thinking.
  5. If the copies that were taken, as you state, are the result of a shift-drags copy done by an alt of yours with edit permissions, it's likely that what happened is that the alt has taken the shift-dragged item, which is the original, and left the actual copy on the platform, therefore applying next owner permissions masks to you.
  6. Not much. Just tedious and maybe long for the correct wording and correctness proofreading. The users. This spares LL the effort and a few coins.
  7. That's driven by an animation over the earrings attachment points, with the mesh being rigged to them. A chain would need way more effort.
  8. It looks like you need some reference info... Bvh file format IS raw motion data. Whether it was captured or not is another bag. Bvh files do not imply "a human skeletal system", you can really dump any hierarchy to it. There is no fixed or standardized naming convention, anyone can output any skeleton really. There is also no obligation whatsoever in regard of world orientation, joint orientation and rotation order. If you take a SL Bvh animation and compare it to any random Bvh file non SL specific, you'll notice soooo many discrepancies between them. There is one factor that may prevent an animation to upload, and that's its final size once converted into the native file format SL uses, the anim format. The limit is 250kb size OR 60 seconds length, which ever is being hit first.
  9. Still not explaining what's the point of comparing two softwares, painter and zbrush, which fields of use are completely unrelated to each other's. Anyway, good luck with Blender trying to cope with the polygon numbers that zbrush can handle without breaking a sweat.
  10. And what would the criteria be for such shift in the choice between these two softwares? Substance Painter is a texturing program and ZBrush is meant for sculpting (can also texture, yes, but its main use is sculpting)
  11. No, it's common sense. Being in the year 3000 or in the 900 bc doesn't make any difference. It's a matter of being able to use the brain.
  12. Oh and another detail that is important: during the registration process to aquire the pioneer license NO CREDIT CARD info was ever asked. So, no end of the year surprises, just renew it manually.
  13. I've got it and as I said, the terms of service as currently stated when acquiring the "pioneer license" state that it has to be renewed yearly, because of the possible revenue changes that may have occurred in the meantime. Also, this was discussed on their LinkedIn page's comments and they stated they will address this point in the near future to make it more clear. But as the current state of facts and statements, this licensing scheme is there to stay. In any case, if you have to adopt it, remember that instamat does in one software what Substance has split in separate softwares: Designer, Painter and Alchemist (which has been renamed but to be honest I can't recall the new name). Plus, instamat can manipulate meshes and make LoDs using algorithms from INSTALOD, their dedicated LoDs software. At the same subscription price as Substance. I'm definitely switching to it, just the nPassGraph feature alone makes it worth it to me.
  14. There is no gotcha with the current licensing terms. It's a business model started by Epic and that many follow now, with a "pay us when you succeed" kind of mentality. I mean look at what happened with the latest move from Unity last September. And many are just going to move on anyway, regardless of the latest adjustments they made to the policy (which still is in place, starting 2024 and from the next release Unity6, BTW). Besides that, since they're battling a giant like Adobe on their most recent acquisition Substance Suite, they have to fight for adoption in the industry. So the most users they can collect, also among students, the higher the chance that at some point studios are going to hire some of their users. If Autodesk did that with Maya and 3dsMax, today Blender either would not even exist or would have died off long ago.
  15. I'd be interested to know exactly how the constraint offset is being calculated. Go heavy handed with vector/quaternion/matrix math if needed, I'm well versed with them. I never had the time to figure it out since the docs do not detail that (or I haven't found the relevant info).
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