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About OptimoMaximo

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  1. Weights not smoothed Maya

    it is the problem, 4 is the max influences you can have per vertex You can set Maya's bind skin to always respect this with the checkbox "maintain max influences" and using interactive normalization
  2. I Need Help with Animations....(beginner)

    I know of only AVSitter, perhaps someone can point to something else. It is now free and opensource here. That is for setting animations for furnitures to override sit animations in AO's. Animation Overriders' sit animations are in place to have nice sits when you sit on objects that do not carry any animation. So you can sit as you have always done (right click on object ---> sit) and the AO is going to play one of the available animation. Which is different from the sit anywhere feature. Sit anywhere needs a ground sit animation to sit on ground, if none is loaded in the AO, nothing will happen. If instead you have one, your avatar will sit on the ground where it stands. When you buy sit animations, you're getting the base sit offset used for the default sit, so to comply and work correctly with an AO sit feature. The same animations can be used in furnitures, with the additional benefit of a tool like AV sitter that lets you offset the avatar to your best liking
  3. What is the purpose of these "extra" cubes

    You can make a newly printed book with way less triangles, but those are a little worn and need to be bent and deformed. To me it seems it's not that big waste of triangles, considering the shape and the type of item the geometry is meant to depict. EDIT: not that the amount of deformation can be any noticeable enough from a distance to justify them in SL, but that's what you have to give your customers if you want to sell much (cit Chinrey) and they want stuff that IF cammed in close have subtle details
  4. What is the purpose of these "extra" cubes

    Also, what if this guy used the 4 cubes as a mean for LoD reduction, removing 2 cubes for each lower LoD, or removing all the 4 at once just for the medium LoD and zero out the low and lowest LoDs? The uploader would see this as a lower number of vertices/triangles, while the books weren't actually affected at all.
  5. What is the purpose of these "extra" cubes

    Instead, wihth this statement, to me it makes a lot of much more sense. You have to know that to export multiple material faces in Maya, you must have a plug in turned on for ANY exporter to account for multiple materials assignment, otherwise it exports one material definition only, with pointers to multiple, missing materials. Which is fine as long as you have to just move your content from a software to another. With Maya version 2015 this plug in was enabled by default, while previous maya versions had it in the list, just disabled. That behavior was most likely to result in mav blocks missing (vertex materials boundaries defined but missing the actual material definition, the block) and the work around was to assign those materials to other geometry in the export, so that they were written out as the single material pertaining to a single object. I found out this thing pretty soon, at the time, but i'm most technical on this stuff. In a Blender perspective, it doesn't. In a 3DSMax scene, it does. Other softwares have proprietary objects/tools that can be exported as different node types, even as joints. Turning to geometry any NULL GEOMETRY item is common practice in 3DSMax. I had to work with a guy who used 3DSMax and what for him was a dummy object, when exported in fbx he changed them to locators (empty in Blender) for compatibility with my workflow. What if they converted all to geometry, thinking that a locator would convert to one single vertex when instead it didn't? Those four locators would have made a plane if they converted to vertices, making a overall bounding box that works, considering the lower plane being defined by the books, width , depth and height defined by this additional geometry. I'm with you that this guy might not be that experienced to know how the export would have been handled, and in the end the result they wanted was there. "who cares, as long as it works and i can sell it quickly" was the answer to the same question you had (why 4 cubes?) AFAIK, material assignments (for SL meshes) are limited in the number of vertices per block, but i may well be mistaken here. Perhaps @Beq Janus might have a tech explanation. I know that each material block is used to split the objects in submeshes during the upload. That might be the cause when polygon counts begin to skyrocket
  6. What is the purpose of these "extra" cubes

    When you get animatable models online, you most likely find them as a native software file, where you might find groups and handles that work as parents. For collada, that's NULL GEOMETRY and it will export an empty transform, named after the group or locator (empty) that was the parent. MAV block is missing because there's a geometry that is empty though, there's no vertices to assign a material to, or there's no material to assign to the geometry block. Adding some geometry instead of the groups, assigns the unassigned material block to the new geometry, and the material/geometry match doesn't cause the error anymore. VERY UNCLEAN practice, in my opinion
  7. What is the purpose of these "extra" cubes

    MAV error is related to materials, not geometry. However, what i think this person did was to add invisible geometry in order to enlarge the bounding box artificially and obtain a better LoD by increasing the BB radius, letting lower LoDs kick in later/farther than they would have if the books were alone. EDIT: This is particularly true for indoor furnitures and objects. This way, you can zero out lowest and even the low LoD to lower LI, while the medium gets the same LoD as the high LoD. As a result, you get a indoor LoD stable model, intended to be put in places where the maximum viewing distance is capped by the room size. I have seen models made this way also make a linkset lower their overall land impact. Physics aren't a problem at this point: bigger objects can get a custom physics which wouldn't include the enlarging geometry, or it may be linked to something else and the new child can be turned as physics none.
  8. I Need Help with Animations....(beginner)

    the AO needs to be loaded with a ground sit animation, otherwise the avatar won't sit. The sitting options you get ffrom the menu are regular sits that will be triggered when you right click and sit on an object. The default avatar is over 1meter and 80 cm. It's the average user of SL that makes giants, you included That menu you're talking about is generated via script, bu depending from what the script was designed to accomplish, it can do anything in the end. What you're looking for is a system that lets you input Sit Target changes. The work isn't in the menu doing that, it's the whole rest of the script to do the job you want, taking input from the menu. Changing the sit target on the fly doesn't work, trust me if i say you'd be better off getting these scripted solutions
  9. Exporting with Avastar fails

    Check the vertex groups. I don't know for sure, but Avastar might be telling you that you have extraneous vertex groups that would prevent the mesh from uploading as skinned. First of all, vertex groups for regular joints should always begin with "m", so in your case should be like mHandPinky0Left, BUT there's no zero joint in the bento skeleton, the first joint in that chain is mHandPinky1Left. So that's what i think you should be hunting down: check whether you have these vertex groups in the same format as this mHandPinky1Left; if you do have these, delete the ones that earlier got you the error if you do NOT have those, but it looks like it's a naming mistake, just rename accordingly.
  10. I Need Help with Animations....(beginner)

    You answered yourself at the end of your own question: you made vastly different heights and arm lengths that most likely were closer to each other in proportions than the default avatar overall. I'm sure that you made those several avatar shapes with human proportions in mind, and therefore they work quite well all together because they share similar joint relative offsets... at least, more similar to each other than to the default shape's. An animation made on a default shape will work oddly on your shapes as well.
  11. Shaky animations

    right, indeed the two ranges will match between what you exported and SL since the file is the same; what you need to check is in Motion Builder: the new animation frame length needs to be adjusted accordingly. If you leave thee same frames as you had before the fps shrinkage, you obviously get a section of stillness in your motion. Plus, when uploading a loop animation, the loop settings can not be set as loop in = frame 1 and loop out = last frame. BVH conversion in the uploader has a loop bug, where the first frame is being repeated on 3 consecutive frames, causing a stop-and-go effect on the animation's loop The anim exporter that comes with Maya is not SL's same .anim format. I wrote a plug in that is available on MP now, that prepares your rig for animation, compatible with HIK and that exports SL's compatible .anim files.
  12. Shaky animations

    When doing a fps conversion, as it happens in Maya too, the animation's keyframes are seen as time markers, not frame numbers. This ensures that your animation playback speed adjusts to the new frame number reference and speed; as result, your animation doesn't have the same frame length as before, and some keyframes may fall between frames in order to respect timing in seconds. Make sure to snap all keyframes to frames and that your export frame range matches the frame range in which the animation actually plays in your timeline set to 10 fps.
  13. Shaky animations

    Feet sliding is a known issue with mocap data, when using bvh for SL. The uploader has to convert the animation into a .anim format file for internal use, and it does a sort of key reduction for performance. The result is what you can see yourself. The fact that reducing the FPS decreases the shaking as side effect is due to the amount of data you're feeding the uploader. If you animation has rotations spread across many frames in a second, the uploader finds more data to "clean up", as opposed to the same animation described using less frames in a second. The only way to ensure stability is to use the native SL format exported from the software. Maya's got one recently, you can find it on MP
  14. Avatar Complexity and the servers

    The same will go for Sansar, there is some leveling to do. What you will get from VR is a first person experience of the 3D environment, this doesn't mean it will allow or anyway run smoothly without a polygon count check. Sure thing you're going to get all the benefits of Physically Based Rendering in realtime, with the aid of normal maps to to fake geometry detail, so everything might look sharper and detailed. However, this doesn't necessarily mean free higher polygon count in the scene than what's supported in SL.
  15. Joint positions , Deforming

    You're welcome. At this point i can't tell what's going on without seeing the actual Blender file. It may be caused by the use of Avastar you did, shaping from sliders as opposed to joint positioning in both Avastar and in plain Blender. Good luck with your project!