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Everything posted by OptimoMaximo

  1. I would attach that to an attachment point without rigging, and animate the attachment joint to move and rotate the whole thing along with the body animations
  2. This is once more a point of view issue. You see that as a bone, while the original skeleton was made in Maya which has no bone system, rather a joint system. So if you look at the bone head position, their placement drive their naming. It's interesting to note that the legacy avatar shapes on the feet worked the heel shape foot deformation using an offset between ankle and foot joint, for which the heel tip uses the vertical location of the foot joint while the ankle gets raised, creating the heel deformation on the base mesh avatar.
  3. Sorry Vir, but your take on anim file format is misleading. First, it's not a simple dump. Bvh like data has to go through conversion to quaternion, get negated whenever the W term goes to the negative range so that the W term can be kept positive, then this manipulated quaternion goes through a conversion stage to turn the values into integers comprised between a certain range, in order to be written as signed integers of 2 bytes each, dropping the W term as the negation done at a previous stage allows its reconstruction on the fly. Joint names go through a similar stage to be converted
  4. The anim format in Maya is not the same as the one used in SL. This latter is a proprietary binary encoded format that follows some serialization rules and data format. For Maya anim files exports to Secondlife, look at my signature below 😉
  5. I think the OP question is about whether it is legit to make addons that extend other products functionality, with their example they're explicitly aiming to a scripted product, which in practice implies that this addon functionally interacts with the main program that the original product runs. Which is slightly different than making a "compatible with X product" item, at least in a consumer's eyes (like a mesh head that plugs well onto a specific mesh body). That's the point of such products to expose APIs for extensions: the addon can't create bugs in the main product becaus
  6. Did you check if the object is parented to a empty object that carries scale and rotation data by any chance? If so, unparent your mesh and apply the transformations, then try again
  7. Anyway, I would not include Mudbox among the bad practice softwares, mainly for one reason: its main workflow implies the import of a basemesh to begin with, it's not a design softwares and the user has not as much freedom in that regard. I personally call it a technically oriented artistic tool, because Mudbox basically wants a finished design to add the final details to, it complains a lot if the mesh hasn't got clean topology and UVs upon import, to the point of refusing imported meshes that have a number of problems or very severe ones like non manifold geometry or laminafaces. It is also
  8. So you should also be aware of the spiral loops that a remesh algorithm is prone to create, as opposed to a strict retopology process where the user actually CONTROLS the topology being created. Both process are inherently similar, in which the mesh gets recreated, so perhaps semantically they MIGHT sound similar, but there are two different terms for a reason, and it's not about the raw process in itself, rather the finality.
  9. Zremesher is a remesher, not a retopology tool. The geometry generated by it isn't any good but for sculpting, and it was intended with one scope in mind: let the artist work with digital clay using dynamesh to make the primary shapes (and maybe mock up the secondary) to be free from having a base mesh to start from, then using Zremesher generate a proper mesh that can be sculpted properly using multires subdivision to keep working down to the tertiary shapes and fine details.
  10. If the product in question provides APIs so that other scripts can communicate and interoperate with it, it's implied that the main product creator is encouraging the practice of making addons for it. More simply stated, the original creator made plugs so that more functionalities could be added from external sources without actually opening their product to anyone. On a industrial scale, it's like questioning the legitimacy of plug ins for photoshop, or any other software for that matter, for sale. If the software house didn't allow that practice, they wouldn't have exposed scripting ca
  11. I never presented any avatar to LL dude, the only thing I made is something THEY should have made and that I sell for myself, which is an animation exporter using their proprietary file format .anim , that clearly shows how I do understand the architecture and design of how the system works, unlike you do with your reply to someone else that followed mine: call it virtual world, it still runs on the premises of a videogame system, so SL is primarily and foremost a videogame, of which its user base make a different use. THIS shows how ignorant you are about the matter at hand. Oh and by t
  12. Check the number of triangles in your high LoD : if that exceeds 21k-ish triangles, chances are that this specific material gets automatically split into 2 materials, silently in the uploader, to fit within that limit threshold. That causes the material mismatch with the lower LoDs, hence the error message.
  13. Better yet, make some simple animations to test the motion ranges, and move the time header in the time-line while in weight paint mode.
  14. Oh look, YOU may add up link if YOUR engineers and coders can, as if you already own that company. Jeeez... 🤦‍♂️ Dude your fantasy really runs wild, it's gonna give you a huge delusion when you'll present this idea and they will boot you out of the window laughing at you.
  15. Sure, sure and sure. OMG I'm laughing so hard right now 🤣
  16. Goodluck with getting the server side software from LL... They kept it in a safe till now, but they will open it for you because of your brilliant and knowledgeable idea, from your explanation it is clear that you really deeply know how the system works. I really wish to see how you will manage LLs spaghetti code without even being able to tie your own shoes 😂 Besides, the whole idea is pathetic on its own. Whatever company you'd be able to drag in to this crippled idea that is so ignorant to fall for such a brainfart, will end up to sue the crap out of you for causing their bankrup
  17. This part goes a long way into every single niche, not just vehicles. From avatars, through clothing to vehicles and buildings, it appears that the least time spent optimizing things the more they sell and a are appreciated, spitting products at machine-gun rates seems more important to consumers.
  18. This is called a bind pose, something that avastar is supposed to deliver although Blender doesn't support this feature, natively. Careful with this. As mentioned above, Blender doesn't support bindposes and avastar does the tricks under the hood to make it compatible with SL. because most if not all joints have some properties that make them custom posed. Whether that be their scale or some sort of rotation, and many collision bones start with some rotations. Standard clothing would fit, yes, but again the new joint positions would deform the mesh clothing to follow, therefore
  19. What you're looking to achieve requires custom joints position. Unfortunately, shape sliders work offsetting position and scale of the collision volume bones using a direct connection between slider value and the connected joints position and scale. So while the scale values can definitely work, the position offset is the part you should be careful of, trying to keep the collision volume bones in their local positions (relative to the parent) unchanged from the originals. This whole process is not impossible, but it's difficult to get it done right as it's VERY much prone to error, unless you
  20. What i know you may try is to set both grid and system linear units to meters. A quick Google search can help you with that, as I can't because I use Maya. After that, make sure to perform a first export to FBX making sure to go through all the export settings and have the linear measurement conversions disabled, so it exports 1:1. Collada is part of the fbx module in autodesk softwares, so these settings will also apply to dae files. You just need to do a first export for Max to store that configuration and use it from then on. Hopefully this can help 😊
  21. To me, it's the unapplied scale in blender. It reverts to be so small that it can't even be seen.
  22. Try to drag it to the ground when you have the build tool active, that way it should be selected when it rezzes and you can see at least where it is
  23. Make sure that translate keyframes aren't set on the fingers AND that you're not exporting with use translations checkbox
  24. First and foremost, you should look at the 12 animation principles, among which there's the concept of overlap. This means that if all joints start and finish their motions at the same time, the look will be unnatural. Second, you want to polish your animations by fiddling in the fcurve editor. Third, you must also know that avastar runs a cleanup process under the hoods to ensure a smaller file size. The anim format is made of linear curves from frame to frame by design. The lower fps you work with in blender, the stronger this effect will appear once the animation is uploaded. BU
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