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OptimoMaximo

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Posts posted by OptimoMaximo

  1. 7 hours ago, lolliepaws said:

     

    yes, but i solved the problem. I rig mesh on 100 size breasts so there's no breakings anymore

    There is a feature called "fix deformations" in Blender that does what you need, instead of rigging with a shape slider active which can lead to unexpected results in unknown conditions

  2. 4 hours ago, lolliepaws said:

    Hello! I'm looking for a head skeleton for creating bento piercings (for mesh heads). I found an angel.blend file with face bones but its outdated and didnt work well.  And if anyone has knowledge on this subject and tells me, I would appreciate it.

    What do you mean with it's outdated? Nothing has changed ever since it was published, therefore it is current. What is wrong with it that did not work for you?

  3. On 11/13/2021 at 7:41 AM, Quarrel Kukulcan said:

    What happens if I attach two objects that deform the same bones in my rig by different directions and/or rotations? Does the last one get priority? Do I end up looking different to different viewers?

    As far as I know, the last defined joint position is the one that wins, but as far as I remember from my early tests back in 2011ish, it appeared that the new joints positions have an additive type of behavior.

    That's why you should make sure to wear mesh appendages that modify joints positions with no overlap with each other. The behavior above for which the last attached joint position definition wis is not guaranteed after relog! Things might get loaded in a different order, as much as the same can happen to others observing your avatar while attaching those multiple appendages.

    All in all, not really a good idea because of the lack of supported behavioral definition

    • Like 2
    • Thanks 1
  4. On 10/14/2021 at 7:20 PM, Quarrel Kukulcan said:

    Something dawned on me.

    If the .anim file format is SL's own internal animation storage format, and .anim files coming out of Avastar are mathematically simplified down to a set of estimated keyframes, does that mean SL does that kind of stripping-and-detail-wrecking too when you upload a .bvh file?

    Yes, that's right. Just way, WAY more aggressively than what Avastar does.

    • Sad 1
  5. On 9/20/2021 at 8:50 PM, Quarrel Kukulcan said:

    Not one I was aware of, since it's not in the official wiki and there isn't a more-accurate alternative AFAIK.

    Anyway, the joke's on you: I'm wrong. It's a fencepost error on my part. The Loop In/Loop Out frame panels in the Firestorm upload UI don't specify whole frames. They specify frame endpoints in time. "1" doesn't mean "all of frame 1", it means "the end of frame 1", which isn't exactly intuitive.

    Ex: You make a 3-frame animation and want to loop the last two forever. Once you add the reference frame SL expects so it doesn't eat your real first one, you've got a 4-frame animation with your loop on 3 and 4. So Loop In should be 3 and Loop Out is 4, right?

    Well...maybe. You'll get a transition from your frame 3 pose into your frame 4 pose but it will only last one frame's worth of realtime. "Loop In 3 / Loop Out 4" doesn't result in a loop where you're locked in pose 3 for one full tic, then locked in pose 4 for one full tic, which is what I was expecting. If it's more important to have 2 tics of delay (say, for timing reasons), you need to set Loop In to 2 -- and also align your endpoint keyframes differently to avoid snapback.

    rect974a.png.5757f5efd51aa765ca877a421f0ff00d.png

    Now, sure, in an animation with hundreds of frames, this stuff isn't noticeable, but it's been glitching my gestures and short anims for the longest time and I've just now figured out why.

     

     

    Well, you're not wrong. The looping point frame is basically tripled with the current behavior, reason why the stuttering at the loop point happens even though it shouldn't. Last frame is the same pose as the first 2 you're mentioning. If you search the forum post from well back to 2011/2012, you'll find plenty of explanations about this bug which was never mentioned in the wiki docs, as you found out yourself.

  6. On 9/19/2021 at 2:21 AM, Coffee Pancake said:

    there is no preview for uploading .anim files, blender is the preview

    Except that Avastar runs a cleanup procedure prior export sampling and the final result isn't actually 100% accurate to the original animation seen in Blender. This is done to reduce file size but next to no option is left to the user, just a little workaround that isn't even explained in the docs. The results look more linear movements than the smoothed motions (but that can be also an animator problem, not applying animation principles).

  7. 1 hour ago, arton Rotaru said:

    I do copy UVs from time to time as well. On similar topology that's as easy as just dragging and dropping a UVW modifier on the mesh in the viewport. That breaks the moment the vertex order has changed between the models, though.

    I still prefer to do my baking by using a cage. So I have to explode the model, setting up a cage. I keep an un-exploded version of the mesh, though. While texturing I might become unsatisfied with the UV layout, though. So I go back and change the UV layout. But now my exploded model still has the old UVs. Rather than doing the whole cage setup again, I try to just copy over the UVs and be good to go. But most of the times, just copying the UVs doesn't work due to the detaching and re-attaching of the mesh elements when exploding the model.

    So a less restrictive method of transfering UVs would be handy. As I said, your post made me finally lookup how to do it in Max. Since Blender can do it, Max should be able to this as well, right?  However, since the UVs are projected, the models need to have matching shapes. So that does not work in my case of the exploded vs the un-exploded model.

    But now I know how it's done and what it can do. I'm sure this will come in handy one day or another.

    I don't know 3dsmax, but since Maya can actually transfer uvs from world positions, meaning that geometries don't really need to match, I guess 3dsmax can too, just need some adjustments in the tool settings.

    LODs

    Take a look at the numbers. The lowestlod is 6 triangles, basically 3 faces. How can it conceivably be enough to reproduce that shape? Use the firestorm Lod switch and see how it was done. To me, that is the result of Lods made via the uploader, and will look like a mess of tris. It is very unlikely, to me, that the basket with that shape and size could ever have an impostor that works well from different angles.

    • Thanks 1
  8. @Prokofy NevaI am Italian, and can only speak for my country. In the last 20 years, the cost of everything has risen about 30-40% while I can see that the average salary has remained the same from Lira-to-Euro conversion stage, if not lowered substantially with the introduction of temporary hires and part time jobs, more often than not combined together. The part time plague has started when the gov decided to apply a tax cut on the hiring, while then extra work time was discouraged by raising the rate on those extra hours. The loophole exploitation then took place, as the extra time tax was charged on the employees and the employers could request the extra hours for "emergency situations" which, useless to say, became the norm. So the employers would pay lesser taxes, imposing full time hours because short of staff (which wasn't hired to begin with in order to invoke the permanent emergency status) while the worker was paid the same, but with half their hours charged 20% more taxes on the base of being "luxury income".

    Now needless to say that a lot of Italians seek blackmarket jobs because of this, and just rely on the citizenship income from unemployment status. Being robbed by your country to live over pennies just leads to that, if you consider the rentals market on top of that.

    Many if not most Italian designers in SL just cash out without any tax declaration off of it. You have to get a fiscal status and number to do so legally, and the tax rate on that gets as high as 70% of the income that goes to the State (if you're lucky and frame your commercial activity correctly in accordance with your SL activity, it can go as low as 52% in taxes, but the fiscal system in Italy is so intricate that it is really difficult to achieve that). Otherwise, the State itself has no mean to frame such type of extra income in the papers that a regular citizen has to fill for their income statement, not even if it doesn't exceed a given threshold. This type of income is not even recognized as possible by the current regulations, so for what I know for myself, not declaring such income doesn't even trigger a check. I can tell because I did so myself between 2011 and 2015 and no papers were filed against me or anyone I know in italy. Then I opened my legal position with a fiscal number that I use now also for my SL related income. But by now, I should have received tons of notices, which never came. And after 5 years, even if the tax collection agency would file any papers for that period of time, those would be void. But I know for sure of at least 2 famous Italian content creators that, to this day, don't pay a penny in taxes because of this loophole.

  9. 55 minutes ago, Ceka Cianci said:

    I bolded the bottom line, because I don't think many of those people on that site are lacking the skills.. I think it's more an over saturated with talent, industry. 

    I enjoyed looking at that site and thank you for posting that link.:)

    And @Pixels Sideways Look, I'm one of those that are on Artstation and I currently work as  pipeline TD in RL, from being a modeler, then rigger and finally pipeline department. I also have been an instructor at schools in my hometown and online mentor for quite a few years, including teaching at Builders brewery Blender first, then Maya, while a few of my RL students landed jobs at FrameByFrame studio for vfx in Rome, Italy where I live and taught, and others relocated to the UK to game studios. My mastery of Maya led me to take my latest gig in pipeline development in a startup studio focused on cartoon animation, while in SL I moved from occasional avatar creation to develop and maintain the only 2 plug ins for Maya specifically aimed at SL creations. This is the background to explain the background that sits behind what I'm gonna talk about next

    Unfortunately, it's not as you may think it is. The market is saturated of talents to some extent, but it's your network that plays the major role. I've seen people with so much less experience and lesser quality products jump over me and my students for jobs we applied for, for the sole reason of having the right connections.

    And for what it's worth, only few, old timer game studios work based off of 3dsmax. They're major studios, still just few. The way to go is Maya, and a few others look for Blender artists (namely one I had contact with in the near past is Ubisoft Milan, many animators in there use Blender. But the work culture in there is exploitative of their resources, and would never recommend it to anyone with a little bit of experience. Maybe good for CV building to have that company name if you're an entry level, but certainly not a good place to plan a career in the industry)

    Eta: also wanted to add, that 80% of my RL students that made it into the industry are women

    • Like 2
  10. 2 hours ago, Elinly said:

    Hi all,

    I was trying to buy a pose and since I could not find it, I decided to make it (I am a basic DAZ user). I enjoyed  very much the process. After may attempts I could upload my pose to SL, but I am hovering-floating over the ground when I activate it instead of sitting on the floor. I tried Crtl+D on the full avatar and also hips but it didn't help. I have looked for a solution for days before bothering you all but I could not solve the issue.

    Could anyone give me a hint on how can I solve this issue

    I have installed DAZ Studio 4.15.

    I am using the imported avatar from SL (as instructed in many tutorials).

     

    Thanks in advance! Take care!

     

    Ellie

     

    @Sabrina Tamerlane
    Made a Daz specific exporter that handles anim format, which should be the preferred file format for many reasons. I'm paging her, maybe she can chime in to help you out!

  11. 7 hours ago, Reippi said:

    You are right! I didn't even think about that. I was considering human-like avatars only though I totally underestimated the whole body customization.
    Thank you!

    You're very welcome. You know, realizing it isn't all that straightforward. The precision lack in animations when trying to achieve a contact point has been a recurrent topic in this forum, and it's not easy at all to explain why it happens.

  12. 1 hour ago, Reippi said:

    Cool! Then there's definitely the possibility to do something like that.
    Still, since it is possible, why a lot of dynamics like this one are missing? Is it for memory/performance related issues or because it's technically time demanding?

    Because of the interaction with an avatar. You'll soon find out that, depending from the avatar shape, contact points don't work, so some very short avatar's, for example, will stick their hand in the coffee machine base, while taller avatar's will be sticking it into the upper part when trying to grab the cup. Why? Because of the accumulated joint offsets along the skeletal hierarchy that are the result of shape customization.

    • Thanks 1
  13. 5 hours ago, Reippi said:

    Do you think I'm ready since I completed the "donut tutorial" by Blender Guru?

    Hhhmm... Nope, but you can try 😁 you'll face a lot of new concepts and challenges just in the modeling section of the work you want to do, before you even get to rig something, and another bunch of challenges will be there waiting for you. But hey, as long as you have fun and learn, no problem!

    • Like 1
  14. 1 minute ago, sandi Mexicola said:

    Actually, my understanding is that while you can save and upload higher resolutions, they will be converted down by LL to 1024x1024 max.  Please feel free to correct me if I am wrong. :)

     

    You're not wrong, 1024 is the cap size for every image. However you may want to use your image outside of SL and work it at high res. Upload your images to some other service like Flickr and still be able to retain the aspect ratio if you ever decide to upload that image to SL too.

    • Like 1
  15. 16 hours ago, bluelacroix said:

    Thanks Optimo,

     

    I see now I can change the Width x Height in my camera, so I set that to 1024x512, and saved that, and uploaded it...

     

    And... it worked!  Now it defaults to open with 2:1.  Yayzor!

     

    So now I have to go back to the sim i was in and take the picture again.  lol

     

    Thanks everyone for all the help!

     

    All the best,

    ~Bleue

     

    You're welcome 😊

    Of course, you can save your images at even higher resolutions if you need that. Just keep following the same rule...
    2048*1024, 4096*2048 and so on

  16. 2 hours ago, Quarrel Kukulcan said:

    due to how LL implemented this feature internally, you can't rig to these bones in straightforward fashion in some popular 3D modeling tools without paid add-ons.

    Well... If such popular 3d app wouldn't suck at complying to industry standards, it would be much easier 😂 other less popular (in SL) 3d apps do work out of the box, and the add-ons make things even easier.

    • Like 1
  17. 23 minutes ago, bluelacroix said:

    Thanks Dot!

     

    That is cool, thank you for doing that.

     

    But yeah, that I think just changes the view for you at that moment.  I want to default when someone opens the texture in SL to be 2:1.  Is there a way to save the texture in SL such that it opens automatically at 2:1 (or 16:9)?

    You must save your image as a 2:1 ratio to begin with. Failing this, the viewer will resize it to the closest power of 2,so your image is effectively a 1024*1024 and so a 1:1. Try saving your image as 1024*512 and you should be able to see it as 2:1 by default

    • Like 2
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