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Grazdude Ragu

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Everything posted by Grazdude Ragu

  1. Thanks for the conformation Cerise. I suspected this might be the case. Are there any established methods for creating .anim files for SL yet? Note: * I Tried AnimMaker (no good for creating animation from scratch) * I also tried the .anim moded Qavimator (called Qavimod) but it can’t seem save or load .anim files properly. * I know about Avastar for Blender, but I would like to check other possibilities first as I am tied to 3D max for the avatar I’m creating and have had significant problems sending animation from max to Blender (via BVH).
  2. Neither, I am asking about the .anim format (internal animation format). Once you upload a BVH animation to SL it is converted to the .anim format automatically. Recent SL viewers can now upload these .anim files in addition to BVH files.
  3. Hello, Could anyone confirm if the .anim format that SL uses internally is specific to SL only? Or can I use any .anim file, as long as correct number of bones (up to 26?) and correct bone names are used? Reason I ask is because Hord3D SDK has a ColladaConv tool which supposedly extracts .anims from DAE files. Thanks
  4. Hi Coaldust, Thanks for the confirmation. Looks like Avastar is just whats needed! I’m talking with its creators now and they are being very helpful.
  5. Hi Coaldust, Thanks for your very helpful reply! I already use Firestorm so batch uploading with it for the anim files will hopefully be straight forward. To make a 26 bone animation for SL does the following workflow make sense: * I have a 26 bone rig skinned to a mesh in 3D max all tested and working in SL (export DAE, import into SL, wear on AV). * I make some animation in max using all 26 bones. * Then using Abu’s Max script I export the standard 19 bones as a BVH file. * Next I run a modified version of Abu’s script which collects the remaining 7 bones (which would be purposely miss named so to match 7 of the standard 19) plus another 12 bones added purely to ensure the BVH file has a full 19 bone complement. * I then use the modified Qavimator to load these two BVH’s and save them as ANIM files. Note: I’ve looked everywhere and I don’t think there currently is a copy of the modified Qavimator on the internet. Here: https://jira.secondlife.com/browse/VWR-2374?focusedCommentId=112939&page=com.atlassian.jira.plugin.system.issuetabpanels%3Acomment-tabpanel#action_112939 Zwagoth Klaar states that he has removed the program as it was not entirely functional. I’d still be willing to give it a go so I’ve messaged him to ask if he is still willing to send me a copy. * Lastly I filter these two ANIM files into AnimMaker using 19 bones from the first ANIM file and just the 7 extra bones from the second. * Save the result as one single ANIM file ready for SL.
  6. I’m creating a rigged mesh Avatar in SL. For the animation I’m using Abu’s BVH Exporter script in 3D Max2011 to generate BVH animations to import into SL. Abu’s script generates data for 19 bones which works well. Since there are 26 bones in a SL avatar I would like to find the names of the 7 additional ones in order to modify the script. For example in Abu’s script the hierarchy from the root of the Avatar to the end of the right leg is: Hip > rThigh > rShin > rFoot The Skeleton which I skin my character mesh to in 3D Max (for SL the mesh upload) defines the same root to end of right leg as: mPelvis > mHipRight > mKneeRight > mAnkleRight > mFootRight > mToeRight Does anyone know the BVH names for the 7 extra bones: mHipRight mHipLeft mToeRight mToeLeft mEyeRight mEyeLeft mSkull Note: I found the list of attachment names for a SL avatar: http://lslwiki.net/lslwiki/wakka.php?wakka=llAttachToAvatar but these are a little different to the names used in the BVH file. Thanks
  7. It seems that anything that was made in the main grid can’t be rezzed in on the beta grid even though I see it in the inventory. If I try it says: “Attempt to rez an object failed” Anything made in Beta and stored in inventory rezzes in fine. Can anyone help? Thanks Graham
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