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VirtualKitten

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  1. Yes i note this but do they aid in creating animations in blender? What I mean does a Shape Key afford to a position or are they synonymous ? i.e. i can call in a shape key and set its position in Animation Workspace or will this break second life as it will try to send these keys to it ? The reason why I ask is my first steps into animation walking did not create a second life bvh animation that worked principally I believe this may be because i used a base pose to base my animation off and not all positions of bones was exported from blender 2.92 . I am therefore looking at this more carefully than rushing into it as before. As clearly blender 2.92 has more functionality than what Second life currently supports. Hand Weight Painting ,yes i think its easier on less complicated models with non hidden or co linear faces with no room to paint @Quarrel Kukulcan The problem I have experianced with it is in Blender 2.92 you can hide parts to do vertices selection .The paint weight system does not have same functionality that I can find? . This said I think my tongue issue might be bone role as its twisting? The screens I am in are in edit mode as you can see on the right pressing called 'Object Data Properties' opens up this fantastic screen you can select assign show and assign vertex bone groups . Its been a really helpful tool that does not use weight painting . The only thing I have to remember to do is to pop into weight painting and check the weights to activate them in model. This usably means cycling through the bone vertex groups that I have changed: This said as you can hide parts of your model in this mode it is far easier than weight painting intricate parts . I hope this helps to explain what we have been talking about and how we have been achieving it D X Also the tongue tip does not seem to be functioning in my model at all as you see it does not seem joined to the position of the bone which it is idk why :
  2. I have a little bit wrong on the tongue its extending the mesh out to mush how do i fix this please https://i.gyazo.com/8489ed4b709dc5f98c30eef106267730.mp4 Also Am thinking about shape keys and am wondering if they can be used in animation . Is it worth saving them with different poses to start animation work? Thank you *smiles*
  3. I got a bit further the problem above was because my mFaceJaw was only the outside skin not the skin inside the mouth . Since adding this the mouth was behaving better . my only think left is the tongue which doesn't behave quire right and seems twisted . I presume this is something to do with weights ?
  4. Well I made them all cheeky bits smaller. But still have this large area i cant identify what part of mesh it belongs too can you let me know ideas how to fix this please ?
  5. Yes @Quarrel Kukulcan I understand what you mean but the way above is much cleaner than painting unless you are an art artists then i guess it would be easier. However I still need o work out how big the dragons cheeks should be as they seem to large. Also you didn't seem to note that the mFaceCheekLower and mCheekUpper both left and right was weighted wrong from auto weigh placing exactly the same vector groups of faces in the upper and lower. This is why I asked @Aquila Kytori for some idea with the auto for these cheeky bits placing as it seemed all foobar Dx
  6. @Quarrel Kukulcan Well the cheeks come from auto weight model in blender 2.92 there was much wrong with it facially as we have been discussing I am guessing this last cheeky issue is the last one so am excited to get onto animating it . The two upper lower areas are the same so cannot be correct @Aquila Kytori showed me where to set the areas last time within the 'Object Data Properties' tab in edit mode which shows vertex bone groups on auto weighted mesh which worked with front lips in video here , which also shows whats left to sort https://i.gyazo.com/babfe243cfaf3d05b5bcda9dfbbf3636.mp4 Just in relation to weight painting this within the 'Object Data Properties' tab in edit mode on the vertex group is much more accurate than weight painting and is easier to handle . Clearly the problem must be cheeks and i need new placement vertext areas for mFaceCheekLowerRight and mFaceCheekUpperRight or mFaceCheekLowerLeft and mFaceCheekUpperLeft. @Aquila Kytori was brilliant and showed the places for teeth and eyes in this thread. He also did a great job teaching about facial bones in this thread which I have learned a lot from hugs D
  7. Do you think it could be my cheeks the area looks a bit large I hope this looks better and i think it might be causing problem as this is mFaceCheekLowerRight the mFaceCheekUpper is similar where abouts should these be please your best guesses. Thank you Dx
  8. Nods i am excited about it again as we solved the problem with front teat I just wish there was a way of touching a part in pose mode so it gave you the faces it was in ?
  9. I think i was moving jaw out of moth that is why it stretched the chin ? Am not sure but mouth does not open to far before it goes wrong but is looking much better @Aquila Kytori But I think there is some other bits causing concern could you help as its close see video below https://i.gyazo.com/babfe243cfaf3d05b5bcda9dfbbf3636.mp4
  10. Wow its a lot better but still have a small problem with cheeks i think or maybe the chin had some move i am going around looking for some
  11. But oh dear before you look at images below which I deleted I forgot to select by ' .' mode this shows lots of other weights attributed to other parts on every vertex . How can i remove these easily from all vertext it seems i may have removed them from faces but not vertext oddly
  12. I hope this looks better but i don't know why my teeth do this . They are separated correctly under vertex bone assignment yet in weight this looks a mess can anyone suggest what is wrong? It seems defiantly the teeth misshaping as have checked tongue and it is not that I think i need some expert advice as maybe i have messed something up ? Thank you With skin shown and teeth selected nothing else is selected so why does it do this please ? Top and bottom are separate and bottom is with correct vertex So why does it do above 1st image Thanks Denise
  13. I think its the scripts giving back this as the model is ok . I have found a Collada output. This normally defaults to y instead of x for some reason :i need x forward faxing for animesh. the forward axis gets set to y why ?
  14. My blender shows correct axis why when it gets into LSL is z swapped for x?: The strange thing is its only reported in scripting that is wrong any ideas please? As you saw prof the axis are correct on object. Why does scripting make a mess of them? It happens to all my imports so there must be something.
  15. Why does Blender always export my Collada dae as x transferred to z and visa versaes blender always export my x axis as z axis in Collada Export ?
  16. idk none of this works need help ? maybe better in quaternions is lost apart from blender renamed my objects 1.object,2.object,3.object etc to sort first for root.
  17. Ok have been thinking about this trig is not going to work here let me try and explain x y and z are controlled by head bone from armature therefore the only change i think i need to worry about is x . This said if we have already worked out the length of the particle by trig and call it j and use the emitter at the center j will be the same all through Pi degrees on x on nearing x=-j see i noted radians. Further more if we assume angle is the angle of x in radians : rot = llGetRt() angle_rot =Eullert2Euler(rot); angle -= angle_roy.x; if (angle ==llPi ){ x _axis = -j;y_axis = 0 } else if((angle ==0){ x _axis = j;x_axis=0} else if(angle == PI_BY_4) {y_axis = j; xaxis = 0;} else if angle == PI_BY_3) {y_axis = -j; x_axis = 0;} else if (angle>PI_BY_2) angle = llPi-angle; //We then have a triangle with two sides the length of J this is a problem as angle if more than 90 we cant use trig so best not use it at all. //with two sides J and to calculate other side base , we cannot use Pythagoras either .My memory now gets hazy it would be better to ignore Trig and Pythagoras for this as we would solve the y without breaking it down further. Please excuse my rubbish drawing: How do we do this with out Pythagoras or Trig? thank you for looking? nope didn't work at all
  18. Well I met up with the lovely professor and he showed me my rig was not root linked that is a bit of a mess silly blender made the wing the root lol. idk. that's another story .anyway he said stick with Pythagoras and trig:) Thanks Professor I hope i can get this sorted
  19. Prof I try to help everyone too but am always getting not wearing trousers so they don't get ragged. idk in world? Are you teaching in world?
  20. yes I am still stuck with this giggles . I asked about the trig and some one said use the stuff in LSL very complex math I though as we established the distance out . I could get coordinates from this length as the hypotenuse side and cos-sine to calculate others i was hoping for some examples in code and these could be negative or negative and positive on deferent axis depending of the angle of the emitter again you said use quaternions can you show how to do this then please as scratching my head like others and clearly you know best prof being a kind professor. DX Thank you
  21. I presume when I rotate my pet my distance out calculated as above will become the hypotenuse and the opposite or adjacent will be the x and y ? So if h = hypotonuse= my distance out a = adjacent would be cos (theta) *h and opposite=o = sqrroot(Sqr(h) - sqr(cos (theta) *h))? maybe ? x would be o or a and y would be o or a depending on quadrant you was in?
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