Jump to content

LilithServil

Resident
  • Posts

    188
  • Joined

  • Last visited

Posts posted by LilithServil

  1. Might seem like a bit of an odd question at first glance when it's BOM, so let me clarify!

    I've been working on an overlay for scales, which I need unique materials for and don't want to put directly on the skin. To achieve this, I need to use the built-in onion skin layers the body naturally has.

    So I've got my texture, I've got my specular... I don't know how to properly apply them. If it's Omega-based, the Omega relay for Jake doesn't work. With the body being modify, of course I can just right click -> sift through all of the layers until I hit the one I want, but then I run into another problem immediately after: Hiding parts of the body and unhiding them revert the layers entirely.

    Omega apparently still works with the no-mod/no BOM body but I need both of those things as well.

    So... How am I supposed to accomplish this? Is it just not possible with the relay dead? There are reviews on the kit dating back two, almost three years talking about how it doesn't function properly.

  2. 11 hours ago, Maitimo said:

    The only real solution is for one or both people to adjust the size of their avatars until the animations match satisfactorially. 

    If you are wanting to take snapshots, then you can also purchase this - https://marketplace.secondlife.com/p/Animare-Plus-Pose-Animation-System-Boxed/15439427 - you'll need the Plus one because this enables the user to manipulate the pose of another avatar as well as themselves. This will help with things like out-of-place arms that are not affected by the furniture pose adjust. Black Dragon's built in poser is a free alternative but with BD you can't re-position another avatar and the other avatar can't see your adjustments.

    I know about BD's poser (I've used it in the past for myself!) and I've been keeping a close eye on its improvements to its animator.

    I'm DEFINITELY interested in that system, I think that's more along the lines of what I'm looking for. I'll check it out, thanks!

  3. 6 hours ago, Lucia Nightfire said:

    You don't navigate it. You deal with it.

    This has been a problem with couples animations since SL's inception.

    SL does not have IK support, only hardcoded animations.

    And by this, I mean the ability to insert/piggyback an IK track into an existing animation that can make one user's hand(s) or other limbs follow another user's body part(s), their own body part(s) or the environment (prim/mesh/ground physics shape).

    The only thing we have is an uncontrollable generic system IK that turns your head toward a chatter, turns your head or eyes toward what is alt-cammed, points your head, hand and arm towards a selection or make your system feet align to SL terrain slope.

    And unless LL's Puppetry project solves this IK problem, I feel it will be yet another half-implemented feature that doesn't get much use.

    I 100% know SL doesn't have IK support and animations have been made, more or less, to fit the most typical or generic shapes either by hand or via mocap. Mostly I was curious if there are in fact any somewhat known animators/designers that have taken mismatched sizes into consideration or not.

    I've definitely seen plenty of people several heads shorter than the other individual posed/animated together before with minimal clipping or floating going on (obviously there's *some* as that's just the nature of SL, but not floating to the degree where you could fit an entire other person between them) so I wasn't sure if all of the poses/furniture I have is just sub optimal-- it's a couple years old as I've been more or less on hiatus due to burnout.

  4. I'll preface this by saying I hope I'm in the right section! This is equally about furniture and animations as it is about avatar size differences so I wasn't entirely sure where to put it. ^^;

    Even before having a more drastic difference in avatar scale I noticed furniture anims involving more than a single person was, more often than not, meant for "same size" individuals but was more or less able to adjust things to somewhat work... But how does one navigate a multiple ft height difference where more often than not, arms will be floating well away from the other person's body, hands will be nowhere near meeting, etc? Anyone else suffering a similar issue? Are there any animators who cater to more "specialty" size scales or is that a fool's errand?

    For those curious, my partner has his avatar scaled to more or less his normal height, around 5'6. My avatar, however, is based on a character that's closer to 8ft and so far it's been almost impossible to use any of our existing furniture with one another-- and that's with me taking the "masc" poses and him ending up on the "fem" poses for a vague attempt to height match LMAO.

  5. https://i.gyazo.com/0e8ff32de5bd69daaabb0438405bfe3a.mp4

    This .mp4 above best shows what I mean. I've been on a hiatus for months-- did something happen? Is this some setting I can tweak or something more? I don't think it's my settings causing it as nothing has changed, I run SL at a comfortable 60 fps on the upper end of High but I've also noticed strange things like flexiprims "stuttering" instead of moving smoothly. Any ideas? This is causing some awkward issues while building or even retexturing things.

  6. 11 minutes ago, NiranV Dean said:

    Yea see thats my problem, i'm not thinking about now, i'm thinking about the final product and how i can achieve that (if at all) and i'm genuinely unsure if i can.

    Even if the only option is a super long scroll bar that's still miles better than no timeline at all, though, so long as everything more or less functions. Hopefully it's not too difficult of a thing to implement, but I highly appreciate you looking into it either way.

  7. 17 hours ago, NiranV Dean said:

    My biggest problem with that is still the "zooming" , assuming an animation always plays with 60 FPS, and an animation duration max of 60 seconds, thats 3600 frames. The transform sliders are huge and have a range from -PI to +PI, so roughly ~6000+ possible values and precision sliding is impossible, you have to use your keyboard to go increment by increment, same would be the case with frames, there is no way i can cram 3600 frames into one slider without it becoming a mess.... we need a zoom feature... and thats where its going to get tricky.... unless i make the sliders HUGE and have them extend beyond the window, that is have a scrollbar at the bottom to allow scrolling horizontally....oof

    I see no issues with a scrollbar tbh. It's better than nothing, and there's always the possibility something like that can be improved upon with later iterations if such QoL features become more feasible.

  8. 8 minutes ago, NiranV Dean said:

    That should be quite easy.

    I'm nowhere near BD right now but I made a quick janky mockup-- of course, you know far better than I how this could work in a less clunky fashion!

    image.png.5628524dd092cf94aef66452a60edc05.png

    The general idea would be moving the clickable body parts down to free up more space for a visual timeline for each part. To edit the keyframes you'd still need to click the part (as normal) and select the desired keyframe in the area to the right where you'd mess with them normally.

     

    Ideally, if it's at all doable, clicking on a keyframe in the current rightmost panel would highlight the correlating keyframe in the timeline so you know exactly what you're messing with. Then if you wanted to move the 5th head keyframe to, say, 30 instead of 24ish where it is in the mockup, you'd just input the value 30.

     

    Otherwise, just any kind of collapsible or expandable window to see all of the keyframes would be a perfect start and make things a lot more intuitive! Thanks for looking into possibly implementing a timeline.

  9. 13 minutes ago, NiranV Dean said:

    Now the UI is going to be the biggest pain, SL does have keyframing sliders but they are... barebones and hardly useful, i will need to massively rewrite them and employ a metric ton of magic to get an UI similar to standard keyframe editors, just listing them all and having the currently selected frame sync to all of them is going to be a headache, not to mention making the keyframes selectable and then its still a matter of the looks, a slider is really not good for this and it will require some kind of "zoom" or "scrolling" so you can get closer in and mousedrag single frames easier (this one is going to be my biggest headache, i'm not sure if i can do this at all)

    Tbh, even if the UI for a keyframe timeline was mostly just a visual aid and not interactive/functional, that would still help a lot. While being able to mousedrag them around would be nice, I view that as more of a luxury than a necessity. At the moment you can set something's "place" in the timeline by inputting a number value-- if it would be easier, you could keep that type of system (replacing "time" values with frames instead) for dictating where on the timeline the keyframe would sit.

    More than anything I just want to be able to look at a barebones/basic timeline to get a rough overview of what bones I've moved at what point in the anim cycle instead of trying to deduce it by manually hunting down different bones and clicking them one by one in the menu just to know if I've keyframed them at all or not. ^^;

  10. 1 hour ago, NiranV Dean said:

    Again keep in mind this is the very first ever release in the history of SL that we can edit animations directly inside SL, this will take some time to be fully fleshed out, get QoL features, have all bugs worked out and be something that is somewhat easily usable and even after a year or two i doubt the UI will be anywhere close to a normal Animation tool, again SL simply does not support this kind of UI design and it will be a massive challenge alone to get a semi decent UI for this. The best thing you can do is use it and give feedback: So far from your post i got -> dedicated copy/paste keyframe functions, easier way to see all keyframes, more obvious time management widgets (possibly writing directly into the list), better UI layout. Other things people have already reported is the "time" value being completely undocumented and a frame count rather than direct time value would be better (although this would require the user to do math and know how much frames the animation has and where to put them and so on unless i fill the UI with lots of statistics). Theres also more things planned like manual spline interpolation curve generation with options to change how it shall be generated, auto-fill keyframes, create keyframes from interpolation and a couple other minor things such as target framerate.

    I'll have to keep messing with it, but until further UI improvements are made I cannot see this being a tool usable for any complex animations.

    Unless there is somehow a way to have a separate window/UI that looks akin to these, allowing you to see the keyframe timeline, it's going to be a constant struggle:

    image.png.c836a08600d68603c021e32c84ab9844.png

    image.png.0cce9199d15a61f2866159f369937b90.png

    image.png.1884615d66560d653f8db9cdec7b2c2e.png

     

    Another big issue that I had is that simply moving a part does not create a keyframe like it would in more "typical" animators, making the Mirror tool functionally useless. Too many times did I mirror both arms while trying to pose the left arm, only to find that the right arm (despite moving while posing) would snap back into a tpose upon previewing the animation. This actually happened a lot regardless of whether or not I hand keyframed things; more complicated parts like hands/feet would snap at weird angles when transitioning from preview back to posing, which I'd need to then go back and repose all over again.

    An example of what I was trying to make was a stand animation with a couple different complex idles-- moving the head around, blinking, shifting the legs, etc. and the animation very quickly turned into a mess upon the realization that the keyframes work the way they do, sadly. I can only hope this tool is able to evolve further because the concept is incredible and I'd love to be able to animate with at least the same fidelity that QAvimator can, only in-world instead of using a generic model.

  11. I've figured out some things but I'm still at a loss.

    1: It seems you need to go through and keyframe every single part with no easy way to view them all? I don't see a way to rearrange or copy/paste frames either, making seamless looping an exercise in frustration with needing to copy and paste each individual value. I may be mistaken and hope I am.

    2. Because I can't view every keyframe at once this means if I do multiple keyframes for certain body parts but forget to keyframe other body parts, the entire animation quickly becomes a mess-- I'll have 5 keyframes for the head but because I can't just have 1----->5 keyframes for the neck, it ends up being 1->2 for the neck and 1->2->3->4->5 for the head and I can't tell during what part of the timeline these actually happen?

    image.png.98d6fcfe8ac838d05134b3e0144b5677.pngimage.png.98669b8a1854f9a5ac64f44059840a3c.png

    ^ Didn't actually "animate" anything above, just added keyframes to emphasize what I'm confused about.

  12. I've been able to keyframe the very first pose, but I'm at a loss when it comes to figuring out how to actually animate. The keyframe section seems pretty barebones with no way to extend the length between frames as far as I can tell, previewing the animation just shows the very first keyframe and not the animation tests that follow, there's no visual difference between "step", "linear", and "spline", etc.

    Has anyone else been able to make anything with this? I was super excited to be able to animate in-world because QAvimator falls incredibly short when trying to animate for anything remotely nonhuman, and I haven't had much luck with blender either for various technical reasons. ; ;

  13. 8 hours ago, Lucia Nightfire said:

    VRChat avatars allow for dynamic bones and colliders, or what they now like to call "physics bones".

    The content creator community has brought these facets up in the meetings with LL for years only to receive fear from developers at the possibility of offering an equivalent.

    Many if not most other MMOs use these features now.

    As long as SL devs wish to remain ignorant, fearful or even skeptical of industry standards and user needs, this platform will continue to be behind the times, growing at a wider margin with each passing year.

    Even PS2 and Gamecube games have proper physics engines with jigglebones and flexible pieces. LL really, really needs to prioritize figuring out some way to allow users to give mesh wearables proper physics instead of shying away from it. Even if it doesn't have good collision and just functions like a fancier looking flexiprim, it'd be a hell of a lot better than wearing items that should naturally flow with your body only for them to be taped down to SL's skeleton due to the limitations.

    • Like 4
  14. Really wish the topic of flexible mesh would crop up again. I know it was talked about... forever ago and was canned (I think).

    Comparing SL to something like VRChat as far as quality goes, you can immediately tell VRChat avatars tend to look better in motion. Modelled hair, ears, tails, capes, etc that actually move with physics look infinitely better than multi-segmented prim hair/tails that constantly freak out and separate into their individual pieces when they move too fast.

    I don't even care if it's similar to Animesh where you're restricted from having more than a couple flexi-mesh pieces attached to keep lag down, just... Please. Bento is nice and all but some things look so inexplicably off about rigged hair being incapable of moving away from the shoulders/chest, tails remaining in the same rigid sway animation while doing a high-energy activity like dancing/jumping, dresses stretching and warping when you walk/sit/jump, etc etc.

    Not sure how much of a performance hit mesh with jiggle physics would cause, but I feel like in the long run it'd be better than people running around with 16+ segments on a flexi tail each with a different high res texture, or flexi hair, or whatever else people still would rather use flexies for to simulate more natural movement than mesh allows for.

    • Like 2
  15. 2 hours ago, Maitimo said:

    I've had the same issue with furniture, believe it or not. It all looks perfectly normal in Firestorm but in Black Dragon it's translucent because it's set to Alpha Blended texture (even though there's no actual transparency in the texture).  Switching it to None is an easy fix when it's mod. But I don't know why BD treats it differently from Firestorm.

     

    Yeah I don't really understand the issue, it's bizarre. I know how Alpha Blending works (i.e alphas fighting, eyelashes with alpha clipping hair with alpha, etc etc) but an ENTIRE object turning semi-transparent because of a single face having alpha is abnormal. In Firestorm, hair would only have a couple alpha strands that'd have normal disappearing and alpha fighting issues. In Black Dragon though, even the parts set to None normally that SHOULD be solid are see-through because the item has other pieces that DO have alpha.

    It's fine with stuff you can just set to None that shouldn't have alpha anyway, but something like these eyes that need the outer layer set to Alpha Blending or hair that needs Alpha Blending on some pieces can't just be set to None. xwx

  16. 14 hours ago, NiranV Dean said:

    If one is the back (the eyeball or pupil) and the other the front (specular transparent face) then this would be as easy as setting the back to none and the front to alpha blend, this would also fix lighting and make the eyes immune to any possible alpha blending issues with glasses for instance

    Problem is that's how the eyes are set up already-- the pupil/iris are the "core" and they're set to None, but there's an outer layer set to Blending. It doesn't seem to matter that the rest of the parts are set to None, because the top layer has Blending it's making the whole eye transparent. I've seen it happen with hair too that's otherwise fine on Firestorm, where just because it has a couple Blending strands it makes the entire hair like 50% opacity.

  17. 14 minutes ago, Maitimo said:

    I've noticed this too. AFAIK the only fix is to switch the item to Masked instead of Blended. If it's no-mod, or otherwise looks awful in Masked mode, the only other solution is to return to Firestorm for that particular photo.

    Ahh that's... Really awful. It does look pretty bad blended, and I use BD as my primary viewer, not really just as a photostudio... Having my eyes permanently ghosted isn't really ideal. It happens on other people too, hopefully it's something the Black Dragon creator can fix :s 

  18. image.png.c396e4ae33dbfd46bbbf32035ae2755d.pngimage.png.eb2041203f6e04bc3923233e4b3401f2.pngimage.png.eed234437f20b0b17bbdcede5446d682.png

    image.png.8ab8228f00156415d534db9b36add60b.png

     

    Am I missing something? I've recently switched from Firestorm to Black Dragon (better performance overall and has fun settings), and this is something I've noticed. It seems like if one piece of an item has a Blending mask, it acts like the ENTIRE thing is set to Blending or has alpha. For context, these Happy Paw head eyes have an overlay with a Blending mask-- the entire eye shouldn't be semi-transparent like this. It's a freshly unpacked head/eyes as well and it doesn't do this in Firestorm.

     

    I've noticed it with other things too, like my friend's body having a blending layer on it = the entire avatar is semi transparent.

     

    (Also this can be moved if need be, I wasn't sure if it should be under Avatar or Technical oops ^^;)

  19. I've been poking around for something similar to this for a while but haven't found anything yet-- all of the hair I've found either doesn't have an option for "split" dye, no-mod or impossible to tint that way via how the mesh is laid out, is too long, is straightened hair, or has a ton of small curls instead of big.

     

    image.png.9cf68c51866cfe8b9b2e0c768d3f8099.png              image.png.d65bea87f61e7a429d1ddfc54739491e.png

     

    Anyone have any ideas? Ideally there'd be sort of a natural "blend" where the hair split overlaps and curls onto itself instead of just being a clean split down the middle, but at this point I'd take just about anything similar. It doesn't have to be exact, just close. A lot of brands I'm familiar with don't have the option for "split" dye styles like that (only ombres, highlights, tips etc) so I'm at a total loss.

  20. 3 hours ago, Quistess Alpha said:

    Seems pretty specific, but it wouldn't be that hard to make something like that out of prims, or even try to mesh it yourself.

    I already have some prim ones, but I was hoping there was something a little less blobby and a little more refined (and in one piece). ^^;

    Blender doesn't play too well with my laptop for whatever reason, but I might redownload to attempt at some point if none exist atm.

  21. On 1/20/2022 at 8:15 AM, Bree Giffen said:

    I'm sure you've seen it. Maybe you even do it. A girl avatar bringing a boy avatar to a skin store, or a sexy clothing store, or even a shopping event. With how easy it is to be unfaithful and all the things we know about how men behave in SL it seems like a recipe for heartbreak. Is it to show how much trust they have? Is it a kind of torture? Is it to find someone for a threesome? I've only been to men's stores a few times with my alt and haven't seen something like this. I'd like to know what you think.

    This is such a bizarre scenario to me, lmao.

    Like, granted, I brought my actual long distance/online partners to SL rather than meeting them on it originally, but... If this is something that happens often to you, maybe it has to do with the particular company you keep??? I love going out shopping, especially with my boyfriend (who's on most often between him and my gf) and honestly I avoid going shopping in-world without him there to talk to. Bonus if he finds something he's interested in too, be it clothes/furniture/etc.

    Not really sure how shopping goes hand in hand with someone being unfaithful, but imagining this kind of question in a more RL sense has me cracking up. "A woman bringing a man to walmart, or khols, or a yard sale. With how easy it is to be unfaithful and all the things we know about how men behave it seems like a recipe for heartbreak."

     

    • Like 8
  22. From personal experience, trying to sell stuff was super daunting for a while. I can't do 3D either and work on skins/textures-- what I did was start with avatars that have simple UVs that are all one-piece (feral/quad avatars were a good start) just to get used to working with skin files. I didn't make anything with the intent to sell for a LONG while. I familiarized myself with the medium slowly but surely, making custom skins for myself to personalize my avatars that much more.

    From there, I started branching out to more and more complex UVs, multi-piece avatars that require separate body/head/ears/tail/legs/etc textures, etc. and I've since branched out into texturing my very first human head for myself a few days ago! When I did start listing on the marketplace, I simply plopped the modkits I made up for sale just for funsies and not really with the intention of making a business out of it.

    Even though I absolutely feel overwhelmed by all of the competition, I still list new mods every now and then when I either get inspiration, discover a new niche to work in, or get bored of a custom skin and decide to list it for the heck of it. It's still not a "business" per se, but I can average anywhere from 2 to 4k linden in a week just from old stuff retroactively selling and can afford a couple different rentals weekly + shopping at events + investing in new avatars to work with.

    I also find that quantity helps a LOT. That's not to say quantity over quality, of course! I just mean that the more options are available for people to purchase, the more likely a person within your target demographic is to pick at least one thing out of the bunch. I go for months without listing a new item sometimes to avoid burnout and still wind up with some amount of L to my name.

     

    TL;DR - Maybe start with a personal goal in mind instead of viewing it as only a business venture? Viewing something as a job instead of a hobby is a surefire way to make yourself sick of doing it (imo).

    • Like 1
  23. 5 hours ago, Imogenya said:

    loved it ❤️ it looks like you came out of a video game or animated movie !

    Ahh thank you! That's the intent, actually! :'D My av is supposed to be Jinx from the Netflix show Arcane. It was super fun to paint the skin, and the overall style works really well with SL.

    (Your look is stunning too btw, love the soft colors and how elegant everything is!)

    • Like 2
    • Thanks 1
×
×
  • Create New...