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LilithServil

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Posts posted by LilithServil

  1. 17 minutes ago, Sam1 Bellisserian said:

    Who's arguing :) I am just stating my opinion just as you are. I quoted you because you assume those that disagree are doing so just to create drama and stir the post and that simply is not true. it most certainly IS a race thing. I really don't see how you don't see that. She wants to hang out with people that are black. How is that not a race thing?

    I mean... Using language like " I cannot imagine how a post would go over if someone posted that they were looking to just hang out with white people" was stated with the express intention to cause drama, is it not? Would those exact words be said on a post about someone looking for other trans people? Or someone looking for other furries? Or someone looking for other fans of x music genre?

    Or what about a latino person wanting to meet other latino people, because they'd like to meet others who share their culture because they might not be able to share those things with people outside of immediate family irl? Is that a "race thing"? I didn't get anything from the OP's post that's negative. It sounds to me like she just wanted to find other people she feels most comfortable around who understand her experiences and culture as a person of color. There's nothing inherently wrong with that and throwing up the "if this was a thread about WHITE people" angle is really icky and makes a problem out of something harmless...

     

    Edit: I'll also add that if you change "She wants to hang out with people that are black. How is that not a race thing?" to "She wants to hang out with women. How is that not a sexist thing?" you see just how yikes it sounds. Someone wanting to connect with someone like them =/= some sort of bad and terrible thing that you're making it out to be...

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  2. 6 hours ago, Sam1 Bellisserian said:

    A forum is a place where people post opinions and thoughts.  Just because a person may have a differing opinion than yourself does not mean they are "stirring the pot or creating drama" :) 

    P.S. Furry and talking animals are not races. They are characters.

    But isn't that what I'm also doing? Posting my opinions and thoughts on the situation? Interesting that it's somehow a problem to the extent of you quoting me openly just to jab at my opinion when I peek in and point out the hypocrisy in the room. 🤔 

    P.S. Missing the point entirely to state the obvious in a facetious way doesn't really help your case... It's making the issue into a race thing. Gender and sexual identity, age, and interests aren't races either but there's no harm in wanting to connect with people who share them with you. Why is it any different wanting to meet more people you have common ground in? I don't get why it's devolving into an argument.

    • Like 4
  3. I was browsing the SL subreddit and saw this pic that someone posted, and I'm curious what the hair is as it matches a style my boyfriend has been looking for to a T! I'd link the actual reddit post but I'm not sure if I'm allowed to do that, so I've just cropped part of the picture instead.

    image.png.bcddd3d3cc2d9fbcd2f5821f45f5b1e2.png

     

    I asked the op directly if they could let me know what the hair is, but I figure it wouldn't hurt to ask here since they haven't gotten back to me. ^^;

  4. I've poked my head into this thread a couple times while bored and browsing and I agree with the last few people. I myself have asked where to find other active furry hangout spots or areas that cater predominantly to my age group before, how is that any different from what op is asking? Or if someone came in asking for a hangout for trans folk? Or robot avatars? Or fans of a certain sport? They're just asking where to find more of a certain type of person that they might otherwise be struggling to connect with, not trying to exclude others. 

    The "if it was a WHITE person" argument holds no water because white "traditionally attractive" avatars are a dime a dozen and the only reason someone would ask that would be to get a rise out of people, because of the implication that they don't want minorities around at all. And I say all of this as someone so pale you can see my veins through my skin in the right light lol.

    Some people just really like to stir the pot and create drama where there is none. 🥴

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  5. There are a lot of furry bodies that do this kind of thing already (JOMO springs to mind), but I personally really don't like it-- at least not if it's only one piece and doesn't have extras with the head/body separated. Want to wear a JOMO head with a regalia body? You can't because the head is seamless to the JOMO body and even trying to alpha it out around the neck doesn't work because of gaps.

    Seamlessly attached heads/bodies kills some of the creative essence of SL if it was a standard or a popular thing, in my opinion. Right now you can look into a crowd of people and see different people wearing mixed and matched heads/bodies-- if all bodies had a head fixed on them with no option to swap out, you'd see a lot of carbon copies with only different skins and slightly different shapes.

     

    However as an option and not a forced feature? It's a neat kind of concept. Just include a standalone head and a standalone body for people who like to mix and match and it's all good.

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  6. I know the feeling, I can't stand the sound of lip smacking, chewing, or sloppy licking noises be it from people OR animals. It made me loathe having a dog back when my parents got one I wasn't thrilled with, and my cat right now has a habit of "sucking" audibly on her fur when she grooms-- I have to either put my earbuds in loudly or nudge her/make her stop/leave the room. Sometimes even the repetitive motion of seeing her grooming one spot for minutes on end drives me up a wall. 😢  I've always felt legitimately bad about it but it's something I can't really help, so I have to put distance between myself and the offending noise before it triggers actual frustration. It's hard to explain too, like a mix of fight/flight reaction, a massive anxiety spike and the urge to act out aggressively if it goes on for too long.

    Sometimes I can kind of "put up with it" for over 10 minutes but VERY begrudgingly so. I usually just have to remove myself from the room and typically have to deal with bs remarks from my family because of it lol.

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  7. Whether you've simply tinted some pieces, linked accessories together to create something uniquely yours, taken bits and bobs from other avatars entirely, or gone the extra mile and made an entire custom texture, everyone has at least one avatar that's uniquely yours. Show off the avatars you've most heavily modified from its "original" intended look!

     

    (Note that this isn't some sort of contest-- nobody's is "better" or "worse" than anyone else's, this is just for fun and to give people a chance to show off their most unique outfits!)

     

    I'll kick things off with some of the most recent avatars I've put together based off of a couple of ocs. :'D  Used the M.O.R Hellhund and BRDMRT Griffin as starting points respectively!

     

     

    image.png.6279b30bf6d9509077ca33b75ebed486.png

    image.png.38fcf2b003c306ff7be61a80517625c0.png

     

     

    unknown.pngunknown.png

    unknown.png

    • Like 5
  8. 42 minutes ago, Rolig Loon said:

    Thanks for that extra information. So, not a temperature issue, at least at the instant you took that screen shot.  It's remarkable that you are getting 80 fps (unless you are in a skybox). For most residents, the average fps is closer to half of that.  I get 75 to 90 fps in my skybox but it drops to about 35 fps on the ground, depending on where I am, and I am running with a 1080 with 16 GB on the card.

    For the moment, I'm at a loss to explain your stalling problem, then.  I assume that you've checked to be sure that your Internet connection is stable -- not just fast, which is a different question -- and that you don't have programs running in the background that might be messing with SL.

     

    41 minutes ago, Rowan Amore said:

    Just because you can run ultra high doesn't always mean you should have all those sliders to max.  Draw distance and LOD will make a big difference as well as having shadows on.

     

    I actually have a super low draw distance which is probably where my extra fps comes from! I use the lowest possible draw distance on my ultra quality saved preset. I boost the draw distance to a couple hundred (iirc) on my no shadows preset with the other settings otherwise intact.

    The only other things I run in the bg are chrome or discord usually, but even with chrome closed there's no difference in performance. My older laptop with the 1050ti actually used to be able to run entire games alongside SL-- there were a couple times I'd forget to close SL when running Overwatch and lost no performance in either program (70 for ovw, 30 for SL). With the terrible performance my 1660ti laptop gets I don't think I'd be able to even consider doing the same thing without SL crashing hard. (Not that I'd necessarily want to again haha I felt dumb realizing I left the viewer open back then)

    My connection is also stable, yeah. It's a really confusing problem... It sucks to be doing something like the interactive pictionary blackboard I've got in my house with my friends only for SL to stall so long I lose my turn or crash entirely. Turning shadows off seems to help in a lot of situations but doesn't 100% prevent the stalling either, just makes it way more infrequent.

    I've also tried completely uninstalling firestorm and installing a new version fresh with no success, and the problem started happening before the EEP build came out-- I just finally got fed up enough to mention it lol

  9. 36 minutes ago, Rolig Loon said:

    A couple of possibilities occur to me.  One is that you may be hitting memory limits on the graphics card itself.  You didn't say how many Gb of memory are on it now, but the standard configuration of the GTX 1660ti is 6 Gb.  Linden Lab generally recommends that you have at least 8 Gb of GPU memory available.  It's possible that trying to run on Ultra with shadows is just too much for the card.

    The other possibility, closely related, is that you may have a temperature issue.  The GTX 1060ti specs say that its maximum operating temperature is 95C.  If you get close to that or over it, the card will shut down to save itself from self-destruction.  I suggest running a temperature monitor program while you are in SL to see how hot your card is getting.  You'll find several good free programs on line if you do a Google search.  Unfortunately, laptops have a hard time getting rid of heat.  Everything is jammed into a very small space.  If your fans are not running well, or if the machine has much dust and cat hair in it, it can overheat quickly. You'll have to take the machine to a repair shop to have them open and clean it.  Don't just blow canned air into the fan ports, because that won't necessarily do much more than move the dust around. Meanwhile, always prop the machine up well off the table top when you are using it, preferably with a pad under it that contains its own fan to increase air flow.  You can get a decent pad at places like Best Buy for $25 or so.

     

    image.png.c5c2932e99755f7baa95cbbb74daef67.png

    Temps are fine, I'm able to run more intensive things on this laptop with no issue as well. The highest temps its ever hit have been spikes up to 85 when the casing has felt hot to the touch and prompted me to take a break haha.

    As for the GPU stats, yeah it's 6 GB-- however something still doesn't seem quite right. If it was just frames dropping that'd be fine, but I sit at an average fps rate of 80-

    image.png.f6d15de970206e270f4a77d85f529484.png

    With the highest fps I've hit being 120. Wouldn't I be getting lower fps if the GPU was struggling? Instead I'm getting occasional hitches with no obvious trigger. Sometimes panning the camera around or walking causes it a bit more frequently... I'm assuming from loading in more assets, but the fps counter never takes a visual dip despite dropping frames and occasionally freezing.

     

    Edit: Also adding again that my 1050ti which is 2 GB less than 1660ti ran smoothly (i.e at a lower frame rate of course, around 30 fps, but with no freezing/lockups/not responding) so that still doesn't entirely add up that it's my card being an issue.

  10. First of all my specs are as follows:

    Intel Core 17-9750H CPU @ 2.60GHz

    32 GB RAM

    64-bit OS, Windows 10 Pro

    Nvidia GeForce GTX 1660ti

    1 TB SSD + 1 TB HDD

    Firestorm ran just fine on my older laptop with a GTX 1050ti and half as much storage space. This laptop I've ALWAYS had problems with-- the view just freezes/locks up at random when I'm running high-ultra with shadows on. No shadows seems to be smoother but... I mean... I want to be able to use shadows. 😒

    I considered it could just be a Firestorm thing so I tried another viewer. I've heard good things about Alchemy performance-wise so I downloaded it, loaded it up aaand... Immediate lockup upon turning my quality to Ultra. The freezing isn't permanent and it does unfreeze after 30 sec or so on both viewers. It also locks my mouse into the viewer while "Not Responding" is showing and I can't navigate to my start menu/taskbar unless I alt tab out or it unsticks.

     

    Anyone know what could be up with this that's causing two different viewers to freeze and go unresponsive with shadows enabled? Whereas a worse overall laptop with a worse GPU, graphics card and storage space was able to run it without said hitches? It's a bummer I can't even stand around in an empty skybox without freezing from time to time and makes me not want to really explore.

  11. A little of column A, a little of column B. All of my avatars are usually based on characters/ocs of mine that I've heftily modded into SL to run around as, but they're not "characters" in an rp sense. They're more just... How I'd like to present myself as at the time. A vessel for the actual me to hang out and chat in-world, that's outwardly showing off my creativity and art in the form of my characters.

    A bit like how wearing a Halloween costume or a cosplay doesn't fundamentally change you as a person; sure, you might have silly "in-character" moments if the situation calls for it but you're still your own person behind the outfit.

    • Like 1
  12. Yes and no, I'd say. I'm not a huge socialite; in fact, I'm pretty shy and going out is pretty rare. When I do go out, I find myself intimidated by bigger crowds of people and end up viewing certain avatars as intimidating, whereas others are more approachable. I've noticed the more "serious" (i.e realistic human appearance, a resting b face, "confident" type AOs with authoritative body posture, etc) the avatar looks, the less likely I am to interact with them unless prompted.

    Profiles definitely favor in too, as I tend to snoop. I might try to strike up a conversation regardless of avatar looks. If the profile is empty and the chat is dead, though, and all I have to go off of are avatar looks, I can definitely say I've been spooked away from talking to a lot of groups I've spotted around my occasional exploration attempts lol.

     

    Though on the same token, it can be pretty hard to judge fully on appearance when I run around like this.

    n8U6Wxh.png

  13. 1 hour ago, Wulfie Reanimator said:

    The black layer is disabled, it does not get saved with the picture. Doesn't the green-and-blue gradient count as a "landscape picture?" That layer is enabled, it's just 1% opacity. There's nothing there besides the red pattern. The left-side screenshot in my previous picture had the black background for clarity of what the pattern was. The right-side screenshot is the one I exported.

    Here I've done the same process in Photoshop, making the sky emissive:

    4ed3363c43.png

    The mountains are 1% opacity, with the ones in the background increasing from 30%, 50%, 70%, to 100% for the main sky.

    Again, I saved the images as PNG with the absolute default settings. (Yes, it's obviously a 32-bit PNG.)

    811d57db4a.png

    The point I'm trying to make here is -- don't paint the unwanted areas black or white.. ignore the color and make them transparent.

    Same in Paint Tool SAI finally, it even specifically asks which type of PNG to save:

    b63d0f0f3a.png

    Although it looks like the background is solid white -- it isn't. It's trasparent except for the glowy bits, and the background is 1% opaque.

    5398ef603f.png

    Though, curiously the wall looks nothing like the original texture I used. It looks extremely harshly saturated, the color levels are all over the place. I think we're onto something now. Merging the two layers before saving didn't help at all, so this might actually be a problem with SAI rather than anything @LilithServil could've messed up.

    I just followed along with the SAI example there and...

    R26ow8C.png

    ei5SoRD.png

    vXTWvmc.png

    KgA6at2.png

    Still pitch black with texture getting eaten. ;-;

    I'm definitely starting to think it's a SAI problem. I'll probably have to just install a new program if I want to mess with emissive stuff at all, because SAI just doesn't handle these properly for whatever reason :s

  14. 10 hours ago, Wulfie Reanimator said:

    I'm not at home to double check, but use the mask you've created in Gimp to select all the unwanted areas, then take an eraser and remove 99% of the opacity in the texture. If I recall, transparency is what defines the intensity of the emission. The texture will be fully opaque. 

    I've tried doing that in SAI but it just erases the texture itself for whatever reason and leaves me with the same "most of the texture is gone and completely black" result. I don't know if SAI just handles masks super poorly or what.

     

    9 hours ago, OptimoMaximo said:

    This is the issue. To retain rgb values, color and patterns, you have to paint the alpha white for full glow and black for no glow and the gradient in between will be an according percentage of the glow setting in the texture tab. Fact is that if you export as png it won't work no matter what. It needs to be exported as tga 32 bit with alpha

    That's... Not the issue. I have the exact same problem with tga, and tga seems to be even MORE finicky-- i.e sometimes it won't even recognize it as being saved with alpha, and when it does, I still get the png issue along with it.

     

    3 hours ago, Quarrel Kukulcan said:

    Ahhh. I think what you're seeing is interference from your bump & shiny settings. Those can interact poorly. (In general, the shinier an object is, the darker it will be overall, and I've just discovered that if I use a system-standard bump pattern but a custom shininess texture, my whole object turns solid black. Just, black. All of it. The textures doesn't matter.)

    Where is that fur pattern coming from? It's not in your texture.

    Are you using any kind of shininess?

    (Mathematically it's impossible for the emission mask to darken anything, since 0% means "display it normally" and anything higher makes it brighter. That fact plus the quirkiness of SL's advanced lighting combinations makes me suspect it's not the emission mask itself causing your issues.)

    The fur pattern is on the texture itself as seen in this snippet here.

    ZhbbQrc.png

    There IS a spec map on the tail right now in-world, however I've tried using the emissive mask with and without the spec map and I get the exact same result either way. The first pictures shown in the thread were made both before I drew fur and before I added any kind of spec map, back when it was still a big WIP.

     

    26 minutes ago, Wulfie Reanimator said:

    I believe the reason why the tail is showing up with pitch-black stripes is because their actual alpha mask isn't working and it's being uploaded with the solid-black colors still in the texture. We haven't been shown what the texture looks like in-world. (as in, the diffuse itself before being applied)

    k8otWDQ.png

    4xnoAnZ.png

     

    Pdssz0B.png

     

    And this is how the layers look right now.

    pzstnrA.png

    ???? I seriously can't tell if I'm doing something wrong or what.  x_x I've never really attempted emissive masks before because all of the explanations/tutorials just don't make sense to me so I dunno. It LOOKS right from what I've seen in visual tutorials but I don't get the result I want still, no matter how much I fiddle with it.

  15. On 7/14/2020 at 12:29 PM, OptimoMaximo said:

    You have to add glow in the texture tab. Then the white areas will start to be emissive

    Not the issue I'm having really, and doesn't work.

     

    On 7/14/2020 at 1:15 PM, Quarrel Kukulcan said:

    I don't have to enable glow to activate emissive masking, at least in the default client.

    OP: If SAI can export PNGs with transparent areas (and it looks like recent versions can), you can use it. Make sure you're producing 32-bit PNGs, not 24-bit.

    EDIT: For this particular piece you could also just click "Full Bright", since every part of the original texture is either black (which won't emit anyway) or something you want to be fully bright (judging from your alpha mask layer).

    MORE EDIT: I don't see a difference between your first and second pictures. I also don't see a problem with emission levels. They look like I'd expect them to with the mask you're showing. (Dark blue will stay dark even at full emission. "Emission" is really "what would this look like if it were in the game's brightest possible external lighting", not "what if this object gave off its own light".)

    Look at the first and second pictures again to see the issue I'm having-- if I use emissive masking, it either makes the ENTIRE tail fullbright (which is no different than just clicking fullbright, when I only want the stripes to be fullbright and not the rest of the tail) or if I redo the masking by painting everything else black like tutorials tell me, it literally makes the parts black instead of non bright.

    Here, I'll rearrange the pics and show what's different/wrong with them.

     

    r1H3gGl.png

    EBTO1Hz.png

    w1tb7P0.png

     

    So I'm either doing something completely wrong by masking it like this:

    K7k0PW9.png

    Despite every tutorial showing something similar, or something else is wrong.

     

    I'm uploading it as a png with transparency so that shouldn't be the issue.

     

    Edit bc of this specific bit and more clarity.

    On 7/14/2020 at 1:15 PM, Quarrel Kukulcan said:

    EDIT: For this particular piece you could also just click "Full Bright", since every part of the original texture is either black (which won't emit anyway) or something you want to be fully bright (judging from your alpha mask layer).

    MORE EDIT: I don't see a difference between your first and second pictures. I also don't see a problem with emission levels.

     

    fF0w2qz.png

    gnXquoz.png

  16. On 7/14/2020 at 12:29 PM, OptimoMaximo said:

    You have to add glow in the texture tab. Then the white areas will start to be emissive

    Not the issue I'm having really, and doesn't work.

     

    On 7/14/2020 at 1:15 PM, Quarrel Kukulcan said:

    I don't have to enable glow to activate emissive masking, at least in the default client.

    OP: If SAI can export PNGs with transparent areas (and it looks like recent versions can), you can use it. Make sure you're producing 32-bit PNGs, not 24-bit.

    EDIT: For this particular piece you could also just click "Full Bright", since every part of the original texture is either black (which won't emit anyway) or something you want to be fully bright (judging from your alpha mask layer).

    MORE EDIT: I don't see a difference between your first and second pictures. I also don't see a problem with emission levels. They look like I'd expect them to with the mask you're showing. (Dark blue will stay dark even at full emission. "Emission" is really "what would this look like if it were in the game's brightest possible external lighting", not "what if this object gave off its own light".)

    Look at the first and second pictures again to see the issue I'm having-- if I use emissive masking, it either makes the ENTIRE tail fullbright (which is no different than just clicking fullbright, when I only want the stripes to be fullbright and not the rest of the tail) or if I redo the masking by painting everything else black like tutorials tell me, it literally makes the parts black instead of non bright.

    Here, I'll rearrange the pics and show what's different/wrong with them.

     

    r1H3gGl.png

    EBTO1Hz.png

    w1tb7P0.png

     

    So I'm either doing something completely wrong by masking it like this:

    K7k0PW9.png

    Despite every tutorial showing something similar, or something else is wrong.

     

    I'm uploading it as a png with transparency so that shouldn't be the issue.

  17. Lately I've been trying to mess with Emissive Masking for the first real time after discovering masking is indeed a thing I can do in Sai. 

    K7k0PW9.png

     

    The issue, however, is that it doesn't actually seem to do anything, unless I'm doing it backwards? Any and all info I've found on how to do proper masking doesn't seem super clear.

    The end result there is the entire tail I'm trying to add glowing stripes to being 100% full bright. The "black for no bright, white for bright" thing doesn't work and it's either:

    Z1rCPCD.png

    Completely bright through-and-through, or:

     

    azNUGcJ.png

    Everything not meant to glow ending up solid black when it should normally look like this.

     

    V3PeYyO.png

     

    I will add that I'm not too terribly bothered if this program just can't do emissive masking; I have no intention of downloading extra stuff just to make a glow mask, I mainly just want to know if the program could actually mask this properly and if it's just user error or what.

  18. 9 hours ago, Maitimo said:

    It maybe that the head creator has not scripted any eye movement into the product, either deliberately or due to an oversight. You would need to contact the creator themselves to find out if any third-party animations for eye movement would be compatible. As it's not a regular human head, animations made for human eyes may or may nor work at all, or they may work in unexpected ways.

    If a free poser hud works fine on the eyes though I'm sure third-party eye animations would work fine? I just haven't seen a single thing like that on the market. If I knew how to script huds I'd just get QAvimator and do it myself at this point lol

     

    4 hours ago, Lucia Nightfire said:

    Here's an animesh Crux I asembled last week and added Hellhund eye animations to:

    https://gyazo.com/40015a598aa554399e5c3e0ddff7d723

    Hmmm, that definitely makes it look less dead. Were you just able to rip out the eye script/anims and put them into the eyes/head, or was it a lot more complex than that? I might try something like that later and see if I can edit the eyes to look less wall-eyed as well, because that's been my only gripe with the product.

  19. 9 minutes ago, Love Zhaoying said:

    Did you try contacting a support group for the head, to see how others solved the same problem?

    I don't think it's a problem moreso an oversight regarding the eyes not getting a wider range of animations-- at least to the extent of the old version. x_x  I've sent a notecard and such but decided to post here too for possible solutions if that fails. :s

    • Like 1
  20. On 7/12/2020 at 2:32 AM, Maitimo said:

    We really need to know which head you are using, so we can assist with whatever animation hud is included with it.

    I don't think this is going to help... It's not a hud issue. There are no animations in the hud for the eyes. It's not a human body, nor is it common. It's also brand new.

    It's the new bento Crux from Cerberus. Comparing it to the old outdated sculpty one, ironically the sculpted avatar looks more alive as far as its eye movements despite a lot of other parts lacking.

    I decided to upload comparison gifs showing exactly what I mean.

     

    The new bento avatar:

    https://i.gyazo.com/147bb435f4225d6a0a07ada6e7182bc5.mp4

    https://i.gyazo.com/4b8a6153c88398525e1cffca262fb17c.mp4

     

    Just staring blankly ahead with very little eye movement. The eyes don't react at all to SL's mouse movements-- they'll react to the free Anypose Expression Hud, which is why I have a feeling an eye animator hud would work, but as Anypose is just a static poser it's not going to be a solution outside of making it look less dead inside for pictures.

     

    Here's the super old sculpty for comparison.

    https://i.gyazo.com/cbb4c0455335371fb9ab098c4bd19e87.mp4

    https://i.gyazo.com/73a99b53a6dc7cba189c1f4765578dab.mp4

     

    Note the huge difference-- they don't stare blankly ahead and are scripted to randomly dart around. They don't react to SL's mouse movement either, but make up for it with being animated with scripts (that, afaik, I can't just yoink from them and slip into the new mesh eyes as they're made in totally different ways even if I COULD transplant them). The old iris/pupils are a curved overlay compared to the fully rounded mesh eyes the new bento version has.

     

     

    23 hours ago, Cinos Field said:

    I made a custom script to have my eyes move around naturally. The idea is a simple thing that sets a random timer and then rotates the eyes a little, setting a new random timer, while also syncing each motion for both eyes.

    Granted that won't work for rigged eyes, but maybe unrigged is an option?

    The head doesn't come with unrigged eyes, unfortunately, and I'm not sure how easily I'd be able to fit unrigged eyes to it due to the overall weird head and eye socket/eyelid shape. :s I already tried to just hide the irises and slap on the old sculpt ones to no avail as they're shaped differently enough that they don't fit no matter how much I tweak.

     

    • Like 1
  21. So, I just recently got an avatar with much tinier irises and pupils (by design) than what I'm used to and I've noticed a bit of an issue... The eyes have such a hollow, soulless look. They barely move, and when they do, it definitely isn't more than the occasional twitch up or down. I don't really notice this with any of my other avatars which all have big, expressive eyes and no need for a ton of movement, but... oof.

     

    Does anyone have suggestions to combat the "dead eye" look? I've tried looking for huds in the marketplace that could maybe give a bit of random eye movement akin to the hand animators that were all over the place upon bento becoming a thing, but all I've found are eye posers which aren't quite what I'm looking for. 

     

    Speaking of bento, the eyes are rigged I believe, so they don't really respond to the typical random linden eye movement or mouse-follow stuff which... I never realized what a huge difference that'd make as far as liveliness goes until now. xwx

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