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MoonHowler Snowpaw

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Posts posted by MoonHowler Snowpaw

  1. Hello! One of the reasons may be the amount of used bones, because the ability to upload rig is restricted to 110 bones per mesh. If it's not the reason, try asking in Blender Avastar group, usually most questions are answered online in minutes, many helpful people there. Here is the link to the group:

    secondlife:///app/group/969567fd-6f74-dd45-eafe-ac1fcecd3479/about

  2. Seems, that it's not random, my account is free, so i can't compare to premium ones. But if you don't see any difference in the urls between premium and free accounts, it says we only have to wait for Lindens to fix this, because it's out of our control after it leaves the url and goes to some script serving the transactions page, which contains some error, or somewhere on this way.

  3. Same here. I tried to manually edit the request in the url to start_date=2017-12-20&end_date=2017-12-21 , but it gives same error, which began exactly from the beginning of 2018. Maybe, they changed the format of the url? What does it show in the url of your premium accounts, Mystie?

  4. 7 hours ago, Medhue Simoni said:

    Imagine taking an avatar, and just rezzing it on the ground, using all the same animations. That is animesh in a nutshell. 

    I know, it's obvious. Maybe i wasn't clear enough in my previous message. I was talking about elevators. That technically they'll be local and offsetting visually, if done fully by animation without some script really moving a thing. And if at all an mpc will be able to move an avatar, while it's sitting on it. In my guess an avatar will sit in air in the center of mpc's real coordinates, while the mpc will locally-visually move away from it, while the animation is playing, that's why i think it will be important to move the mpc itself with a script like a regular prim, animating only its decorative movement, so avatar will appear in the center sitting on it.

  5. I just guess, that this will work similarly to regular avatar animations. Like with dances or gestures, where avatar offsets far from the center locally in viewer, but the true location is still the center of avatar's coordinates. So i think the objects will usually move separately, using a script, like before, animating their parts with animations. Just a guess though, based on how it's done now.

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  6. Isn't it technically possible for SL to support more than 1 avatar type? I mean not now, but at all in future maybe it's better to separate avatars to different types, like an asymmetric default human, a symmetric  bento all in one, and maybe a quadrupped animal? Most of existing clothing should still work i think, because these asymmetries are just tiny comparing to sizes of clothes.

  7. I agree with Teager's suggestion, without a control over sizes of the new limbs it should be a nightmare for every creator to provide and upload the same resized stuff many times, and if it contains bones translations to upload the animations too, as well it will make unneeded mess in customer's folders and maybe heads.

  8. Vir, is there any chance of adding an attachment point to the ankle bones? It's impossible to wear things on that bones,and using hip or foot instead of ankle doesn't help, because animations position an attached item wrong. Ankles aren't new bento bones, but I ask, because anyway the skeleton is getting updates, so still I have a hope. In some creatures like birds the ankle bones are the main places to wear something, like rings or bracelets, and all the bones around in the leg have attachment points, except of the ankle bones. Of course there is an option to rig these things to ankles, but i'm sure the customers will prefer to be able to wear chosen items themselves,like bought jewellry or other accessories. Please consider adding these attachment points, it won't conflict with anything but will add more possibilities to wearing accessories.

  9. Partial joint positions - sounds really handy, i agree with Teager.

    Teager, can uploading legs and hinds separately help here? Uploading them as parts, not rigged to the torso or other problem places in avatar? And link them inworld. Or even having versions... Though i'm not sure what exactly conflicts there in meshes, just thought.

  10. Sure, rig it to another bone. But what's wrong with the tongue bones since you can unlock them and move as you wish? If you don't need it to be parented to jaw, rig to something from upper face. If it's in blender and you use for it not a center bone, but left or right bone, and if you have mirror modifier, disable there vertex groups mirroring, otherwise it will move only half of the tongue.


  11. Medhue Simoni wrote:

    Avastar just has some constraints on the face bones, to only rotate like LL had wanted. But since LL has openly stated they are allowing and working on bone translation, you just need to go into the bone contrainst in your Properties Window in Blender, and delete those constraints.

     

    Thank you, i'll do it until Avastar updates to bones translation.

  12. I've just got some time to start exploring the face bones. Some have asked before how to move the tongue out with only rotations. If you use joint translations for the uploaded skeleton, i think something like this could work. Though, of course, i hope the final decision will be to allow bone translations for more freedom in animations, just the current avastar still doesn't allow bones translations, so i'm experimenting with the current abilities to see what is possible with rotations for the tongue. :)

    

  13. I think Feynt Mistral is talking about really scaled bodies, not with a shape edit, but by joint positions. When you resize the whole avatar with its armature and upload it with joint positions it will not fit anymore its normal animations if they include bone positions. If your avatar was normally big and you made it smaller, you will get stick person, because the animations will return the bones to the places where they were in a bigger avatar. And if your avi was small and you have resized it bigger, it will look like a blob, the bone positions will return the skeleton to a small size where mesh body will be worn like oversized clothes. If you use bone positions and need some sizes of the same avatar you will need to export animations for each size separately applying armature scale. Or just use rotations for making animations universal and not function like a trasher deformer. This is the problem which Feynt Mistral means, as i understand.

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