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Aglaia

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  1. Cascadeur Software uses AI for a feature that they call "auto-posing". For example, if you raise the arm of the model, the whole body will move accordingly to make it in a natural average pose with the arm risen.
  2. For an attachment, i think the most efficient way is to add a DEMO sign mesh, rigged to the head. And make the object not modifiable, of course. It doesn't add much work: once the DEMO sign is done, just link it to all your demo objects.
  3. @iiPrologz This is NOT allowed to import animations from other games 😡. Import animations that YOU create yourself.
  4. @iiPrologz It seens that your animation is just empty. In Blender, look at the dopesheet or the timeline and make sur that it contains some keyframes.
  5. Hi. It never looks exactly the same in SL as in Blender, unless you use the exact same shape in both. With different body proportions, the result looks a bit different, it is normal. And even with the exat same shapes, the result will look different depending on the meshbody, since some meshbodies can have bigger/smaller muslces and body parts than some other ones. Since you use Avastar, you can edit the shape of your Avastar model in Blender, to use the same as the one that you use in SL. Also try to export as .anim instead of .bvh (although it should work fine with both)
  6. @LittleScripter You can retarget. Both Avastar and Bento Buddy have a retargeting tool. You can also use the Rokoko blender plugin, which is free and contains a retarget feature.
  7. Before to start my anims, i've spent some time to decide what models i would use. So many considerations. Not only the size, but also, as mentionned by Rohana, the proportions. And also the meshbody itself, cause there can be big variations between, for example, Maitreya Lara and eBody Reborn, with a same shape. About the size: First thing that i use is really just the intuition. I look avatars all the time, i compare mine to other ones, etc, and i figured out that generally speaking, i noticed that male avatars are one head higher than mine, if not more. Some are even higher/bigger. About females, i think i am a bit under the average. I did different tests. I also checked average sizes by Lou's bots: https://lounetizen.com/avdata/ which seems to be 1.70 for female and 2.00 for males. So i went for these values. Female 1.70 and Male 2.00. Please note that these are the values returned by the llGetAgentSize() function: they are smaller (but roughly proportional) to the ones shown in the Shape Editor. If using shape editors values, these average values would be higher. About proportions, that is a big question too. I've decided to take the "Classic" shape that comes with Belleza Gen.X Classic for the female. Visually it looks super standard/average to me. That said, i often end up to leave some space between the male's hand and the female's body, especially around the butt. Genrally speaking, i prefer to leave more room than not enough: better to have the hand a bit too far from the body, than having the hand inside the body. And for the meshbodies, i use Belleza GenX Classic for the female, and Signature Gianni for the male. But i always tests with different shapes and meshbodies, to make sure it looks roughly ok in most cases. @Ricky Shaftoe I encourage you to buy Avastar or Bento Buddy and create your models The ones that i have provided for Cascadeur are based on the Avatar Workbench, cause it is the only free not-copyrighted stuff that i know. But if you buy Avastar or Bento Buddy, you would be able to import a shape from SL into Blender and have your rig match these values
  8. These undeform anims are always an approximation. If you play an undeform animation that affects only one bone and look at your avatar closely, you will notice that they don't put the bone in its very exact position. It gives decent results for most average shapes and body parts like legs, arms, etc. But it definitely gives bad results with bones that are in very different positions from an avi to another. For example the breasts (LEFT_PEC and LEFT_RIGHT bones), it is impossible to make a universal deformer anim that will work ok for everybody. And this is the same for the face. You can probably make an undeform face animation that will work ok for one head, but it won't work good with other heads. Best thing you can do is to undeform your avatar manually. (Avatar > Avatar Health > Undeform Avatar, in Firestorm)
  9. I've updated the .anim exporter: 1/ It now offers the "loop end frame" option that was missing. 2/ It now offers the option "Export translations". If not checked, translations are ignored (except translations of mPelvis which are still exported if they exist) 3/ It doesn't require anymore channels to be grouped by bone in the dopesheet (this was mainly a problem when importing a fbx file in the older versions of Blender) 4/ It now ignores all bones that are not part of the SL rig. 5/ It now displays a progression loader under the mouse cursror when the export is processing. By the way, points 3 and 4 make much easier the Cascadeur worflow exposed here. Indeed, thanks to these few improvements, there is no need for any cleaning anymore of the fbx file exported from Cascadeur and imported into Blender. Not only easier, it makes it also compatible with older versions of Blender (3.0 and upper) I think the last thing to do on this plugin is to fix the bug that sometimes make the model rotating by 90 degrees after an export. It happens rarely and randomly and i'm stuck on it so far. Edit: same url for downloading the .anim exporter blender plugin: download the blender-sl-anim-exporter.zip file in the latest release on this page: https://github.com/aglaia-resident/blender-anim-exporter/releases
  10. Crypto functions are a nice addition. A few years ago, i wanted to use JWT for communicating between an inworld script and my server. I had to give up this idea because lsl didn't provide a HMAC function. This would be possible now. Furhtermore, llHMAC gives us a standard and straightfoward way to hash a string with a secret. About llReplaceSubstring, the question is mainly why this was not added already 20 years ago About string search, still waiting for a search with regex. Regex have been introduced in the LSD functions with llLinksetDataFindKeys so i hope we can expect some llSearchRegex, llReplaceRegex, etc... functions soon!
  11. hi @Ricky Shaftoe, Today i've released a new version of the .anim exporter. It should fix your issue. Now it doesn't require anymore that bones be grouped in some groups of channels. That also makes it compatible with older versions of Blender (starting from 3.0) It will also just ignore all bones that are not part of the SL rig. Latest release: https://github.com/aglaia-resident/blender-anim-exporter/releases This week i will also release a male rig/model ready to be animated in Cascadeur. I will make it from the non bento Avatar Worbench male shape, and i will add the fingers to it.
  12. Hi, I remember now, the Avatar Workbench works with shape keys. If you select the head (for example) and go to the Properties Data Tab, Shape Key section, you can apply the value 1.0 to the male head: Same for upper body and lower body: This works with the file workbench-271.blend, which sadly doesn't have the bento bones (so no fingers). Sadly the bento workbenches don't have shape keys. You can add finger bones manually. Or even better: separate the fingers from the bento workbench rig and add them to the non bento one, that should work.
  13. @Ladysaphiire Cool! Glad it worked. Too bad i cannot update my post to correct and state that it requires Bender 3.3 or upper. I will write in big letters here for people who come on this topic later: THIS REQUIRES BLENDER 3.3 OR UPPER!!! @Ricky Shaftoe Glad it helped 🙂 I cannot share the files that i use, because they are made with meshes that are licenced. But make a cascadeur-compatible rig is not that hard. You can start from the Avatar Workbench, and remove all the bones that you don't need. For example you probably don't need the wings bones or the hind bones. Then you export as FBX from blender. When you export, uncheck the box "Add Leaf Bones". Then import this FBX in Cascadeur and use the Rigging Tool. Since it is a humanoid, it will propose you the Quick Rigging tool, which is very straightforward. Very basic rig for Cascadeur: The strict minimum set of bones for Cascadeur is: mPelvis, mTorso, mChest, mNeck, mHead, mCollarLeft, mShoulderLeft, mElbowLeft, mWristLeft, mCollarRight, mShoulderRight, mElbowRight, mWristRight, mHipLeft, mKneeLeft, mAnkleLeft, mFootLeft, mHipRight, mKneeRight, mAnkleRight, mFoot Right. With these bones, you can complete the whole body of the Quick Rigging Tool of Cascadeur. Basic rig with fingers for Cascadeur: If you want want to animate fingers in Cascadeur, then your rig must contain 30 bones mores in addition of the body bones: mThumb1Left, mThumb2Left, mThumb3Left, mIndex1Left, etc... In the Quick Rigging tool of Cascadeur there are 3 tabs: one for the body, one for the left hand, one for the right hand. So with this setup, you have all the bones you need for a complete quick rigging. Additional bones that you might want to animate in Cascadeur: Example: you have a furry humanoid character with a tail. And you want to animate the tail in Cascadeur. In this case, your rig will also contain the bones mTail1, mTail2, ... to mTail6. This bones cannot be matched in the Quick Rigging Tool, since this tool is for human bones only. So you will first use the Quick Rigging Tool, then just after, instead of clicking "Generate Rig", you will click "Continue editing rig" in the normal rig mode of Cascadeur. Here you can specify some additional "rig elements". A "rig element" is the term used in Cascadeur to designate a bone that you can animate and set some physics properties. All is explained in lesson 2 and 3 here: https://cascadeur.com/learn/rigging Additional bones that you want to have in your rig but will not use in Cascadeur: Example: you want to make some facial expressions. You cannot make facial expressions in Cascadeur, so you will have to that afterwards in Blender. So your rig will contain all the face bones. In Cascadeur, you will just ignore all these bones, as if they didn't exist. Then later, after you exported your fbx from cascadeur and open it in blender, here you can make your facial expressions. About adult animations: i got some very decent results in using the tail bones for male genitals. Auto-physics work very well for that. But sadly, for breasts, i get no good results so far. I cannot really share this file neither, since the genitals mesh that i use are licenced. But you can find this kind of mesh for cheap or free on the web and add it to your model
  14. You're right and i will add that as soon as possible 🙂
  15. Oh yes, i ran into this problem a few months ago and struggled with it. Looks like Blender is not grouping channels on import. After your message i investigated further and it seems that it depends of the blender version. If i try with Blender 3.0, i get the same result as you: channels are not grouped. But if i try with Blender 3.3 (which is the one i work with now), it is fine, channels are grouped. What Blender version do you use? If you use an old version, can you try with Blender 3.3? (i think and hope it should also work with 3.4 and 3.5 but i haven't tested)
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