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RohanaRaven Zerbino

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  1. Found a little shop on MP, creator Jez Bookmite, with the interesting details for garden. Items have inbuilt resizer script, so it is easy to controll size:LI ratio. Smaller pot is original size, bigger one is resized with the same LI as smaller one: Size:LI ratio same as above:
  2. I've done something like that too, and there is a trick to lower LI if you are working with prims: link them all, and in Features tab of Edit window, change Physics Shape Type into Convex Hull. I have 17 "wall cover" prims in entire house, but with LI of 9 using this trick. Also, some linked decorative meshes may lower LI with this trick too, but you will have to experiment a bit. Do not ever link sculpties and meshes, LI might jump up to the sky. Also, never turn sculpties into Convex Hull.
  3. To see the "list of joints" in Avastar/Blender, please take a look at this thread, it is about something else, but does explain how to open Dope Sheet in Blender. In dope sheet you will se only keyframed joints, the ones that are not keyframed are missing.
  4. There is a section on MP Edit Item Listing page that gives some controll over automatic redelivery:
  5. You should keyframe separately every bone while you are working on your pose with "I/O" keys on the keyboard, or just hit "I" than select from drop menu. That is smart thing to do as if you accedently click somewhere on the time line out of your frame, bones will go back to 0, to T pose. But if you want to keyframe all bones at once, while in pose mode, click keyboard "A" twice. First time to deselect any selected bones, and second time to select all bones. Than hit "I/O" on your keyboard for Rotation/Location values. On bone selection, they will change color.
  6. For me, providing demo is a part of a good customer support. Previewing demo is a part of responsible shopping. There are 2 parties involved in the process, and if each one do their part, things should be easy. But, let's be honest, most common merchant practice is to force potential customer to search for demo around the inworld shop by providing main landing point instead linking MP page to actual inworld item/demo area. This practice will put of some potential customers from previewing the demo, and they will either skip the item, either will risk and buy something according the info provided on MP. My customers are builders, and they don't have time to waste, so linking the MP page to actual demo area is my way to support their productivity and to respect their time. As a shopper, and for the same reason, I am mostly marketplace orientated, and if item doesn't have MP demo, I will skip the item and look for something that has MP demo listed. So, providing inworld item preview is just not enough, it also has to be accessible - if customer must invest more than 2 minutes to reach the demo, merchant is the one who is doing something wrong with MP listing.
  7. Check your avatar's Hover Height. It is affecting all animations, regardelss if they are played from inventory, AO, some HUD or from furniture. If problem is not in Hover Height try this: Try using .anim instead .bvh. Do NOT check "Use translations" checkbox on export. Upload .anim with "Bulk" upload option in Second Life. For COG keyframing details see this post:
  8. Guess we would need clarification on that mater from the Lab, but in the meantime I must say I disagree to your interpretation of this category, as I have opposite opinion on that matter. Even it is common practice to list AO systems in Animation > Animation Override category, and (in the lack of better category) they do belong there, they don’t have exclusive rights for listing. Name of category is Animation Override, not Animation Override HUD or System or what ever other word may be used for term definition, and it is subcategory of Animation category. If animation is made to be used as animation override, meaning it is following rules for such an animation, and it can be played with the hud of any kind and doesn’t need to be position controlled by the script, it has every legit right to be listed under Animation > Animation Override category. In fact, there are some full perm ao compatible animations listed in Animation > Animation Override category, that would be more suitable for some other categories at the first sight. Animation creator has also legit right to list ao compatible animation in any other category appropriate category as well (“Sitting and Lying” for example for ground sit), and creator may emphasize in title or description that animation is AO compatible. All of that does not make the rest of us obliged to list what our animations are not to be used for. Even more, I consider something like that as inadequate advertising. So what I’m talking about is: If animation is not listed in ao category, if it is not emphasized it is for hud usage, if creator is pointing to animation systems in description filed, if it is stated in profile and policy fields that animations are not for ao nor huds, if there are links with more info listed, and shopper still wants to check, there is still an option to contact creator and ask before making purchase. Leaving inadequate comment referring to lack of information will give creator, in this example, option to ask LL for comment removing. Shopping decision simply cannot be based on the image only, with no checking creator, category, perms, description, demo and all additional info provided. It was not my intention to discuss imperfections of category system – I do agree that it could be clearer and have few more options at least in Animation Category – but to point that customers should be more aware of their share of shopping decisions and responsibility, as well as merchants who should react one way or another on inadequate reviews, either by commenting, either by asking for comment removal.
  9. I love to read marketplace product listing reviews as, for me, they are great source of information about Second Life community. But, I have to admit I have steam coming out of my ears when I run into something I consider to be complete abuse of the review section:🤬 1. Leaving low rated review before contacting merchant in order to blackmail merchant to do whatever customer wish merchant to do, with a comment I-will-give-the-more-stars-if-merchant-contact-me style. 2. Leaving low rated review because purchase has been made prior the description reading, prior checking product category, prior demo previewing, lack of customer’s own skills needed for product usage, lack of knowledge about system restrictions and requirements …. 3. Rating customer’s wish list instead of product! Five minutes ago I’ve run into review with the 3 stars for product that customer stated is “beautiful”, “working flawlessly”, but she “wish there were (such and such) setting”, concluding that she “would give her a 5+ with no hesitation” IF customer’s wishlist setting would work! Seriously?!🤬 4. Review in “just what I needed” style. Really? And how exactly rest of the world should know what are ones needs??🤨 5. Review in "it is not stated that product is not for *enter whatever in here*” style. If, as an example, animation is listed in “Sitting and Lying Anims” why on Earth should I talk about AO animation in description filed at all, and why would anyone would assume it is usable for AO? 🙄 When something is in “Sitting and Lying Anims” category, it is also not a mesh chair, nor sculpted couch, nor … whatever. It is “Sitting and Lying” animation listed in that category, not animation listed in Animation Override category! And yes, I have stated that my anims are not for AO in both profile and policies sections of MP page. There is something that I consider to be “shopping culture” that includes: - paying attention on product category - paying attention on shop policy - paying attention on perms - paying attention on maturity rating - reading description - reading Profile and Policies sections on the MP listing page! - previewing on listing images - paying attention on additional info sources at the bottom of the page like “See item in Second Life”, “View Video”, “Download instructions” …. - if more info links are listed in the description field, check them! - get yourself a demo, or check demo in world - if not sure, contact creator prior making purchase! - not using review as blackmail option - not rating product according to what product could be, but for what product really is - taking responsibility for your shopping decisions - read: https://community.secondlife.com/forums/topic/405903-product-listing-reviews-faq-guide/ If you need to contact creator: - check contact options, they are listed in profile for a reason - stay polite – merchant is not your best buddy, nor your slave - try to explain your problem as best as you can - we don’t have crystal balls, nor we are mind readers - be patient – we have real life too, maybe merchant is on vacation, or hospital, or has technical problems, or has a sick child, or what ever - keep in mind that your role-play is not our role-play - use translator! In short – do not assume, search for/read informations!🤕
  10. Finally! Thank you!! 🤩 Informations, definitions, explanations and terminology - what we need as the air we breath in animation filed! Animation is most mysterious everyday used aspect of Second Life, and the fact is that informations you just have shared with us can not be, or are extremely hard to find. I do believe that might be one of the reasons why people just dive into it without enough info nor experimenting. It is reaching the point that some people think it is enough to have kinect to be able to produce SL animations. 🤨 Even your post greatly extends the title of this thread, I can not express enough how grateful I am you wrote it, as this is something that every animator should know.
  11. With all the risk to sound like a 5 year old kindergarten kid in comparison to you 🤣, I have to explain: No, that was not my point at all. Here we are talking about animation process it self and about what I consider to be misunderstood concept of translation key framing that could be defined as "don't use translations at all in animation process, use rotations only". List of bones I gave is simply an example of bones that have to be location keyframed or they would be useless. That way I was simply pointing out the need for location keyframing. Of course that what we import in SL is not a raw data simply copied from animation file, and that is why I appreciate the Avastar exporter, as I don't have to bump my head about anything but to be sure I've didn't check "Use translation" or "Apply Armature Scale" check box. That way I can concentrate on animation it self and not on technical details of export. Developers of Avastar (you included) made us lazy! The fact is that specific order to exporter to use translations is changing the way exporter is converting animation data to be used in Second life, and I am afraid that animators are using it more than necessary as they keyframed location data in file - well, might sound logical, if one already keyframed location, that means it should be exported as such, right? Well ... very much wrong, you now how and why better than me. As I said before, the only bone I've discovered so far that is not working without "use Translations" is tongue bone, and only in "tongue out" animation variations. Therefor, only face anims with "tongue out" animation variations should be exported that way, with a great attention to what data other bones hold. But at this point I can not claim anything as I am still exploring the head bones and how they behave in world. But what I am sure of is: if head animations do require translation export as such, than head and body animations should be, even more, must be exported separately, You are maybe the only person who can explain the technical details of both export processes (with and without "Use translations" check box) in a way we can understand, and I would like to kindly ask you to do so. Also, please name both of them somehow, I'm sick and tired of waving my hands like Tarzan in front of the screen while trying to explain the difference. 🤣 And totally personal note to you from me: thank you for every word you are writing on this forum and knowledge you share ❤️
  12. Maitreya is Maitreya, on you or me, it will always behave the same regardless the shape difference. So it can be taken as "constant" in a sense that if animation is deforming your body it would deform mine too and vice versa. That leave us with 3 variables: - Program used for animations - it can be anything, from Qavimator, Pozer, Daz, Maya, Blender ... who knows what else. Blender has Avastar with SL rig included, Maya should have same with Mayastar, I never opened new Bento Qavimator, and who knows what people using Pozer and Daz are using as SL rig - Exporter and exporting settings used for animations export to SL - again, Avastar exporter has been made specifically for SL requirements, Mayastar probably the same, the rest is beyond me - animation format I know nothing about animal avatar animations, except they require custom made rig, and, in old days, they would put the animal shape back to human when played with human animations. All I could suggest is to open a thread and summon two Gods on multiply programs/rigging/animation/ technical/mocap/mesh/texturing fields in Second life: Medhue Simoni and OptimoMaximo. If they can not answer your questions, no one can.
  13. Actually, no, there is no "vs" ... But, before I go any further and in order to define my field of experience, it is crucial to specify my tools: I am using Blender with Avastar add-on, exporting in .anim format. Back to "vs". There are 1+8+2 body bones that have to be key framed with location data: - COG that defines position of avatar body in space - 8 IK controllers: ikWristLeft, ikElbowTargetLeft, ikWristRight, ikElbowTargetRight, ikHeelLeft, ikKneeTargetLeft, ikHeelRight, ikKneeTargetRight - ikFootPivotLeft and ikFootPivotLeft if used in location changing manner But even they are keyframed with location data, that doesn't mean they should be exported with location data! Beauty of Avsatar is that exporter is made to convert all those values to be SL compatible, unless you check this field: Before LL opened grid for translations, the mistake would be clear: mesh body would turn into bunch of spikes (not system avatar - painfull personal experience) and you would know you screwed up something. It is not like that now days, but I reckon using translations would be visible in custom made rigs. I don't see any deformations on Maitreya body I am using, but I wouldn't bet some other body wouldn't look weird. So, yes, ticking "Use translations" box when exporting body animations is not a very good idea, nor it is needed from any aspect. BUT! Now we come to Bento heads! I am not done with all experiments, but so far from what I've seen, there is only one bone in the head that requires location data to be key framed AND exported as such in order to work and that is tongue. But only in "tongue out" animation variations. Bento heads are the reason why LL opened grid for using translations, but they have to be used very carefully and wise. If implemented to body, they could make a mess. When implemented to head they probably could add to movements realism. It is just like with a "free will" - it can be both used and abused.
  14. ... from my point of view 🤔 Subject of Animation ... ... are bones and bones only! The system of bones we are using for animating is called "rig". Rig in second life is invisible unless you make it visible from Advanced/Character/Show Avatar Joints (might vary depending of viewer). If you are curious, go and check it - it will show all bones of SL avatar rig . Animation & Body Shape There is no animation in Second Life that will fit just every shape perfectly. When we are talking about Second Life body shape, we are talking about body proportions more than just height. So it is quite possible that animation will work well on petite as well as giant avatars if those shapes have body proportions similar to the shape used as model for making animation. Along with the Arms length Shoulders width have great impact on arms position and that is often overlooked. On the right picture Shoulder value is 100 (not realistic for female avatar), but pay attention on arms position: Same goes it we talk about relation between Hips and Legs: In Second Life there is no script that would temporarily impact the avatar body shape along with animation, nor (as far as I am informed) scripting options for such a script to be made. The only solution for perfect animation setup is to wear the model shape animator has used for animation, or to put some effort and adjust your personal shape according the animator's one. As there is an option to Replace Outfit very quickly from your inventory, sometimes some situations are worth of that effort. But if creator of the furniture has made a choice to use animations from different animators, than there is no other solution but to accept some animation imperfections caused by body shape/proportion mismatch. Also, human animation will not work on four legged animal shape - for those you will have to lookup for specialized animations. Animation & Hover Height Hover Height is quick trick to adjust your avatar distance from the ground or some other object. Ergo, it will also impact the animation position in your furniture or HUD, and you might find your self very much displaced from what should be your normal position. Use it wisely and try to remember to check it before you call creator. Picture on the left: both avatars are on 0 hover height; Picture on the right: female avatar is on -0.15: Animations and Bento Heads Bento Head rig greatly depends of the rigger's skills, and her/his awareness of rig impact on facial animations. I've seen head rigs so terribly displaced that animations can be made for that and that head only and will not properly work on any other head. Or, if you prefer, animation made for some other head might appear as you are looking at clown from your worst nightmare. That is the reason why animators are testing on different heads, and most of the time in the product description will be stated on what head brands will animation work properly. I can not emphasize enough the need of testing when it comes to head animations. It is pointless to write the review "it doesn't work on that and that head" and to leave low rating, if your head model is not on the list of tested heads at all! Even it is stated that animation has been tested with your head model and works properly, but you have changed the shape of the head your self, you should test to see if it really fits you. Another thing is when your tongue from some "tongue out" animation or pose gets stuck out of your mouth in every animation you play after it. Looks like as some heads are made to reset to default position bringing the tongue back inside of the mouth, some are not. How it is done it is not clear to me, but again, try before buy, it might be head problem rather than animation. Animation & Shoes Shoe Base do impact the Body overall Height causing displacement of avatar center. For individual animations this is negligible change, but for interactive animations (couples for example) this change will cause displacement in avatars mutual position. So, if you love to wear high heels all the time, ask your partner to adjust his Avatar Height accordingly. Differece between flats (on the left) and high heels (on the right): Animation & Broken Ankle Broken Ankle is caused by rotation of the feet in animation. As Hight Heel base adds more rotation, ankle joint is getting the "broken appearance. Feet are the joints that have to be animated, and they can not be excluded from animation process. There are different approaches to this problem depending of animator's choice: - animator may choose to work with minimal rotation of the Foot with presumption that high heels will be worn. Used with bare feet, those animation will often would look weird when it comes to foot position. - animator may choose to rotate feet accordingly to the animation (my personal choice) and to leave the decision to end user whether to wear shoes or not. But, without Broken Ankle fix, those animations would also look unnatural when used with high heels. Broken Ankle Fix will fix the feet and block all feet animations often causing less realism in some animations. As it is in fact animation with added script to play it on avatar, it has to have higher priority than main animation. Animations & Bento Regardless if you are Bento Body parts user or not, Bento animations will not play on non Bento viewer. If you are not already, be sure to update your favorite viewer. Animations & Spread Fingers on System hands If you still have system hands, you may expect some Bento animations to be played on you with Spread Hands position. There is a trick that every animator should implement in animation export to avoid spread position of fingers on system avatars. If you see such an animation, contact the animation creator - we are just humans, and that step is easily overlooked.
  15. Looks like everything is back to normal, I can login, mails from SL and Marketplace are finally arriving ... what ever the problem was, let's hope it is resolved.
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