Jump to content

Siddean Munro

  • Content Count

  • Joined

  • Last visited

Community Reputation

28 Excellent

About Siddean Munro

  • Rank
    Advanced Member
  1. I will be the first to admit it. I make meshes and textures. I am a little out of my depth on animations. That said, I do know how to create basic animations, and from what I can see, what happens in Blender does not represent what happens in SL. I made series of gifs demonstrating the issues with using translation animations along with facial sliders. We (head creators) aren't just sitting around theorising, we have posted gifs and screenshots of the issues. I would have a complete head and set of animations made already, if these issues weren't present. This skeleton is not final until it
  2. Agreed. In my testing, the jaw angle slider does pretty much nothing to my mesh. Most of the jaw is weighted to the chin bone, as this is the one that seems to controls jaw width, chin angle, double chin etc. Jaw angle does nothing but make the lower half of the face move a fraction of a millimetre. However I have the lower teeth completely weighted to the jawbone, which, with this slider movement, is a serious issue. Behold: https://i.gyazo.com/e44405a8777ad071cdf688769b63fa55.gif https://gyazo.com/3b601b9f54b288828b552c483e18e544 I can't imagine a situation where I want my jaw to pop out
  3. Removing the jaw angle slider is a silly idea. They're assuming everyone will use a mesh head. No, leave the sliders alone I say!
  4. I've uploaded my first translation based animation, to some success - does anyone who knows more than I do know why this may be happening?  Some joint seems to be getting stuck in the wrong position after i play the anim. Nothing fixes it except logging out of SL. I've tried overriding with other animations, tried character tests and it just sticks there until I relog and the face goes back to it's neutral setting. [edit] This animation should only be touching the eyebrows but when I first activate it. something happens to the mouth which does not reset unless I log out of SL.  Coul
  5. Matrice Laville wrote: To create Translation enabled animations (Avastar): * Ensure that you animate the (green) control bones. * To get translations to work properly you must unlock the Control bones in the tool shelf: Rigging pannel -> Config Section -> Bone Constraints -> Unlock Control Bone Loc * And when you export you must enable the option "use translations" For anyone else having trouble with this, you have to go to the control bone groups panel and enable the group of bones that you want to move, as well as unlocking the control bone locations.  Detach your
  6. I don't have time to go into an indepth post at the moment but this is why that jawbone needs to be locked into a smaller range of movement than it is now. This is my custom head, with the head attached while the jaw height is set to 60 for somewhat of a reasonable, realistic position, and this is what happens when you change the jaw height slider, which doesn't drastically affect the face, but does drastically affect the animation.  First time the anim plays the jaw is set at 60 height. Second time 100 height, third time 0 height. There is no reason that the jawbone height should move the
  7. I agree with Mel. The eyelid bones should both pivot from the centre of the eyeball. The way it is now doesn't make sense. I'm not sure why the bones are pointing forwards at all, really - they weren't in the prototype rig I created for this reason. The jawbone I already raised earlier so obviously I agree with that. The root of the jawbone should not move. The end of the jawbone can move with sliders. I didn't mention the mouth corners because I didn't want to push my luck but again, their current position and the fact that the point almost forward doesn't make any sense. Smiling this way is
  8. Hello again (Vir et al). Given that changing the bone positions makes the appearance sliders non-functional, I am trying to work with the default bone positions. However I am running up against an issue that I think needs to be addressed. I am requesting that the pivot point of the bone mFaceJaw be moved please. The bone as it is is in the wrong place for correct jaw movement on a human head. The lower mandible on the human skull pivots much higher than where this bone pivots. Example:   [edit] Re my previous posts, I have just attached this head to a completely new, fresh avastar sk
  9. That is possible, I'll pull back and try again from a clean base thanks!
  10. I've noticed it happening even if I don't move any of the bones and upload with joint positions checked. And it's affecting sliders for bones that weren't changed ie: if I change the eyelid bones, I can't change several of the chin sliders. I just need to know if this is expected behaviour before I proceed
  11. Forgive me if this has already been posted (it's a 69 page thread!) but I have been experimenting today, and it appears that if I change the position of any of the bones in the face, and upload with joint positions checked, some of the facial sliders stop working altogether. I moved the eyelid bones to make a better arc for a blink animation. Some sliders still work (nose sliders) some stop responding (eye sliders, chin sliders). The same mesh uploaded without joint positions moves with the sliders properly.
  12. Please *don't* bring back last names. I strongly disliked being forced to select a name I didn't hate from a list of names I didn't like when I signed up. Just.. if you must change it give us 2 empty fields, firstname, lastname. Don't make us be the "Cellardoor" family again please. (no offence, Cellardoors of SL - it was my first avatar's last name in 2003 and I didn't like it then either) Or alternatively, move on, accept last names are a thing of the past, and focus on something that really does matter to the future SL. Like an actually working fitted mesh system.
  13. This happens when a section of mesh is made transparent using a 32 bit targa or transparent PNG texture. It's not "all rigged mesh" or anything like that. If the transparent section is done so using SL's built in transparency setting on the texture options tab, you do not see a "halo" where the transparent section is causing textures with alpha channels to disappear behind it. It looks like you're wearing a mesh item with optional sleeves, where instead of the sleeve being made transparent by simply setting the transparency to 100, it's been done by replacing the sleeve texture with a transpar
  14. It's like anything. Fast, cheap or quality. Choose 2, you can never have all 3.
  15. 1bp creator is not extremely inactive, 1bp creator has been unwell. And to the person who says 3 mins of CG to make the dress in the original image. You need a reality check, my friend.
  • Create New...