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Medhue Simoni

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Posts posted by Medhue Simoni

  1. 2 hours ago, Alwin Alcott said:

    just a thought... but why are these tech/building/creating/mesh subjects in General Discussion?

    These are fundamental changes to how SL actually works. I can understand someone being upset that I'm spamming the GD with random creation stuff, but this is not what this is. This is of interest not only to creators just also the public at large, IMHO.

    • Like 5
  2. On ‎5‎/‎2‎/‎2017 at 1:34 PM, Aislin Ceawlin said:

    West Bloomfield, Michigan! (USA) Although, I was born and raised in Royal Oak, Michigan. (If anyone is interested)  https://en.wikipedia.org/wiki/Royal_Oak,_Michigan

    No way! I grew up in Warren, Michigan, about 3 miles from you. Now I'm a little further north like you, but I'm around Utica. To those not from around here, Warren is the suburb directly north of Detroit, with 8 mile (like the movie) separating them. Yep, Eminem grew up right around the block from me, but I'm quite a few years older. Kid Rock was more around my time.

    Interesting note about 8 mile today. I just had to drive down it the other day. There are around 50 Pot stores lining 8 mile, because none of the suburbs will allow a pot store in their city. It's crazy seeing all those "clinics" lining the road.

    • Like 4
  3. 20 minutes ago, Fluffy Sharkfin said:

    I guess that depends on how it's implemented, but I'd imagine that it will be less laggy than having every frame of an animation as a separate mesh all linked together as one object with a script constantly switching alphas on and off, and since these will be rezzed objects they'll be subject to the restrictions of land impact, which means they shouldn't be anywhere near as laggy as a lot of current avatars, some of which wear millions of rigged, animated polygons at a time without any restrictions (although that does raise the question of whether LL will extend the "jellydoll" feature to apply to animated mesh as well as avatars, but i suspect the performance issues will be as much about the number of animated meshes on screen rather than just their complexity so maybe they'll also implement impostors and a "max # of non-impostor animesh" setting similar to the one they have for avatars).

    We already have impostors for rezzed meshes. They are called LODs. These are going to be really important to animated meshes. 

    • Like 1
  4. 4 hours ago, Fluffy Sharkfin said:

    On a related note, one thing that would be really nice to see would be the ability to link existing rigged mesh content to an animated mesh and have it animate along with that object.  This would allow people to use their existing clothing to dress animated mesh NPCs, and also enable clothing makers to link any item they've made, including those made prior to the release of animated mesh, to an animated dummy that could replace the bots that are currently used in stores.

    Theoretically, this should be possible. It's just about linking meshes. If they both use the same skeleton, then there is no reason it can't work. Maybe not with existing clothing, as they may need to be uploaded for that purpose. 

  5. 17 minutes ago, HarrisonMcKenzie said:

    What everyone else seemed to be thinking was that LL is making rezzable avatars that would use some completely new mechanics, which just isn't what he was saying.

    That is exactly what LL just announced. What they announced has nothing to do with normal player avatars. It has everything to do with rezzable independently animated objects, roaming the lands of SL. This is not speculation on my part. We've been talking about it at the meetings for months now.

  6. 1 hour ago, Fluffy Sharkfin said:

    LOL!  I've been completely nerding out ever since this got announced, I'm actually having trouble sleeping at night because I lay awake thinking about all the awesome things that can potentially be done with this new feature. :D

    How many flies do you think I can rig to the skeleton? Probably dozens! All with moving legs and flapping wings! Imagine this swarm buzzing around your next SL picnic.

    HouseFly.png.2386ba778b80b0993760efee22995ca0.png

    • Like 4
  7. On the topic of the name NPC, I think it depends on the perspective. For me, from an animator's view point, there is no distinction between animated objects and NPCs. Whether it's human, or has other features makes no difference to me. To me, everything requires code to do something. Whether that code is to trigger talking animation, or a walk, or just swaying, it's no different to me. Everything that is animated and not a player, is an NPC. Or, at the very least, potentially an NPC.

  8. 5 hours ago, Fluffy Sharkfin said:

     

    Since they changed the rules on uploading rigged mesh to get around the bento rig having more bones than the uploader allows and made it so we now only have to include the bones the mesh are weighted to, hopefully the same will apply to animated mesh and creators will be able to choose a suitable sub-hierarchy and ignore the rest of the rig, (for example, if I wanted to make a simple four legged creature I would be able to use the bones of one hand and re-position them so that I can rig the legs to the finger bones and the neck/head to the thumb bones).

    Yeah, of course we can use whatever bones we want, however we want, but I'm not sure I'd advise anyone to do what you described. In order to even do that, you'd need to create a whole new rig with the correct hierarchy, to control the bento bones you want. If you just used the normal human skeleton, making it into a four legged creature skeleton, the default hierarchy would still work for you, without any tricks. Anyways, I'm sure your example wasn't meant as a serious way to do something, but to stress your point.

  9. 1 hour ago, Loki Eliot said:

    We won't have to weight every single bone?

    No, but I'm sure you'll find yourself using more and more bones. With any kind of living creature, you are going to reach that max bone limit of 110 very quickly. It does kind of help that volume bones(fitted mesh) won't be included, as adding them makes you have to pick and choose which bones you have to have. That is, if you want your avatar to be 1 solid mesh, or most of it.

  10. On ‎5‎/‎14‎/‎2017 at 8:48 AM, Bitsy Buccaneer said:

    What's the best approach to this sort of pose work right now? Is it a matter of choosing to create for Bento-hands or system avatar compatibility?

    You can have both in 1 animation. I have some videos on bento hands. I'm not sure I explain exactly how to have both bento finger animation and system avatar hand poses, but maybe I'll do a video on that this week. There are some 4 videos I've done on bento hands just this year on my YouTube channel.

     

    • Like 2
  11. I remember talking about animated objects back when bento was released. I was saying that Bento is HUGE, but if LL did animated objects, it would be even more HUGE. The info is trickling thru SL as we speak. That content creation video has 3 times more views than any of the past meetings. Even as the meeting was going on, people were hearing about it and passing the live stream around. By the end of the meeting, there were 35 people watching on the live stream, with more coming as I was ending it. Animated objects is HUGE!

    • Like 3
  12. On ‎5‎/‎14‎/‎2017 at 6:26 PM, Loki Eliot said:

    The amount of work that i have to do just to make an animated creature is mind numbing. Animating a rigged object would greatly reduce the work and anything that makes things quicker to build in SL needs cake & hugs thrown at it!

    Really, with 110 bones to rig, and account for when animating, it's probably going to be more work to create many of these animated things. The quality and versatility tho far outweighs the extra work.

    • Like 2
  13. 40 minutes ago, Lucia Nightfire said:

    The pet market, though, really demands for it since most pets have the option to be worn on the shoulder, by your side at your feet or flying around your head/body.

    Maybe, because of how important pets are, we can get LL to allow us to attach 1 animated object, and 1 only. It's also worth mentioning that Vir talked about vehicles. So, that means we can sit on the animated object. This would be a way to allows a pets to sit on your shoulder, without attaching it.

    • Like 4
  14. When I was a kid, I was a pop American culture addict. Watched tons of TV, but was also extremely active. Haven't watched much TV since I was a kid. Stopped watching even sports, which at 1 point I kept up with a dozen or more sports. Today, I do watch quite a bit of YouTube tho. There is just something about watching real, every day people, doing something or chasing their dreams. Here is my newest YouTube addiction. No, I had no idea I had any interest in forging steel, lol.

     

    • Like 2
  15. 5 minutes ago, ChinRey said:

    That is your perception of Second Life and it's very much based on how it was (or at least how people thought it was), not how it is today. Well, it may still hold true for a small group of people but not for SL users is general. It isn't even true for SL cotnent creators in general, most play it safe and go for the market's lowest common denominator.

    I think you are making a big leap here. There are few people that can just be in SL for any kind of significant time and not have to do something creative. Just creating your avatar is a creative process. I watch daily vloggers, with absolutely no 3D creation experience, build amazing sets for their vlogs. Others, they spend hours a day creating crazy beautiful images from things they put together on their avatars, or things they got on the marketplace. It's nearly impossible to be in SL, and not have to be creative.

     

    10 minutes ago, ChinRey said:

    So I'm taking my creativity elsewhere

    What? Yeah, I know you'll still be around, but I've been to most places, and SL is still where I'd rather create. Yes, I have much more freedom creating for an engine like Unity, but that is nothing like what creating something for SL is like. Plus, with all the new stuff happening in SL, I find it strange you would not be excited about SL's future. Animated objects were just announced yesterday. Yeah, gonna be months before we see this, but exciting that we'll have more proper NPCs. What gives?

    • Like 4
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