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Everything posted by Medhue Simoni
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IMHO, Blender, as far as animation goes, is the cat's meow of animation programs.
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Bento bare feet with wiggling toes?
Medhue Simoni replied to Darla Hadisson's topic in Animation Forum
Well, there are 3 bones in the SL foot. These being the ankle bone, the foot bone, and the toe bone. These aren't new bones. So, you could use the ankle bone for the foot, which is how it works now, then rig the 4 toes to the foot bone, and rig the big toe to the toe bone. Bamn, wiggling toes. -
I only save PNG files for 1 purpose and 1 purpose only, and that is for the alpha. All other textures I make are uploaded from jpegs.
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SL isn't the same any more
Medhue Simoni replied to Phil Deakins's topic in General Discussion Forum
If Second Life was still the same, it would not exist anymore. Seriously Phil, another thread on prim nostalgia? Don't get me wrong here, I loved the SL I first walked into. Even today, I can look at some of that prim work and still be amazed by it. What I do not do, is sit around, crazily, thinking how I want to limit myself with prim legos. To me, SL has always been about creativity. That is at the core of what SL is. It has nothing really to do with the tools, like prims vs mesh. It is about the ability to do either. It's about creating, not what you use to create with. -
Work on Animated Mesh announced.
Medhue Simoni replied to Lucia Nightfire's topic in General Discussion Forum
I don't quite understand why Vir doesn't like the term NPC. If LL allows us to animated objects, then everything that any NPC has ever done in any game is possible here in SL. So, NPC is the right term. I don't understand what limitations Vir thinks there is. -
Work on Animated Mesh announced.
Medhue Simoni replied to Lucia Nightfire's topic in General Discussion Forum
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Look at the image I screenshotted for the video image! Cathy's face exploded! Then look at Whirly's comment. Precious!
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- bento
- bento project
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Tagged with:
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- ik
- inverse kinematics
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For whatever reason, you can't hear me in the video, but you can hear everyone else. http://wiki.secondlife.com/wiki/Content_Creation_User_Group The Content Creation User Group meeting is a weekly, public meeting intended for discussion of issues around content creation, including avatars, animations, mesh, etc. Vir Linden is the moderator. Please bring questions, requests, and especially cool new things to show off! Normal schedule is to meet every Thursday at 1:00PM SLT, except the first Thursday of the month. Exceptions will be noted here. Upcoming meetings. Location is the Hippotropolis Campfire Circle D Thursday, March 30, 1:00PM SLT NO meeting Thursday, April 6 Thursday, April 13, 1:00PM SLT Thursday, April 20, 1:00PM SLT Thursday, April 27, 1:00PM SLT Agenda AssetHttp viewer is out as a project viewer Animation and movement bugs under investigation Open Q&A User Questions & Topics Full body scale slider
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Well, If I remember correctly, the pinning doesn't actually hold the parts in place in the animation. You have to create keyframes in the animation at those key points where all the movement is occurring in the body. You probably would need to keyframe every frame of the animation to keep the arms and legs in place. Blender is free! Avastar, is not, but if you buy it soon, then it's only like $27. In Blender, with Avastar, these are some of the IK controls.
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I have used the pinning feature in Daz, but I'm not sure why it's not working for you. Maybe, it has to do with how it is keyframed. That's my only guess there. In Blender, with Avastar, we get an advanced IK system to do exactly what you are trying to do. I have a video on the topic, but this also means you'll need to learn to animate in Blender.
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Project Bento Feedback Thread
Medhue Simoni replied to Linden Lab's topic in Building and Texturing Forum
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Project Bento Feedback Thread
Medhue Simoni replied to Linden Lab's topic in Building and Texturing Forum
Looks like a weighting issue on the original avatar that you are playing the animation on in SL. -
Include skin weigths greyed out for bento rigged mesh?
Medhue Simoni replied to Rucy Byron's topic in Mesh
The spine bones were bones that were added with Bento. I guess the only way to get them to work right with the normal legacy skeleton was to fold up those bones. -
How to prevent holding pose from getting overridden?
Medhue Simoni replied to Suki Hirano's topic in Animation Forum
You don't need a Tpose in the anim format. You remove the bones from the Action Editor, which is an option under the Dope Sheet button. Just select the bone in the Action Editor, and then type x, to delete it. Here, I'm animating only the right arm, the right finger bones, and also the hand attachment point. -
How to prevent holding pose from getting overridden?
Medhue Simoni replied to Suki Hirano's topic in Animation Forum
Yes, Exactly! -
How to prevent holding pose from getting overridden?
Medhue Simoni replied to Suki Hirano's topic in Animation Forum
I'm sure there is a hack to change the bvh or anim, but I've never used it. In Avastar, you don't need the bones that are set to zero in the dopesheet, or action editor, at all. You eliminate the bones entirely, which results in those bones not in the animation, not being controlled by the animation. -
How to prevent holding pose from getting overridden?
Medhue Simoni replied to Suki Hirano's topic in Animation Forum
As I was explaining, animation above priority 4 must be uploaded using the .anim format, which currently can only be made in Blender, using the Avastar addon. The SL uploader can not upload animations above priority 4. Priority 6 is the highest priority using the .anim format. -
How to prevent holding pose from getting overridden?
Medhue Simoni replied to Suki Hirano's topic in Animation Forum
Priority 6 is the highest priority. This can only be done using the .anim format, not bvh, and definitely not using the uploader.