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Psistorm Ikura

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About Psistorm Ikura

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  1. Hmm, it shouldn't be related to an AO, I use pre-bento ones currently, and my animations only drive bento bones, so I think there should be no potential conflicts
  2. I've recently built a mesh avatar using Bento animations for hands, head, and tail. All in all I'm very satisfied, though I've come to notice that sometimes the animations just kind of stopped without any discernable reason. To start the animations, I have two triggers for on_rez and attach, the former querying llGetAttached() before starting an animation trigger permission request. Once the permissions have been granted, I scan the active animations for any leftover animations that each script can play, and if any are found, stop them so no stale animations can play through, say, a script res
  3. Hiya! I actually determined the cause of the joint offsets, and I'm sorry to say it was my fault all along! It turns out I majorly brainfarted and didn't assign any weights to lower/upper teeth, thus breaking the chain of weighted bones upon export. This explains why any weird offsets went away once I made sure the offset between jaw/teeth was the same as in the original skeleton. I just forgot to do some sanity checks it appears. As for the FBX files, I finally figured out why they come out looking different than the DAE files as well as what avastar provides. The FBX files aren't built bas
  4. I'd like to bring up another issue I came across, something which does need addressing in an official form. The .fbx files provided on the official forums have certifiable flaws in them, most notably the issues seem to be stemming from mFaceTeethUpper and mFaceTeethLower, which appear to have some anomalous rotation applied to them, or they do not correctly respond to having offsets applied to them. My tests have been inconclusive other than the fact that they do not behave as expected, and as such create a lot of problems when trying to, say, construct an anthropomorphic head. The worse thi
  5. What you might be looking for isn't the mSkull bone, but instead the HEAD collision volume, which what most mesh hair seems to respond to, so as to respond to head size. In that case, I'd suggest raising that volume bone up and rigging some vertices to it so as to make the changes show up when using joint offsets.
  6. The issue has been solved as of a few minutes ago. It appears the blame does lie with the official .fbx files, which appear to have wrong joint rotation data as far as I can gather. I have manually transferred my 3dsmax rig to a blender avastar rig, and it now imports as intended. Thus a plea for LL: Please fix your official source files, many people depend on these being right.
  7. I've been working on a custom mesh avatar using bento facial bones, among others. The head mesh has been rigged using 3dsmax and one of the source .fbx files from the wiki page. It features custom bone offsets, and when uploading, looks perfectly fine in the upload preview window when I enable skin weights and joint offsets. However once worn inworld, the lip bones as well as the tongue base/tip end up in the wrong positions, giving the whole setup a rather smashed-in look. I haven't edited any bone rotations, simply moved the dummy objects into the new, desired positions. If anyone can offer
  8. Thanks, I did manage eventually after much reading and cussing Now the last thing to figure out is why the wireframe of my avatar mesh - the one imported from collada - appears very much destroyed, aka full of holes. Only wireframe though, shaded view appears fine. I'll probably just attempt a re-import since now I have a decent idea of how to get things done. Edit: And i managed it. A re-import got rid of the wireframe strangeness. I probably hit some magic buttons whilst experimenting
  9. I have a somewhat related question, since I'm trying to apply some final tweaks to my model. Since most of my workflow happens in max, but I'd like to use avastar's slider features for a bit, is there a way to get a rigged mesh from 3dsmax bound to the avastar skeleton? I can export per-vertex weights as .env in max, possibly more, so can I then transfer said mesh over, then bind it to the skeleton/armature and load the weights back in somehow? Also does this process work back and forth? Edit: After much fussing with how to export, I at least managed to get a collada transfer. So I now have
  10. Ooh wonderful. Would retargeting from your female to your male skeleton then be more straightforward? If so, I can probably just wait and get to work on other stages, such as getting some hand poses set up in blender and making the alpha faces for the existing meshes. If I should just follow a different workflow altogether, let me know and I'll be sure to give it a try - and once again thanks, I can't begin to say how much your work is both helping out already and going to help in the future.
  11. Hiya, once again me with a rigging issue. I've been using Polysai's excellent rig to get my female/androgynous bodies rigged, which has, after realizing I have a bone affect limit of 4, yielded some very good results and I have them ready for further processing. However the male body is giving me some trouble. For this one, I am using the latest bento male skeleton file off the wiki page (called something akin to BentoMaleSkeletonWithPosOffsets), and initially remapped my androgynous weights to a male body on polysail's rig. I then took the male body mesh and retargeted it to the male skeleto
  12. I've put some more research into the hand issue I was seeing. Apparently, with your skeleton, I have to rotate R_HAND and L_HAND forward by 10 degrees, then SL will display my hands as they are in 3dsmax. Also a quick question, since I about finished my female rig and am about to begin the male one. Is your skeleton universal in some way so I can rig both easily, or should I rig on a different male skeleton for now, and retarget later on if/when you release a male skeleton speficially? Because iirc they do use different bone lengths in some cases
  13. Definitely looking forward to the changes I have a question regarding the hands, which I didn't see anything mentioned about, apologies if it was answered before. When I did my hand rig, I used LEFT_HAND and RIGHT_HAND as base for the palm, and the finger mBones for the fingers themselves. I am not setting any joint offsets. The rig behaves as expected within 3ds max, though when I import into SL, while the hand scales correctly, the fingers seem to be offset backward from the hand as far as I can see. I can provide screenshots of needed. Also, I am SO glad being able to straight import my
  14. Thanks very much for the info. I'm not looking to go /too/ complex yet, probably just preparing finger animations and, once I got my avatar head done, a facial rig for an anthro head. So knowing that I can do simple rotation based keying etc does help a lot. And any scale based anims I'll just have to make at the original size, but I can work around that. Also, I very much appreciate the work you're doing. As someone who does have years of experience making SL content, though virtually none in animation, and little in rigging, this setup and the prospect of having something akin to avastar fo
  15. Thanks for the pointers. On previous avatars I worked at 10.000% scale on all bones, which was ignored by SL, it just made things a bit awkward. Scaling the root token and resizing for export is a good idea, I wasn't sure if it was a workable solution, but I'm glad to know it is On a final note, once animations can be exported, should I be able to do the same workflow? Aka scale the rig up, animate, then scale it down for export?
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