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Psistorm Ikura

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Everything posted by Psistorm Ikura

  1. This one's a weird one, because I solved it once before, but can no longer reproduce the solution. Essentially, i have a full mesh avatar. Rigged to both the collision bones (HAND, CHEST, etc) as well as some of the m* bones (such as mSkull for animated jaw motion). It features joint offsets (for eye and jaw positions), and uses diffuse, normal and specular maps once inworld. My problem is this: whenever I edit the transparencies via script (llSetAlpha) for say, an eyeblink or posing the fingers, every rigged mesh piece worn at this moment flickers every time that alpha function is called. Which, of course, looks hideous. The strange thing is, I've made a full mesh / materials avatar before, and this one doesn't flicker when it plays its eyeblink. I looked at the old files, and from what I can tell, the rigging methods are identical, as is the genreal setup of texture maps used. So this has left me stumped. Has anyone run into similar issues at all? Any pointers are welcome~
  2. I've set up max 2016, but ran into an issue. I verified that the FBX version is set to 2014/15, but attempting to import a rigged mesh creates a "can't find skin source" error in both the latest firestorm and latest stable vanilla client. I'll investigate further, but I'd appreciate further pointers as to what settings might be important to check. I'm using the same settings in the DAE exporter that I use in 2011, but those just concern themselves with unit setups etc EDIT: It would seem that setting the FBX version to 2013 fixes the issue, I'll do further testing EDIT2: Nevermind that, as usual it was an oversight. Some of my meshes had whitespaces in their names, and rather than tell me that, the exporter gave me a cryptic log error. So yes, max 2016 does work fine~
  3. I've asked something similar before, but other than "go find out yourself" I had no help here. Hence why, since I'm in the middle of a project, I wanted to ask if someone knew which 3dsmax version is the latest supported one for mesh imports. I'm primarily talking rigged/fitted mesh, since the wiki only talks about collada 2013, which are old plugins. Ideally I would like to use max 2016 which came out fairly recently, but if I still have to keep an old version around to export to SL, that would only slow down my workflow a lot, hence I'd love to hear what version I can upgrade to safely, since I am looking into leaving max 2011 behind for good and jumping to the latest possible while still being able to work on my projects as before. Once again, thanks for reading this, and hoping to be enlightened~
  4. I've recently obtained max 2015, currently I'm still working with max 2011. I've been hoping to transition to the newer versio some time soon now to enjoy a better UI and performance among various other niceties - and for the sake of not having two installs of max laying around. I only found little to no comments or talk about it, so I'll ask directly. How compatible is SL with max 2015? Can I still import meshes, more importantly rigged ones? Do I need to observe any magic rules with old collada export plugins or somesuch? The wiki only talks about 2013 and older, so it's of little help here. So any input from fellow max 2015 users would be appreciated.
  5. Hi again - I posted about this months ago, but sadly never got a solution to what seems to be a straightforward issue. As part of my products, I'm building items rigged as fitted mesh, and while making them work on the female skeleton is easy and straightforward, whenever I try and make them work on a male shape/skeleton, there always are extra deformations happening that just don't occur on female rigs. Basically what I do for the female is, I build the mesh to be nice and flush with the female body, then rig it to the female skeleton. once uploaded, everything behaves as expected. For the male setup, I instead make the mesh flush with the male body and rig it to the male skeleton, import, and lo and behold, the mesh doesn't fit. I tried using female mesh with male rig, male mesh with male rig, male mesh with female rig, and female mesh with female rig, then switching to male shape. All of those just won't work as flawlessly as female rig/mesh/shape. So here is the question: How do I rig a mesh so that these extra deforms don't happen? Surely someone here must've built some article of clothing that's somewhat tight fitting and has had to deal with those kinds of behaviour. For the record, using 3dsmax 2009 atm - mostly because while I own 2015, firestorm at least doesn't like any rigs imported from there. Since I'm hoping to launch products for male and female - and already ran into big problems last time I want to avoid - I'm hoping that someone can help me out here and give me some pointers. And yes, I'm using the official source files LL provides for the rig and avatar mesh.
  6. I exported the male body, skeleton and the legs in question as FBX for you, hope this helps: https://www.dropbox.com/s/qjcmiun3zogjjvi/Male%20Legs.FBX This is all male btw, so what I tried initially because it made the most sense
  7. So after some experimenting, I've come to the following results: Male leg shape and male skeleton - nope Male leg shape and female skeleton - nope Female leg shape and male skeleton - nope Female leg shape and female skeleton - nope So.. unless I'm missing something big, rigging attachments seamlessly to the male body is actually impossible?
  8. Hmm that's a good pointer, thanks. So you are suggesting I snap the edge vertices to the female body, but keep it rigged to the male skeleton? And well, the files from the wiki on fitted mesh have very, VERY bad and wrong weights. the entire chest area is done very badly. I imported it into SL once, and it had problems all over in that area. Had to do a lot of cleanup for my purpose. But I'll try that, thanks again!
  9. I've lately come across a problem rigging parts for an avatar. I have digitigrade lower legs that are supposed to seamlessly join with the male avatar shape at the knee. So I made sure the vertices are correctly aligned, and i took the weights from the only source available to me - the old old old rigged mesh female body. Except today i discovered that this creates a very visible gap between the lower legs and the SL body. This gap does not occur on the female version of those legs. So this leads me to believe that the weights on the knee are different for the male and female avatar meshes. And yes, I rigged the male legs to hte male skeleton and the female ones to the female. Still the seam persists. Since I can't ship the product this way, I need to find out what the correct way of rigging seamlessly to the male body is. If someone has an OLD - not the fitted mesh rigs, those are actually weighted very VERY wrongly - SL avatar file with the rigged, correctly weighted male mesh, that'd be appreciated greatly. Or if someone could point me to a correctly weighted template mesh for this. Thanks!
  10. Once again me, breaking things left and right it would seem. The problem this time around is this. My avatar uses the default SL mesh, clipped and re-rigged/imported to enable use of materials on the default-ish SL body shape. I've conquered the rigging issues now, but one weird problem remains. I did the male body the other day, and while it is on a female shape, everything looks fine. But the moment I transition to male, everything bulges out weirdly and deforms wrong. Thus my question: How do I properly rig something to a male base shape? The skeletons and influences from the source files seemed to be identical as near as I could tell, so why is the male shape breaking things so badly? I want my head/hands/etc to also blend proper with the base SL avatar for this project, so their seams bulging out on a male shape is a pretty huge problem.
  11. Hmm.. well I was more looking for fbx files etc that have a more correct weighting. At least I managed to overcome some issues I had with the mesh. Turns out a reset transform was needed, now things are looking better. I still need to clean up some weights, but the whole thing is coming together more than before.
  12. This is something that's been keeping me busy with yet another roadblock for my av. I want to use the default avatar mesh - just clipped a bit - so I can make use of materials. The problem I ran into is while the joint deforms look pretty good on the rig that LL gave us for fitted mesh, their fitted mesh weights are HORRIBLE. I have tried to fix them, but have been tearing my hair out at the stupidity that is 3dsmax's skin modifier, which apprently can do nothing right except break weightings. So I wonder, has anyone in the past bothered to fix LL's badly done default rig for fitted mesh? Mostly the CLAVICLE, CHEST, UPPER_BACK bones are vastly out of place as far as their weights go, and it's really messing things up for me.
  13. I'm recently working on riggin an avatar head, and I have all the weights the way I want them, even got a rigged jaw going, with some help from the forums. Now there is one last problem, namely joint offsets. When I import the dragon, the eyes are pushed forward. Since I have to import joint positions, this means SL decides to import ALL joint positions, not just the one I edited. And even though I am working off the default fitted mesh skeleton provided by LL, it seems that the eye positions are slightly offset or something. The question is this - using 3dsmax btw: is there a way to import only the mSkull offset and ignore other joint positions? Or what would be the most elegant solution to avoid the eyes moving about? I was thinking of simply moving them back enough to compensate, since they seem too far forward for whats normal
  14. Update time. So I managed to make it work - turns out rigging to mSkull works, you just have to remember to check "Include joint positions" when importing. With the help of another creator, I have managed to get the jaw animation working as well. That said, I ran into the next problem. Putting on the head with the mSkull offset causes bugged eyes, aka they jut out too far. I haven't modified any other joints other than mSkull, so I have no idea why this is happening. Can anyone give me any pointers whatsoever on how to fix this issue? The weights and all are fine now, but this one issue needs fixing before I can ship it. Edit: SOLVED! On a hunch, I thought to mess with the position of the eye bones when exporting, pushing them back just a little. And lo and behold, the bugged eyes are gone. I can fine tune with slider settings and I'm set!
  15. Hi, sorry for the late reply. I busied myself with a few other things that needed doing, but got back to it again. I got blender working with avastar, and I thought I had a working method. Rigging the head isn't really a problem at this point, but creating the animations still is. What I did: imported the dragon head to the blender avastar scene tog et a point of reference for where the jaw sits put the avatar rig into edit mode, showing extra bones moved the skull bone after disabling move/rotation locks to where the joint should be created position/rotation keys for the skull bone at frame 0 and 10 did an anim export, range 0-10, included translations, high priority What I received: Essentially an animation that does nothing. The skull bone offset isn't reflected at all. The goal here was to make a "closed jaw" base animation using just an offset so that the jaw has a default rest position, and from there on out i could make rotation driven talk animations. What am I missing? I've seen other people move the skull bone like I did for eyeblink and it worked for them, so it seems like a feasible way (And sadly, I /have/ to move the skull bone, it wont work in its default position and look good)
  16. So I've made a fancy dragon av using the SL body, materials and all, and now it's time to animate it's jaw. From what I gathered, I have two options to do so: * make a new bone/dummy called "chin", hook it up to mHead, and rig to that * use mSkull instead, and use its rotation to drive the jaw motion The first one apparently is both impossible and posisble at the same time from what I saw so far, but I couldn't manage. The second approach was easy to rig in 3dsmax, but now it comes to animating. Problem: 3dsmax can't do bvh natively. There is a script/scene that DOES allow bvh export via a script. Except it doesn't work, since it just tends to ignore whatever animation i throw at it. So I tried blender. Imported - after much fussing - the head with a small marker for the skull bone position, and found out that you can't actually drive the skull's rotation. Tried another scene, can drive skull, but it turns out the skeleton LL provides for rigging isn't actually the skeleton accepted by the bvh importer. So all animations I do on the fitted mesh skeleton actually aren't supported. TL;DR: The SL animation system seems to be a right mess for my purpose, and I honestly need help so I can carry on and release this. What I need is to have a bone at a specific position on the avatar's head that I can rotate to drive a jaw open/close animation. It sounds simple, but it really seems to be quite difficult. So any help I can get is welcome there. Whether I use mSkull or a custom chin bone, either should work I suppose, but I sadly don't know how.
  17. I would like to know how you managed, because lately I've been trying to do the same and it was more than a bad trip. I tried max - nope, can't export BVH at all - and then tried blender, nope, the SL skeleton isn't actually the one you animate with. Oh there's an export script from 6 years ago. Nope, that one's broken. Also nope, you can't actually move the end bone for skull into position where the jaw joint should be at, either and drive its rotation from there. Sorry for the rant, but I'm frustrated, since this is blocking me from releasing my work. So if you could give me pointers as to how you did it and how I can get a jaw set up myself, that'd be much appreciated. There is as good as zero documentation out there, but I've seen other people do it as well.
  18. Well, regarding custom bones, I know that there are limitations, but Kensuke Leviathan has discovered that you can indeed use /some/ custom bones if you name them after single-word attachment points. I personally have seen this working (the Orange Nova Sergal avatar would be a great example of such), I'm mostly just working out how to set it up correctly in max, since documentation is sparse and Kensuke uses a different 3d package. As for fitted mesh, thanks for the input. I may try some manual vertex adjustments, mainly the breasts area could do with slight tweaks, but at least its a "close enough" scenario
  19. I've recently been hard at work on making a materials-based full mesh avatar. For practicality's sake, I wanted to use the standard SL avatar mesh as a base body for my anthro dragon, thinking that way it would be easy to make fit with mesh clothing, and seeing how regular skins don't support materials. That said, I imported the .FBX file of the female body rig as a test, and trimmed away the unneeded parts without editing the skinning any, then imported it into SL along with the limbs. Essentially, it looks good. joint deformations seem to be spot on with the base SL mesh. However the problem begins when I mess with the sliders. The breasts deformer seems quite a bit offset from where one would expect it, and some other sliders have some weirdly adjusted effects. Since I used the rig the FBX file (taken from the fitted mesh page on the wiki) came with and the original weighting, I wonder, am I missing anything? Is there a way I can get a better result with this method? Essentially I'm hoping for a bit more accuracy, so maybe someone played with importing the base avatar into SL in the past and can help me out. I'm thankful for any information :D On another note, if anyone knows anything on how to add custom bones to the skeleton - i know it can be done, ive seen rigged talkjaws on various avatars before - then I would also appreciate it greatly. I'm trying to make a "Chin" based bone in 3dsmax, but have yet to figure out how to correctly set up/export it
  20. Ahh that does help. So do I need to add the mbones to the skin modifier at all, or just make sure they are listed in the .dae? Also do I need all the caps bonesto the skin modifier or just the ones I use? Thanks so much for your help with this by the way. It's been a bit tricky to find out just what exactly was required.
  21. Since it's been a while for me since I last built an avatar, I want to do so now, and rig for fitted mesh to get a better quality out of my work. I ran into some problems however while perusing the documentation, since the 3dsmax tutorial still only covers the old skeleton rig and is wildly inaccurate in that regard. Right now I tried the old workaround by setting the bone count to 26 and replacing the old m* style bones with HEAD, NECK etc (I also rigged exclusively to those in the skin modifier on my model), but SL believes that the model has no skinning information attached to it, so I am doing something wrong, but I don't have the slightest idea what. So my questions are: Which bones do I /actually/ need to rig to in 3dsmax? the m* ones or the all caps ones?What do i need to exactly put into the .dae file joints-array portion? Another thread was stating several solutions, none of which worked and/or made much senseI am upgrading to 3dsmax 2014, which exporter plugins will work, and, more importantly, will 3dsmax 2014 work for me at all? Are there any more ugly workarounds that need doing?
  22. hmm I will have to think on this some more again, thanks for the answers so far. maybe I was indeed overthinking some of the things here, and I will take another look into the scripting and see if I can't actually work it in the simple ways you have suggested. thanks again for the help by the way, the pictures especially have helped me quite a bit, along with the examples. My initial idea for reducing the interaction to the XY plane was that i only would be dealing with one value i could throw into various self-made functions, but i do tend to sometimes overthink simple solutions and make a complex construct instead.
  23. Well, the above solution seems simple, but it also rotates the ray around the X and Y axes. The issue with that is that I don't want to say, cast a ray uphill into the sky when I travel uphill, neither do I want to llRotLookat() above or below the height I am currently at. That is why I wanted to simplify the entire process into the X/Y plane, so I could model the current facing of my "vehicle" as a simple float, being the world Z rotation. It has several reasons, one is simplicity, the other is the ability to simply rotate the object by modifying one variable, or being able to say, cast two rays instead of one, one slightly off to the left, one off to the right, to get a better idea of where the obstacle is at and react in a more granular way. edit: There is another important factor. Due to me using llRotLookAt(), the vehicle's Z axis is pointing forward, and positive X is pointing down, aka the vehicle is rotated +90° on the Y axis. This would make raycasting based on the object's rotation tricky, because imho they would just be cast into the ground that way? Unless I am seriously getting my math wrong. These last days of trying to figure it out haven't been kind on my brain at times.
  24. ah, let me try and break it down a bit more then. What I'm trying to do is a vehicle which turns via llRotLookAt(current angle + turning angle). and it casts a ray along the angle it is currently facing. however, i want it to be treated as if it were moving on the XY plane exclusively to simplify the movement. aka to not cast a ray upward when it travels uphill for instance. for this, i need the current angle around the world z axis - so i can use llAxisAngle2Rot(<0, 0, 1> * angle); to do an llCastRay infront of where the object is traveling. The entire rest of the code is standing and seems to do as it should. The mathematical issues that remain is: How can I turn any random x/y/z rotation into JUST the Z axis angle? How can I SET this angle reliably? There seem to be a lot of flips going on when reaching certain angles
  25. well, the actual llRotLookAt() isn't the problem at all though, I'm afraid. The problem is turning a 3D rotation into the z-axis rotation angle, and turning this angle back into a rotation, for various functions I use (lookats, raycasting etc). The math does seem to have considerable issues with the gimbal system, so I'm hoping for input on how to do the math the right way.
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