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Gospel Voom

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  1. Excellent OP. From an apparel and avatar accessory perspective the giantism preferred by many creates a uniue set of challenges - knee high boots for example are very hard to make in aesthetic proportions. Three feet of lower leg on a size 0 foot tends to look a bit like a golf club. Back when I was developing immersive-learning simulations we had huge problems implementing true RL proportions due to the high, wide and handsom nature of the default camera position. We simply had to scale everything up in order to accomodate the least camera proficent users.
  2. I'd certainly be running tests with dropoff rate. This setting effects the area of influence. A low number results in broad deformation across the model, a high number minimises / localises it. In this instance you want a low number. Regards, Gos.
  3. My advise is to do both. I ship each mesh release in a variety of rigged sizes to cover a wide range of morphs in addition to a regular attached pair. Just be careful when it comes to rigging footwear that then requires a shoe base in-world. Regards, Gos.
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