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Fiona Branagh

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About Fiona Branagh

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  1. I've been looking through the thread and haven't found a discussion about this, but maybe it's there and I'm just not seeing it. Anyway, I am using the attachment points for the hind limbs, which are paired up with Hind 4 bones. When I run an animation, the objects that were perfectly attached to those bodyparts in the default position, move along with the bones as they should, but are offset to the side quite a bit. As soon as I stop the animation, the attached objects jump back into proper place on the avatar. Any thoughts about why this might be happening for me to look into?
  2. This is the best idea I've heard in ages. No more trying to explain how 'not to break' your object in the docs in 5 different languages.
  3. Exciting news about the extra bone experimentation! Too bad about the neck and spine though. For the most part, that will probably be the area where extra bones are most desired. Definitely let us know if/when that changes, as for many of us doing non-human avatars, it will be a complete game-changer.
  4. Thanks Vir! I appreciate your going over the issues with us. It makes it a lot easier to understand the parameters and pros and cons for our suggestions. I also really appreciate that you folks are willing to give the bone translations a shot. That will make a huge difference and I hope it can be maintained in the end.
  5. I did miss this one, Teager! It's a great idea and would cause no issues (as far as I can figure) so long as it's done before Bento goes live and we have a lot of avatars up for sale with the wrong skinning. I hope it gets priority consideration. I do hope there is a way to get even more neck bones (one is great, more would be really really helpful) but I'll take any improvement especially if the fix is pretty simple. Teager wrote: If the face bones are all parented to mSkull instead of mHead, an extra neck bone can be added for those avatar creators that need it without affecting anything
  6. I know this has been beaten to death on this topic, and for good reason, but I figured I'd toss in my 2 cents also. Second Life CANNOT expect people to get too excited about tools that are inexplicably subpar to the most basic functionality of the rest of the 3D community. I get it when we were building with prims - it was a complete system designed with an obvious reason (so everyone could build.) I'm talking about something that doesn't seem to make sense in its restriction - if we have regular rigging and animation processes, why is the rigging not allowed to translate in animation? I'm k
  7. As some people have noted, having extra bones in the neck or legs would be extremely useful for non-human avatars. Currently, the necks are not very fluid for long necked creatures such as dragons, and trying to attach prim objects along a long neck fails pretty badly because they don't turn enough with the curving action (they stick out straight due to too few bones to follow.) I completely understand why the new skeleton doesn't have those (at least, I suspect I do: no new bones interspersed in the main skeleton, only add-on bones, so old animations and avatars still work.) Would it be pos
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