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Pirschjaeger Fassbinder

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Posts posted by Pirschjaeger Fassbinder

  1. I attempted to rig the mesh to the eyelid bones, but it just did not work for me. I might try a little more, but I think the problem may lie in bigness of the eyes and the relatively small eyelids. I am unable to get the upper eyelids to completely close without eyelid mesh going into the eye meshes. I even made a somewhat lame lower lid rigged to the lower eyelid bone that rotates upward. I also tried fiddling with the position of the upper eyelid bone in the animation, but I could not get it close without overlapping. I also tried moving the bone position in general. I could be missing something. Does mFaceEyecornerInner suppose to serve any purpose in blinking?

    Otherwise, I do prefer to use the bones as opposed to alpha flipping. Just the eyelids of my avatar will use the alpha flipping. I just do not think it works for some specific instances.

    I did try what you suggested, only making one of the meshes of the head have joint positions and uploading the rest without them. When I linked them and attached them, it worked fine without the jumping. So, problem solved for at least myself.

  2. I tried Avastar 2.0.9 and it appears that the distortion does not occur. It's a little bit of a bummer that the joint positions are buggy in 2.0.10 because that verison allows for partial joint positions. Hopefully, that will be fixed eventually, as I might need them in the future. Thanks for the suggestion.

  3. I am having an additional issue with some distortion in the jaw of my dragon head when worn. It appears that the base of the jaw is distorted and does not align with the upper mouth. However, the distal part of the jaw looks okay. I can't seem to tell what is causing the issue, a bug with Avastar or Second Life or just a mistake on my part.

    

    I tried detaching all other attachments and resetting the skeleton. I even tried relogged after detaching all attachments before wearing the mesh again. In Blender, I looked at the mesh both in pose and rest mode to see if I could see the distortion there, but I did not. I also checked my weights to see if I made any mistakes. There were none. I even imported the shape from Avastar into Second Life via Firestorm to make sure my shape inworld was extact. The distortion still persisted when I relogged in the Bento viewer.

    I am using Avastar 2.0.10. The jaw area is rigged to mFaceJaw. I have edited the positon of mFaceJaw. There are also no sliders attached. Under the import options, I have selected "Include mPelvis" in the import options. I am uploading the mesh to Second Life with Joint Positions.

  4. I am still having issues with the hover height flickering when using alpha based blinking. I am using the Second Life 5.0.0.316366 Second Life Project Bento viewer. I tried weighing the mesh to another bone besides mHead. I tried using the mSkull, mFaceRoot, and mFaceEyeLidUpperRight bones. I still got the flickering. The eyelid mesh is a separate mesh linked other pieces of the head and the blink script works by alternating which faces are transparent and which face is not. 

    The blinking still works if the mesh is attached separately from the head and does not use joint positions. For my own personal avatar, I do not mind using the extra attachment point. However, it looks like I am stuck redesigning the eyelid for the verison I might sell. Again, I had tried using rotating attachment points a while back and could not get decent results. I do not know if using translations will produce any better results.

  5. Not exactly sure where this goes, because I cannot determine if this problem is a bug or an error on my part. When I animate the separate eyelid mesh of my dragon head with an alpha flipping script, it causes the avatar hover height to flicker everytime the head blinks. I am using partial joint positions with only some of the head bones being utilized. I am uploading all the head meshes together. I double checked my weights on all of my meshes for the head and deleted unnecessary vertex groups. The eyelids are only rigged to mHead. I am using Avastar 2.0.10. I do realize that I could just animate them using the new bento bones, but I was unable to get it to blink precisely how I wanted it to using the bones.

    • Like 1
  6. I am attempting to make an avatar that is basically mesh add-ons attached to the standard avatar.  I do want the attachments to work on a range of shapes, therefore something like sliders for the tail, hindlimbs and wings would be helpful. It would be annoying to have to provide several sizes of the tail and wings. Also, I was planning to use the hindlimbs as additional bones for the tail, since the tail is rather long. Now when I change the pelvis length, my tail becomes longer at one of the segments. 

  7. The latest Second Life Project Bento viewer (version 5.0.0.314884) does not display the grid selection option at login. This even occurs after checking the option in preferences and then exiting and restarting Second Life. Any clue how to get this viewer to login the Beta Grid? I seem to be only able to login the main grid.

    • Like 1
  8. I am having an issue with multiple instances of win_crash_logger using high CPU on the latest Second Life Project Bento 5.0.0.313876 viewer. The instances persist even after closing the viewer and I had to kill those processes to stop them. An alert from Norton Internet Security did pop-up a warning stating that it was a new file and it did not know if it was malicious or not. However, I did choose the option to allow access. 

    I looked at the crashreport.log and got this:

    C:\Users\(my name)\AppData\Roaming\SecondLife\logs\dump-e93916ff-1068-8ae7-7add-cc4d500ba3f5\stats.log
    2016-04-28T19:30:44Z INFO: LLCrashLogger::updateApplication: Sending reports...
    2016-04-28T19:30:44Z INFO: LLCrashLogger::updateApplication: Sending to alternate server, try 1...

    2016-04-28T19:33:02Z WARNING:#CoreHttp LLCore::HttpPolicy::stageAfterCompletion: HTTP request 01EC9DF0 failed after 8 retries. Reason: Timeout was reached (Easy_28)

    2016-04-28T19:38:46Z WARNING:#CRASHREPORT LLCrashLogger::runCrashLogPost: Failed to send crash report to "https://login.agni.lindenlab.com:12043/crash/report"
    2016-04-28T19:38:46Z INFO: LLCrashLogger::updateApplication: Sending to alternate server, try 2...

    These messages appear multiple times in the log.

    Computer Specifications:

    • Windows 7 Home Premium
    • AMD FX(tm)-6300 Six-Core Processor 3.50 GHz
    • Installed Memory: 16. 0 GB
    • System Type: 64-bit Operating System
    • Graphics Card: GeForce GTX 650 Ti BOOST

    I also have the 64-bit Firestorm Viewer 4.7.7.48706 viewer installed.

  9. My issue with going with the mesh body route is that creators of the mesh bodies hand out the mesh developer kit out by a case by case basis. They can choose who gets the kits and I can imagine that they are swamped with requests for the kits. Regardless, this in turn limits how many people can create content for these mesh bodies. 

    My other issue is that these bodies use additional layers of mesh to allow for tattoos and applier clothes (onion avatars), which is wasteful. I think we are going to decide to go the mesh body route instead of improving the old avatar, we need to do what somebody already suggested at one of the bento meetings. That would be allow for multiple layers on the mesh materials, like how it is for the standard avatar now where we have tattoo, underwear, and clothing layers without the cost of additional geometry.

    • Like 4
  10. I would agree with not getting rid of the wing tip. I have yet to totally succeed making wings that fold. I have my rig set up like Teager suggested, but I think I still need to work on the weights. However, the setup is looking somewhat better. Without the extra bone, I think I would still be stuck with needing another mesh for the folded wings.

    • Like 1
  11. I'm trying to rig dragon wings that resemble bat wings and I am not having much luck with just using the four provided bones for each wing. I am also trying to make wings that can also fold when not flying. However, the other "fingers" of the wings that are not aligned with the bones get distorted when I try to fold the wings. I have rotated the bones around to simulate the wings flapping and my results are okay when it comes to that.

    I tried searching around to see if anyone else has attempted to make similar dragon wings but I could not find anything. I saw that someone made some bat wings, but they were not terribly realistic and I did not see if they could fold.

    Here is my setup. I still need to play with the weights some more:

    

    I am posting this to see if anyone has attempted anything similar. I am wondering if I would need more bones for those "fingers" that aligned with the wing bones. Something like the the bones of the bat wing in this picture: http://paulmirocha.com/wp/wp-content/uploads/2011/11/bones_comparison1.jpg


  12. SirLeighBastard
    wrote:

    And that is work for pre-schoolers.

    Some of whom can spell Lego.

    ***Call me when you have grown up


    Venus Petrov wrote:

    Some advice: Stop while you are ahead.


    I do not see how these snarky answers contribute to solving the user's problem with their avatar. Sure, the user could have proofread what they wrote. Certainly, it would help others understand what he or she is trying to convey. However, this is the Your Avatar forum, not the Your English forum.

    As for eye problem, you could make your own texture in photoshop and apply it to a sphere. That may take some messing around with the texture's scale and rotation to get it right though. There are also other already made eyes, and places in world such as Spare Parts and Chimera may sell them.

     

     

     

  13. I was thinking about getting the Maitreya body because it is the only body that I was somewhat satisfied with, but with a "furry"/"anthro" avatar getting the legs to work with the body would probably be a problem without a kit. I thought about waiting a while to request that. However,  I am mostly a hobbyist and who knows when I will ever have the time to finally create something to sell, so I do not think I would qualify to receive that particular kit. In spite of that, I do understand only giving the kit out to those interested in selling attachments for that specific avatar.

    I also briefly looked at the Solarian avatar, but I did not see a demo for at least the body. I wanted to see if the avatar head I made would work with the body in place of the cat one. I suppose I will keep an eye on the reviews to see if other people were able to use different avatar heads. I guess I am stuck with the ugly old default avatar body for now.

    As for the availability of even the shoe kit, I would agree that even more accessories for an avatar would ultimately make that avatar more appealing to potential buyers, even if several popular brands already make clothes and accessories for it.

  14. I actually found a solution. I rigged the mesh to aNose and aMouth. Instead of uploading the joints along with the mesh, I uploaded the mesh only. Then I created an animation and used "LocRot", instead of just rotation. When I use the animation, the parts rigged to the attachment points pop right in place.

     

  15. My head is still not working properly and the mesh is still distorted, despite trying what you suggested. I've tried different arrangments of rigging the jaw and eyelids to mSkull or the head attachment points.

    I am able to reposition and rig to mSkull or even a head attachment point and it looks okay in world. However, if I rig another part to another attachment point, that part looks distorted in world, even if that attachment point was not moved. I tried moving two attachment points (aNose and aSkull) and rigging the eyelids and the jaw to them, but the mesh was still distorted in world even though the mesh worked in Blender and I remembered to upload the joints too.

    I am guessing this might be occuring because repositioning any bone or attachment point parented by mHead effects the other bones and attachment points parented by mHead. If that's the case, looks like I'll just use mSkull for the jaw and find something else for the blinking. I was aiming to make a seamless head but that doesn't sound likely... at least for the eyelids. Ah well.

     

  16. I am attempting to make a rigged mesh dragon head that both blinks and "chats" when typing. I have rigged the eyelids to mSkull, which I have moved the location to in between the eyes. I have rigged the jaw to aRight Ear.

    problem1.png

    Since I cannot figure out how to properly rig the jaw to aRight Ear, I had to delete the bone first in edit mode, create a new bone in the same place and then rename the new bone to aRight Ear. If I do not do this, the exporter thinks the vertices rigged to aRight Ear are unweighed and will not let me export the .dae. When I upload the mesh with the joints included, it looks all distorted.

    problem2.png

    The eyelids are in place, but the jaw is off to the left. When I play the animation for it, the eyes blink as expected but the jaw is still off to the left and goes up and down in that location. I am wondering if this is the result of deleting and replacing the attachment point or changing the location of mSkull effects the location of aRight Ear. If it's the deleting and replacing of aRight Ear, how do I properly rig the jaw to the attachment point?

     

  17. I really wish that LL would at the very least make it clear what their intentions are with this new TOS. I have not uploaded anything since I have learned of this. I probably wouldn't spend my lindens on uploading anything, if I am not confident that LL will not sell my work. Especially when I have to make every single little texture I use. I just got a new desktop and I feel like I just wasted my money on it, since SL is the only graphics intense thing I do on this computer. I tried looking at Cloud Party, but it is not fun being stuck a somewhat homely hyooman.

  18. When I attempt to export a rigged mesh in Blender 2.64 and 2.67b it crashes when I select "Second Life Rigged" for Operator Presets. When I unselect "Use Object Instances", it does not crash but then the file cannot be imported into Second Life and I get the "Missing required level of detail" error.

    Also in Blender 2.49, I cannot seem to weight paint a skirt where it doesn't split in the middle like this:

    Snapshot_002.pngSnapshot_003.png


    It doesn't look like that in Blender. It has a much smoother transition.

    fishtailinblender.png

    An example of how I weighed it. I believe I initally got the weights from the "Apply Bone Heat Weights" and I edited them from there.

    fishtailweights.png

     

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