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  1. I'm back in SL after being mostly out of it for a few years beyond popping in to pay tier fees, and I was really excited to hear about the new Bento wing bones that all the new avatars supposedly have as wings are the main thing I create here. What I want to know is, how would I go about animating JUST the bento wing bones? I don't need articulated mesh, because these are fairy wings, so they move more like insect wings - basically flat panels that move back and forth from the base and that's it. I did find some Bento wing animations that were just the animations, but it didn't work out right and probably because the movements were made for angel or demon wings, which move differently. Are there tutorials for how to animate the bento bones by themselves, so that whatever is attached to those bones would move? What would I require, and is there any way to get it done in-world? I have a really old version of Poser, Blender and ZbrushCore (though I am new at both, or at least, rusty enough to seem new) and can't afford to shell out for anything like full Zbrush or Maya. I would love to be pointed in the right direction, or even to be told that animating the Bento wing bones in this way would not work for what I want so I can stop searching for info Thanks in advance! I did just buy an animation kit that works like the older one I used in SL, so if Bento isn't the way to go I'll just stick with animating them the older way. For reference, this is a set of my wings and that is one of the types of wing flutter I want along with a fast flutter and open/close positions, I'm just thinking doing it with the Bento bones would be better, right?
  2. I tried several saved AV's with outfits n wings etc. Every single one now has bento wings attaching to my knees LOL, its just weird! Is there an known recent issue?
  3. Hello, I just purchased the SKING Katena body to go with my Catya mesh head but I seem to be having a bit of an issue with getting the skin tones of the neck and body to match up. I reached out to SKING support and they mentioned that using the tint slider on the head would work but I've had no luck. Has anyone had any luck with fixing this issue?
  4. Oluremi

    extra arms

    Does anybody know where I could find some arm attachments for my avatar. I want her to have 4 or more arms. Would be great if they were bento. Thanks yall!
  5. Hi everyone, So im having a kinda major issue when it comes to the layering / alpha issues on my mesh heads. At the moment my heads are cut up into pieces to allow mix & match features however i will be switching this to faces with the next update so it wont matter. Anyway, the issue im having has to deal with the Eyebrows, Eyeshadow & Eyelashes layers. All of which need to work with alpha textures for applier creators to make their own features. There are multiple mesh heads on the market that do this without any issues from what i have seen, however mine are stuck with the alpha glitching/fighting issue. Example of glitch ( eyelashes have alpha glow around them, eyebrow is cutting off eyeshadow texture at the top) : https://gyazo.com/aa8f617fddc2b7b07647a13733fc0889 The current way i have it : https://gyazo.com/1cbca72e7cb6570023ffcc7f2d17fb58 * Green = Eyebrow Layer (cutout seperate mesh) * Blue = Eyeshadow Layer (cutout seperate mesh) * LightBlue = Eyelashes (seperate mesh) Sometimes the eyeshadow simply wont show up at all due to the lashes being in front of them. So far i have tried combining the eyelash layers and eyeshadow layers with no fix. I have also tried seperate faces and having them all combined to no avail. I have also tried changing the eyelashes to Alpha Masking, however the clumpy look isnt really appealing to myself or my customers. I have tried putting the eyebrow layer on Alpha Masking and it doesnt help much when it comes to the eyeshadow glitching. So im wondering if anyone has any ideas/suggestions as to how i should be layering my alpha layers so this doesnt happen. Any help would be greatly appreciated, ive tried over and over for a fix on this. Thanks in advance for reading! <3 PS: I know this can be done Catwa lelutka and many other big mesh head creators have found the solution to this issue but unfortunately no one wants to help ;[
  6. Hello, I've bought a new Akeruka Bento head (Lara) and I'm having a whole host of problems with it. I know everyone will say "ask them!" or "ask the group" but the group costs money just to ask a question so that ain't happening. So, at the risk of being banned I won't go into the many problems I've had but one thing is really driving me nuts which is the "shine" on the face. There are very few skins for this head as it is and the ones I've found all look pretty horrible because of this shine. As you can see in the attached picture, there is a somewhat hidden control in the skins tab of the HUD that allows for shininess control but it has two problems, one is that it's marked in reverse (the LOW setting is actually high shine and the HIGH setting is actually low shine), the other is that as you can see, even on the lowest shine setting, my face is pretty damn shiny and Akeruka uses this very textured mesh, so it kind of looks like a sponge when you zoom in. Please, please, is there anyone out there who is using Akeruka Bento heads that has info on how to change this? I found that the SHAPE of this head (why I bought it) is fantastic, but almost everything else about it is problematic. Does anyone even know if an update is coming? I've heard a rumour there is, but who knows? Without access to the support group the whole experience is pretty nerve-racking.
  7. Hi! I am on a very very tight deadline to finish an event item that needs a bento pose/animation. All I need is the head tilted backward, mouth open, and hands near the mouth. The hands do not need to be bento enabled, just the mouth. It obviously needs to be full perm. I have a smaller budget, but let's negotiate. Please send me an NC to kittyrevolver Resident, with the title "Animation hire"
  8. Hi all and thank you, I bought a mesh body from Maitreya (Lara) and a head of Bento (Candy) I bought the Luna shape and got to place it on the head but I cant put on Luna's demo skin... Can you tell me what's the problem? they said : put the base first what am I missing? ty.
  9. Hi, I'm trying to test out a mesh I made with bento rig. I created an A pose with the Bento rig by lowering the arms about 45 degrees. I also translated the joints a bit to fit my character. However when I go to upload it the arms are all torn apart. The translates I made on the legs are fine it's just the upper body keeps getting mangled/jumbled up. I've checked skin weights and custom joints but it's not working. This is where I got the bento file from. http://wiki.secondlife.com/wiki/Project_Bento_Testing#Models I also tried to freeze the rotations thinking that was the problem but no luck. I use to be able to do this no problem but that was back in 2011-2012 before bento was around. Is something broken with this or am I doing something wrong when rotating the joints and skinning? Any help would be appreciated.
  10. I made a mesh head, and want to use the Bento skeleton. I use Blender but do not use Avastar and have never had a problem rigging with the normal skeleton. My problem is that I parent the mesh to the bento skeleton and export, as I normally do, but when I upload to SL, under the Upload options tab, the boxes for "Include skin weight" and "Include joint positions" are not available to be checked. So if I upload the mesh is just a mesh, without a skeleton. I usually just parent the mesh to the skeleton, export, and upload. But that doesn't seem to be working and I do not know what I'm doing wrong. Every other tutorial is for Avastar, and I'm sorry, but I do not want to spend the money. (I did purchase it before it was a subscription and ended up doing the weights myself anyway.) So I have no idea what I'm doing wrong. Any help will be appreciated. Thanks!
  11. Hello All! Thank you for viewing my inquiry. I am using Mayastar in Maya 2016, windows 10. I am having trouble with bone mHindLimbsRoot. I am trying to animate the up and down of a horse's rump when it walks using that bone. I've double checked my weights, the rear goes with the bone when I move it. But when I key the up and down translation it does not stick. No animation at all, the bone jus sits there. I attached a picture of the bone I am talking about because what's in a name...? Every other bone acts right, save mHindLimbsRoot. Has anyone had trouble with it? Or does anyone have an idea for a work around? I would greatly appreciate any input! Thank you! -Anna. Edit: Uh... while working I just noticed that bones mHindLimb1Right and left are not accepting translations either.... they all rotate fine but they do not keep translations. Am I missing something?
  12. I have the newest Bento head from LOGO (Quinn). I noticed some of my friends mouth move when they talk. It turns out they are wearing different bento heads that have this feature built in automatically. I did some digging and found out that LOGO Quinn does NOT have this feature. So I was wondering if there is something I can buy, like an AO for a bento head that would do this? Or am I just out of luck unless I choose to buy another bento head that has this feature?
  13. so I am trying to help with my friends avi and we went and got the signature body and the catwa daniel head, we bought a shape that was supposed to be specifically for said body and head and it looks nothing like the phot., Can anyone help point me towards a place where the shape actually looks the way it says it does? Don't want to spend more money on a shape he's unhappy with.
  14. I would like to create a listing of Bento Mesh heads and the priority of their facial expressions, mainly to compose a list of mesh heads that are compatible to products that need to animate the head / face as well. I came across this topic as it seems various head makers use various policies about priorities for facial expressions. Some even seem to use priority 6 for simple background animations, thus making it impossible to override anything by 3rd party. Background Info: I am Mo Noel from MoDesign. Some of my product (as many products from other creators) use facial expressions to give a proper visual picture of the product in use. For example if you put a gag in ones mouth, the mouth eventually should stay open. Before the mesh heads era, this could be achieved by standard SL expressions, like „express_open_mouth“. The options where limited, but they worked reliable. Most mesh head brands do not support these standard expressions. Actually there is no brand I know that does scan the avatar animations for standard SL facial expressions and transform them to the corresponding mesh head expression. This renders the head incompatible to many products that animate the standard face. For basic animations, there is a reference about what priorities should be used for what kind of animations. It goes about like this: Priority 0 Used for many of the internal animations which are intended to be overridden with an AO. Priority 1 Used for internal emotes. Priority 2 Priority 2 is a good choice for stands in AOs. Priority 3 poses while moving (e.g. a walk) or that should override regular standing poses (like kneeling, a hug or standing with a handbag), but usually walks, dances, sits and most other animations that want to override standing poses Priority 4 enforced 1 (lower body) restricted walks, to overpower restricted stands this could be a walk in leg cuffs or humple walk when loosing a shoe Priority 5 enforced 2 (upper body) this could be enforced poses that need to override enforced walks like handcuffs, that should override the upper body even while walking in leg irons, as a leg iron walk also would animate the arms. Also a neck corset should be priority 5. Priority 6 anything that is even more restricting then priority 5 and we forgot to think about this could be special furniture things, for example, where a body might be folded as tiny as possible to hide it, e.g. to simulate a magic trick (Yes, some AO makers violate these rules, with the effect that A others do as well or B items don't work as expected) Example: Handcuffs and leg irons: 1. Avatar is standing: Prio 0: SL standing animation Prio 1: - Prio 2: standing animation of the AO Prio 3: - Prio 4: standing with restricted legs Prio 5: standing with restricted arms 2. Avatar is walking - same animations but * animations added Prio 0: SL standing animation Prio 1: - Prio 2: standing animation of the AO Prio 3: * walking animation of the AO -> overriding any stands Prio 4: standing with restricted legs Prio 4: *walking with restricted legs overriding the previously active prio 4 stand Prio 5: standing with restricted arms -> still overriding the arms of the restricted walk 1. Avatar is standing again - same animations, but the * animations from above stop: Prio 0: SL standing animation Prio 1: - Prio 2: standing animation of the AO -> takes over from the prio 3 walk Prio 3: - Prio 4: standing with restricted legs -> takes over from the prio 4 walk, still overrides Priority 2 stand Prio 5: standing with restricted arms -> still overrides loose arms of Prio 4 stand For a head, we need something similar. As there is no SL preset overriding face expressions by Bento animations, we could use the full range of the 6 priority levels. As a first sketch, the following "Mo-Rule" could be an idea to discuss: Priority 0 used for minor 3rd party animations or things that really don't matter and should be overpowered by standard face animation Priority 1 used for standard animations/emotes to keep the head alive while no one else is doing something Priority 2 Animations that override standard emotings, this could be smiles talking head whistle smoking etc. Priority 3 same as Priority 2, but for 3rd party items Priority 4 enforced 1 special effect animations e.g. avatar gets electroshocked Priority 5 enforced 2 real physical enforcements open mouth by a gag closed eyes by glue, death or something (e.g. a zombie avatar or a ghost) open eyes, hold open by matches etc. Priority 6 anything that is even more restricting then priority 5 and we forgot to think about (yes, some really may say this comes a tad late, but better late, then never.) (and yes, similar set of rules would be great for hands and feet and tails and ears …)
  15. Helloo, so i've just bought a female Bento head for my male avatar(becouse i liked the way it was made and i wanted to try it with my mudskin's skin wich is for male) and i have a male slink mesh body, the only problem was that the bento head had onlycould be worn with a female shape and it had an how can i say...small neck for my slink mesh body and idk what to do becouse...Can anybody tell me what to do, becouse i don't want to buy a female mesh body or anything...
  16. I use Maya 2017 and I have some old body templates that most likey don't work. Since the new hype around Bento, is there an updated of a default male and female shapes with Bento, or some form of limbs rig file to do so. I know this may sound stupid.
  17. I've sent a suggestion to LL about this issue, but I'm not sure how often they look at those. In case you don't know the new Rhiannon avatar comes with a bento horse. So I was a bit excited and wanted to try it out. Someone at Linden Labs decided she should ride side saddle and not astride. *sigh Now, maybe that would be a cute option to have, but she can only ride side saddle. I tried to add the male's horse AO, but it works only for male avatars. It was once considered "vulgar" for a "proper" lady (Hope you sense the sarcasm...) to ride astride. I like to think we're beyond that now, especially at LL. So please give us the option, at least, of riding astride. Thank you.
  18. Wow, I can't wait until I am home from work and can try them out. Today we’re excited to announce a set of 8 new starter avatars which are themed Renaissance, Mystic Heroes and Angels & Demons. In this release, for the first time ever, we’re offering Bento avatars! Yes you heard it right, all but the Mystic Heroes in this offering will be Bento-equipped. Some of the avatars are ride-alongs, which mean they include horses as a Bento attachment, while others boast animated wings!
  19. So, ever since the hype began about all the new features of ~Bento~ and we all sat with baited breath waiting for the big drop, there was one line I couldn't ignore: "11 extra limb bones for wings, additional arms, or extra legs." In the first bullet point under the headline, "Introducing Project Bento", my dream come true. Let's look again: "additional arms" *clutches holographic Machamp card* So I waited. Nothing. I waited some more. I inquired. I pressured. I attempted to learn mesh at a snail's pace so that I might accomplish my goals on my own. Agony. Today, upon closer inspection of the list of bones included in the Bento update, I am now confused. Are there additional arms or aren't there? Is it even possible to create independently moving bento arms for an avatar like...a Hindu god or a D'Jinn or some kind of fighting type pokemon? It seems to me that it would have been included but...I just don't know anymore. My question is whether or not this feature does in fact exist as advertised or if I'm wasting my own time by looking for it. If it -is- there, I can at least have what I want made custom.
  20. Hello everyone ♥ I have a fifteen year old role play avatar and I'm looking for a good AO for her. I've been looking for one a pretty long time but every AO I try seems to be too...sexy and mature. The thing is, Ellie is a sweet and innocent young lady and I'm looking for something neat, elegant yet young and playful. Does anybody have an idea, or know about a product with bento hands animations I could try? I'm clueless. Thank you and have a very nice day! A.N.: Here's Ellie's profile picture just for you to know how she looks like and what I mean.
  21. Problem solved. This thread can be deleted. WEll, I FIGURED OUT THAT HAVING THE LATEST VERSION OF AVASTAR DEF, HELPS. Make sure to use the "store joint edits" feature every time you move something.
  22. Hi everyone! I wanted to get into the clothing business for mesh bodies for Child/Teen avatars (mostly for those using the SMB body) but then I noticed a lot of people using the new BENTO style bodies. I wanted to know if there is any news on if there is going to be a bento body for those that are child/teen avatars or if it's even possible to make. I have not been able to find any information on the topic so far regarding this. So if anyone has information, I'd love to know what's going on for us in the kid avatar community!
  23. So I have found and bought a number of pre-configured bento facial expression ao's and I love the realism the provide, i.e., not having a static face. But just like with my regular ao, I want to create my own custom facial expressions ao using my own selectin of bento anims. I did purchase the Catwa hud which does allow one to do this, but it requires renaming of all anims used to a structure that the Catwa hud can read, and many of the bento anims I have ths far collected are no mod. I am thinking to experiment using a conventional ao and throw in the Bento facial anims and indicate to use them for stands, and configure the notecard to run upper and lower face anims concurrently... and hope it will run ok alongside my built-in Firestorm ao. My question for the experts here - is there a good and relatively easy was for one to build a custom facial expression hud for bento heads? If so, it would make for a much more sexpressive SL!
  24. I am totally new to Bento bones. I don't even have a mesh avatar. But I am a creator who is interested in getting started with making animations using bento bones. So, where do I find "avatar_skeleton.xml" to put into an animator? What free animator can I use? Where can I get a mesh avatar at a low price? Thanks!
  25. I started playing with making animations using new Bento bones lately and noticed a weird issue I haven't seen before. I've made an animation for a tail and uploaded it to SL but it somewhat degraded in quality. The first video is the animation as seen in Blender 2.78 and the second is inworld after export using Avastar 2RC9 .anim exporter option. I tried using BVH format but it completely scrambled up my animation to the point of not resembling the original one at all. The issue mostly appears in slower animations. I read somewhere that SL optimizes animations throwing out frames where there's only a small change from the last one, I tried changing fps of the animation, its length and speed but it didn't seem to change the resulting inworld animation. The only improvement I noticed was when I used NLA Editor and duplicated the animation a couple of times and lined up one after another, extending its length this way. The result was considerably closer to the original animation but still not as fluid. I'm curious to hear from other animators how to deal with this issue.
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