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  1. Hi I have managed a perfect fit between my Belleza Venus body and my Catwa bento head. However, there is a distinct line. I cannot change it with changing colour! Let me explain, in the front the bento head is paler than the body, but from behind, the body is paler than the head! Any suggestions would be appreciated! Thanks
  2. I am looking for an animator to create a few full permission eating and drinking poses for second life. Possibly with different bento hand poses that allow something as small as a french fry to fit in between fingers or something as large as burger. I would prefer the animations to be fluid as oppose to stiff. If interested please respond at your earliest convenience.
  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. ????? ? ?? ?????? ????? ????? ????!!! Saturday, Oct 7th-28th Sponsored By: D.U.S.T,LB,Vengeful,Ghostyss,Evhah,Sexy Princess. 25+ DESIGNERS | EXCLUSIVE ITEMS|GIFTS Stay Up to Date on FB: https://www.facebook.com/SavoirFaireEventSL/ Our Website: https://savoirfaireevents2.wixsite.com/savoirfaireeventsl (Shopping Guide inside) Ride:http://maps.secondlife.com/secondlife/Detroit%20Star%20City/208/29/806
  5. Hi. I'm not desperate to follow the trend for mesh heads just yet, as my current look is not awful, but just out of curiosity I have been demoing all the reasonable-looking Bento heads I can find. I don't like the sourpuss mouth and slitty eyes of most of them, but Meli Imako Rooth (left) and Genesis Lena (right) come fairly close to the look I want. Rooth (2,000 L$) is really aimed at creators. It not have a HUD, and it needs improvement in looks and animations, but it is full-perm and I don't mind doing some technical work (scripting/texturing) to bring it up to standard, if that is possible. Lena (4,000 L$) is nicely done, but it has a high rendering complexity of about 35,000 and a high script count. The demo does not have a HUD, but from pictures on the website it seems there is no way to remove the scripts. It also does not accept Omega skins (but does accept Omega makeup/tattoos). There are no ears or animations with the demo either, so I have no way of knowing what they are like. It also has a problem with the bottom gums poking out through the chin at non-extreme shape settings, which I hope they would fix in an update. And it seems their support group is closed for new members; what that means I don't know. So, does anybody have opinions on these heads, or know of any others with similar looks that would be worth looking at? Thanks a lot.
  6. Hi all I'm looking for a nice set of ao suitable for bento hands and head Currently I'm using a hud named voir. Nice but some motions could be better, so I'm looking specifically for: stand, run and flight better animations. Any hint? Thanks
  7. When purchasing non-clothing attachments for your AV like wings, tails, headdresses, etc, is a smooth rigged mesh animation more important than the ability to resize the items or would you rather have slightly less perfect animations with attachments that you can resize however you want? I was working on making new animated wings and realized that if I make them mesh people won't be able to resize them, correct? I would have to offer a few sizes as I do now. I tried for a week to make Bento animated wings where the mesh was just an invisible base to attach flexi wings to but it seems impossible, because the prims want to float to an area not rigged rather than to the attached mesh pieces. So, it's either new mesh wings that are Bento animated and rigged with a few sizes in the package that can't be edited, or flexi prim wings with animations that do allow for editing/resize. Mesh would be more work and time for every new design, but if that is what people prefer to buy then it's worth it. Please comment with your preference if you have one ?
  8. Newbie here with a quick question: I started off as a default vampire avatar called "Elleria." I now have a Maitreya mesh body (Lara) and a Catwa head (Cami), and I also purchased mesh eyes (simply titled "customeyes"). I want the shape of my character's eyes to be large and round (Google search Billie Lourd for an example), NOT slim (like Taylor Swift's eyes). The Cami head has slim eyes and is not Bento, which apparently means that I am unable to make the shape of her eyes rounder. Someone suggested that switching to a Bento head would solve the issue; however, regardless of the head I demo, I am unable to detach the original "Elleria eyes." Is there a way to do so? Am I missing something completely?!
  9. Hi, To simply sum it up, I'm trying to make my first Bento tail. I want it to be longer and larger than the default bone set up for the tail and from what people have told me, modifying the bones is possible because when uploading, I can include joint positions. My issue is is that when I modify the bones, it deforms my mesh badly and the tail does not move exactly with the bones, even when I manually paint the weights for them. Without modifying the Tail bones and using automatic weights, it works fine. But then if I try to resize the tail, it does not bend correctly. Manually fixing the weights after I have resized the skeleton doesn't work either. I want to know if there is a correct way to resize the tail bones without this happening and if not, how to make the tail larger and longer. Thanks.
  10. I'm hoping I get a reply at some point, perhaps now that I have more specific questions it helps. I'm working on animating the SL avatar's wing bones in Blender / Avastar. I've made super simple little flattened cylinder mesh objects at the base of each wing bone in case I need something to attach my own flexi prims to. I know, everyone usually uses mesh, but I really am attached to the flexible nature of plain ol' flat prims as they move so nicely. So, if I import these wing bone animations into SL as an avatar animation with the two little simple cylinder meshes they are rigged to, will I then be able to attach the flexi prims to these little mesh wing bases? And, should the attachment points be to each wing bone, or each shoulder? I'm confused because some other Bento wings I've purchased attach to the shoulders, or to the spine, so considering the kind of setup I want how should I be exporting the animation / mesh base pieces / attachment points? Do I even need the little mesh objects to properly animate the wing bones for a set of prim wings or should I ditch those? I know it may help with seeing exactly where to attach the prims, but otherwise,...? This will be my first animation done outside of SL in another app, so forgive me if I'm asking stupid questions. I just want to be sure that what I am trying to do is even possible before wasting a lot of time and I have not been able to find the answers to my questions after much searching.
  11. 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 ;[
  12. 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?
  13. 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.
  14. Hi, I’m trying to make a simple pet-attachment in Blender animated with Bento skeleton. I created (test): mesh model with weights and animation. Now, it works in Blender only. I found a suggestion that it should be done with Avatar. I bought, activated Avatar. Seems that It enabled animation uploading in SL what was a part of problem (without it I had 'Failed to upload animation(...)' notices). But I still don’t have a working animated pet. What I have now after upload to SL (created/exported from Blender with Avatar Adddon active) are: my animation (working with Bento skeleton) STATIC mesh model of pet attached to avatar During mesh model upload option for skin weights are unavailable. When I export mesh from Blender I have Armature modifier. I made already animated pets in SL (with Blender and baked frames script/method). I also made weighted clothing in SL with Blender earlier. YT tutorials brought me this far, but I feel stack now.
  15. 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!
  16. 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"
  17. 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.
  18. 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.
  19. 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?
  20. 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 …)
  21. 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.
  22. 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!
  23. 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.
  24. 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.
  25. 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...
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