12-16-2015 02:19 PM
12-16-2015 02:55 PM
Is there any possibility that genitalia will be included? Whether one likes it or not, sexual expression forms a significant chunk of Second Life for many people. Personally, I would like to see the mesh rigged to provide options for male and female genitalia, and be independent of the main body physionomy selection so that those who identify as intersex can shape their avatar to suit themselves.
12-16-2015 03:13 PM - edited 12-16-2015 05:06 PM
You can go here: https://wiki.secondlife.com/wiki/Project_Bento_Tes
and make sure you are logged in to download the example files.
12-16-2015 03:37 PM - edited 12-16-2015 03:39 PM
Genitalia is presently handled fantastically by mesh attachment points ~ I don't think an extra bone is really needed for your "bone".
Edit: we really need an FBX file or something of the new skeleton~ Someone forgot to post it / append it in the information thread.
12-16-2015 04:04 PM
12-16-2015 04:34 PM
So~ uhm!! ~~ Oz!
You haven't even released the skeleton and already I'm coming up with ways to improve this project!
But ~ I really really think this will help SL enter a new era / age.
12-16-2015 04:35 PM
Feature Request: I want to be able to upload a Project Bento skeleton rigged mesh "avatar", and then rez it out in-world, drop in a script/animation, and watch the mesh object play the animation before my eyes.
This feature would enable more realistic creatures that are far less taxing on the viewer/land/etc.
I know this is not exactly the place to request such features but it's very relevant. If someone from Linden Lab is reading this - please let us have "non-avatar, skeleton rigged objects in-world that can be animated via script". It would allow content creators to make a product that people would actually join second life to use. This is good for everyone.
The current trick to animating mesh is showing/hiding texture faces, this means that the object is sometimes 8-16x the amount of geometry it needs to be.
Playing around with the show/hide method, I found it often slowed my framerate to a crawl.
The alternative is using sculpts, or a sculpt-mesh hybrid, and positioning/rotating each object within the linkset as fast as you possibly can to make it look like it's smoothly animated, but often comes out jagged and rough.
Anyway, thanks for reading.