10-20-2010 04:28 PM
I think you're missing mTorso from your bone list. The rig conversion I've been using has that bone in it along with all the others you have listed above.
10-21-2010 08:40 AM
Custom bones are on my radar - for the mesh beta. I got a few other things I need to address in regards to the importer and animation system, and then I'll be looking at implementing them'bones. Should help out the content creators immensely .
10-21-2010 09:42 AM
I've in mind another 4 things that could immensely help the content creators:
1) A 3DS Max rigged mesh import tool (the import doesn't work properly because the Max Z vertical axis).
2) The possibility to modify the weared rigged mesh size with ALL the Appearance sliders.
3) Mesh morphing feature, actually we haven't facial expression or hand movements on the rigged meshes.
4) Last but not least, the possibility to animate a rigged mesh without wear it. For istance, a mesh puppeter object animated with SL animation instead the usual bunch of rigid prims animated via scripts.
10-21-2010 11:11 AM
I second that 3ds rigged mesh import tool. There appears to be a scaling issue as well that affects the skin weights/envelopes.
Also I currently have a rigged skeleton in Max for BVH animation and the joint names are completly different. I am confused how that will work.
Will we skin with one skeleton and animate with another or will the BVH names change later?
-- bvh animation joint names
10-21-2010 12:36 PM
This is the Schematic View of the SL avatar skeleton:
mSkull, mToeRight and mToeLeft are useless, after the rigging will be better to clear them vertex weight.