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Iki Akiri

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    Violent Seduction

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  1. Seconding this! Sorry for not much of a contribution but from what I can gather from a couple of days of searching for the answer to this question the current pipeline for the normal (Current) SL avatar is: Make animation in 3dsmax as usual Export to Motionbuilder > Export as BVH Use a program called BVHacker to adapt to the SL Skeleton (There's some youtube videos on this step) The only issue now is with the addition of the new bento bones; BVHacker does not support those bones for import or export and is no longer supported or being updated by the creator. For those of us (Like me!) who are looking for a solution without having to turn to Blender or Maya to upload animations for Bento - I'd also like to tack that question onto the end of yours... Is there a new pipeline for Bento? Any 3rd party exporters being worked on specifically for this?
  2. Hey! Thanks for your advice, I figured fitted mesh wasn't 100% perfect so thanks for that clarification. I was mainly worried about the legs as I didn't have an alpha made yet so the breasts were able to be fixed; but the legs weren't. I checked out your thread - great idea! I hope someone picks up on it and it's added to the viewer. It'd save us all so much hassle!
  3. Hey everyone! I'm encountering a few problems with my 3dsmax rig that I've only just noticed since attempting a fitted item of clothing. I've been skinning to the new fitted mesh rig, provided by LL, rescaled to 1.8m as I have been in the past with the SLAV rig. The main problem I'm encountering is that while the rig works perfectly with minimal cutting in max, on import it doesn't work the same. I assumed this was because I was working on the test avatar and importing to my shape (Which theoretically should work somewhat with fitted mesh anyway, but that's not the case) Here's an example of what the mesh looks like in max, on my shape and on Firestorm's "Test Avatar" . Please disregard my smoking hot avatar. As you can see, there's significantly more cutting through than on the Max rig. When pulling and pushing the collision bones in and out, the mesh moves fine with them too. It's perfectly functional in max; but when importing it's just.. Off. I'm not sure what is causing this but if any of you have solved this problem it'd be great to know! I'm also wondering if it's just "One of those things" and I just have to leave a bit of room for the deformations; but since this is new I haven't heard much about it! Thank you in advance :)
  4. Oh interesting, I always thought I was working on ruth but now that seems unlikely. I used the SLAV avatar rig and now more recently an adjusted version of the fitted mesh rig provided on the wiki. Anyone know if these come with the default shape? Or is it ruth?
  5. Hey! I know this is quite a new feature in the main viewer so nobody may have experienced this. I skinned and uploaded a couple of my old mesh products on the new fitted mesh skeletons (Working amazingly I might add!) but when I went to another sim I instantly crashed my friends. Yesterday while testing I also crashed another friend of mine - but not all of them the ones on the new viewer were fine. Originally I thought that this might be a result of my lazy modelling on one of the dresses so I reverted back to an old model - all quads, very low poly etc. This also caused crashing! So my question is - would it be possible that since this feature is so new it's crashing people specifically on firestorm? Anyone else experience this?
  6. Thanks for the clarification Chip, that clears a lot up for me! :matte-motes-asleep-2:
  7. Hey guys, I just had a look at the new skeleton for fitted mesh - and while I can get a good skin on it in 3dsmax the export has got me stumped. My workflow for normal rigged mesh is: Skin, add all the bones etcExport as .fbxConvert with .fbx converter to .daeDouble check the .xmlUploadAnyway, this method works for me; but would someone be able to quickly give me a rundown of the pipeline for exporting/uploading from max on the new skeleton? I'm currently getting a .dae parsing error on upload and I'm assuming it may be because I'm adding the bones as well as the collisions in the skin modifier - is this right or are we entirely skinning to collision only? Two tiered question: Theoretically if I remove the extra collision bones on this new skeleton - would that work as "Liquid mesh" in the current viewer or is that a completely different workaround? Any information you can throw at me would be really appreciated! Thank you in advance :matte-motes-smile:
  8. Iki Akiri

    Stolen Mesh

    There is no precendent set, no; but looking at previous cases and case studies there really only has been exceptions in very unique cases and the rest are parody. But you're right, I've only had to look into Australian copyright law for my education. Americans could have it way different to us.
  9. Iki Akiri

    Stolen Mesh

    In most cases, fan art or recreations are fine if they aren't sold for a profit; they are under fair use guidelines. ShadowSquirrel has followed the right direction by allowing people to download the file, but he should have provided a disclaimer stating that the character is not his, and should not be used for commercial use. Whether the responsibility for taking this down falls on ShadowSquirrel (As it is his recreation) or the original IP holders, the guy selling this item on the marketplace does not have explicit permission from the model creator OR the original creators. Under fair use guidelines the reselling of a character or IP is given leeway if it is a parody, such as those Japanese fan comics where the story or characters are changed enough to be defined as a parody. This is obviously not a parody; it is a resale of someone's character. I VERY highly doubt that it's legal, and I doubt equally that LL would want to risk it. We could argue this until we are black and blue in the face, but the point is that the guy selling this for a profit is the one in the wrong. I'm really not making assumptions here, I do know at least a little about this stuff.
  10. Iki Akiri

    Stolen Mesh

    He doesn't provide information to say that the models are open source either; one would assume they aren't. I am under the impression that he provides the .objs for fan art purposes only; as he has specified on other works of his that are also available for download.
  11. Iki Akiri

    Stolen Mesh

    It is sad to see this happening. Recently I saw Alice - Madness Returns rips on Flickr in Second Life. People were going crazy wanting to buy these rips that were obviously stolen from within the game. I believe that is EA IP, so whether or not they'd take action against it is anyone's guess. I see this happening a lot faster and more often because it is SO easy to get mesh and import it into SL.
  12. Iki Akiri

    Stolen Mesh

    Hey Everyone, I was looking at mesh items on the Marketplace this morning and stumbled across an avatar I recognized as a copywrited piece of work by a fairly popular person on Deviantart. I went to IM him so he could request it be taken down, but I didn't know how to point him in the right direction. How does a person outside Second Life contact support to work this kind of thing out? Anyway, here is the mesh in question: https://marketplace.secondlife.com/p/Kursed-Renamon-Mesh-avatar-box/2619797?page=1 And here is the original: http://kp-shadowsquirrel.deviantart.com/gallery/24487513?offset=48#/d2nejev Obviously we all saw this coming, but should there be a better system in place for people outside of Second Life to claim their own work? Thanks! :matte-motes-bashful-cute:
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