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OptimoMaximo

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OptimoMaximo last won the day on February 15 2019

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    Maya MahaDeva

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  1. Kinda unrelated point. There's still skills to be learned, the difference sits in the media. Next one This is just stupid. It's not a matter of media used, it's a matter of skills to be learned. Things change for sure, but from a work of skills to asking in writing what you want and get a machine assemble it for you, it's not even remotely comparable. Next one Skills learning is ALL a matter of will and time spent to learn them. Of course the artists are pissed off about it. First of all the models STEAL others work with no credit nor compensation. Secondly, an artist should see the visibility of their skills buried in an ocean of other wannabe artists, that ruin the work market for them who put passion, time, money and sweat to get good and be chill and happy about it. Very fair. Now go ahead and jump all over me with your moot remarks. The matter of fact is these tools will lower the bar of quality and innovation just to have some lazy people be able to call themselves "artists". Clowns, that's what they are.
  2. The art goes down the sink for the wannabe clowns to self proclaim "artist". What a bleakness.
  3. At that time we were not collaborating yet, but I'm sorry to hear it didn't do good for your purposes. I released MyAniMATE in 2017 and our collaboration started only in 2020, when I overhauled Mayastar with more features and rewriting existing ones from scratch. Cathy and I would love to see you joining our discord group and give Mayastar another try.
  4. Sorry, I assumed Blender since every post I see on the forum is about the use of that software. I use Maya as well. I'm the developer of MyAniMATE (which is for animation) and collaborate in the dev of Mayastar (rigging mainly) with Cathy Foil. in the Mayastar shape editor, make sure to select the "mesh" shape, not "default" when binding your mesh body. All the joints should then have a scale of 1 on all axis, whereas the "default" has varying scales on their Y axis. You can save the current weights to file either using Maya built in xml weights exporter or the one provided with Maya star, and replying them after your adjustments and new binding. You should also make sure that your neck edge matches the default avatar that comes with Mayastar, as most of the head devs use that size for compatibility. Lastly, if you go to the modeling tab, you'll find a tool to transfer the vertex normals from head neck edge and body neck edge, so that the seam will not be visible.
  5. My 2 cents on the issue: First thing to check is if you weighted the body on the avatar in what avastar calls neutral pose. The default already IS a custom shape. In Blender it is not evident because it doesn't support bind poses, but the default shape already has some scaling applied. Set that to neutral and you'll see a difference in shape across all body. At that point remove the skinning, adjust the neck if needed, and bind the body again to neutral shape. The second thing to check is what weights other devkit body meshes use on the neck and weight accordingly , exactly as found there. I would not assume the collision volume bone to be alone in that area, perhaps the mNeck joint has some influence. Also, I would not assume the Ruth and Roth to general examples to follow, check more bodies.
  6. What did you expect from LL? The switch to a system without tracking numbers alone should have had many eyebrows raised. No tracking number, and the sole existence of a ticket can be denied, no proof of it to be found anywhere to back up claims of otherwise. Just face it: the user is an annoyance that they have to pretend to listen to. Always been like that, the hopes of change about this is just delusional wishful thinking.
  7. If the copies that were taken, as you state, are the result of a shift-drags copy done by an alt of yours with edit permissions, it's likely that what happened is that the alt has taken the shift-dragged item, which is the original, and left the actual copy on the platform, therefore applying next owner permissions masks to you.
  8. Not much. Just tedious and maybe long for the correct wording and correctness proofreading. The users. This spares LL the effort and a few coins.
  9. That's driven by an animation over the earrings attachment points, with the mesh being rigged to them. A chain would need way more effort.
  10. It looks like you need some reference info... Bvh file format IS raw motion data. Whether it was captured or not is another bag. Bvh files do not imply "a human skeletal system", you can really dump any hierarchy to it. There is no fixed or standardized naming convention, anyone can output any skeleton really. There is also no obligation whatsoever in regard of world orientation, joint orientation and rotation order. If you take a SL Bvh animation and compare it to any random Bvh file non SL specific, you'll notice soooo many discrepancies between them. There is one factor that may prevent an animation to upload, and that's its final size once converted into the native file format SL uses, the anim format. The limit is 250kb size OR 60 seconds length, which ever is being hit first.
  11. Still not explaining what's the point of comparing two softwares, painter and zbrush, which fields of use are completely unrelated to each other's. Anyway, good luck with Blender trying to cope with the polygon numbers that zbrush can handle without breaking a sweat.
  12. And what would the criteria be for such shift in the choice between these two softwares? Substance Painter is a texturing program and ZBrush is meant for sculpting (can also texture, yes, but its main use is sculpting)
  13. No, it's common sense. Being in the year 3000 or in the 900 bc doesn't make any difference. It's a matter of being able to use the brain.
  14. Oh and another detail that is important: during the registration process to aquire the pioneer license NO CREDIT CARD info was ever asked. So, no end of the year surprises, just renew it manually.
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