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Susan Koltai

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  1. Project Bento promises a lot but I simply fail to reproduce those promises. 1. Promise: Bento Shapes are backwards compatible. Wrong. Wear Maitreya Lara and change to a new (Bento Shape) and you will see how well (or rather how freakishly bad) it works. Non Bento Mesh heads also look as if hit by an anvil after switching to a Bento shape... (e.g. Catwa) 2. Promise: 30 new bones in the finger. Right they are there ( download the bento.dae, open in blender, export .bvh of the pose, there they are, named as documented. But then... add frames to the BVH which are supposed to move a finger or 2 and you see nothing when going to "Build->Upload animation", which still has the "hand pose" drop down list (firestorm 5.01). And the finger channels are not used at all. (Standard AV with new Bento Shape used for testing). The upload of those 480 channel BVHs works, but silently ignores those new bones. LL offers a bento_randomize_bones.anim... So maybe .anim files allow more than BVH files (not documented!). And I never found any specifications about that file format.... There is also no reason why some of those bones should only work with fitted mesh bodies and not with the standard avatar (Ruth). Some, like the new spine bones do work, btw. Also, I had to switch Yrotation and Zrotation channels in my code to get the expected results. (Possible this had been like that all along...) 3. Lack of new Script functions related to new animations. I am probably not the first who misses something which allows me determine if an avatar sitting on a prim has Bento shape or normal shape. (workaround maybe: get number of available Attachment points. But not working. And also only a lead, as that returned number is determined by how many attachments a user wears). So, something like llGetObjectDetails(key id, AVATAR_SHAPE_BONE_COUNT) would be required to allow for playing the best set of animations. Could even be a point of sale for products... I will not even start to list what they could (easily) add to scripting, which would make huge improvements... Sit targets and llGetAvatarHeight() ... they could do so much more to allow for better sit position calculations depending on shape settings... So, all in all I cannot make sense of many of the things I see. Maybe, it is simply not the policy anymore that it is an open market and too well supported animations could actually enable non-mesh SL builders to earn a few L$ here and there... Hard not to get sarcastic with the current state of affairs... I might be simply wrong in a few points. Instead of hating, would be nice if replies to my post had constructive "fixes" to those points I might have gotten wrong. Thanks!
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