10 April 2014

I made my first pieces of fitted mesh today.  Messing with the avatar shape sliders points out that several of the bone changes influence the appearance of the mesh in ways I didn't expect, especially around the hips and butt.


I used Blender 2.7, the fitted mesh survival kit, and a shirt from Damien Fate's free clothing mesh.

The most important tidbits?
  • When weighing, four or fewer bones influencing each vertex. This means you can't just copy the weights from the avatar models. The area around the shoulders has a LOT of influences.
  • If you aren't using some of the collision bones, you can delete their vertex groups and the mesh will still upload into SL. You cannot do that with the normal bones.
  • Don't have the joints box in the SL viewer uploader checked.

19 June 2013

Blender and Rigged Mesh

I finally made a rigged mesh avatar using Blender 2.6.

 I'm adding some short notes here to make it easier in the future.

  • Make your model. Make sure to place vertices near the joints. Save file.
  • Open up avatar.blend in Blender. Copy the bones layer into your model file.
  • Align the model (and the bones if you're changing their lengths) so it and the bones looks reasonable. Parent (control-P) the bones and the model, and use the "envelopes" option.
  • Select a bit of bone, and go into Pose mode (object, edit, etc)
  • Select the mesh and go into Weight mode. Blue is no effect, Red is full effect. (object data - the little triangle tab - shows which bone you're on) Paint to your heart's content. Save.
  • If you modded the bones: Select the bones. Object | Apply | Rotation and Scale
  • Select the mesh and bones. 
  • Export to collada as rigged SL object. If you changed the bones from default, or sized the bones up or down, make sure Deform Bones is checked. 
  • Upload in SL as a rigged mesh. Check the boxes for skin weights and joint positions, and adjust the height offset as needed.

03 April 2013

Busy and on the Bench


One of the downsides to working with mesh in SL is not being "in" SL while I work. Blender is definitely a two hands sort of application, and it needs a lot of screen real estate. No bings of people wanting a chat, no group windows exploding with drama. Scripting can be lone work too, especially if I take it offline.

Fantasy Fair is starting up again soon, and I'm kind of bemused to realize it was back in '09 when I was in it. It's been a long time since I've made things that weren't either just for me and friends, or for a contracted client.

I took an afternoon earlier this week and redid a chunk of my mainland space. I swapped out the cave skybox for a floating island with a couple grassy surfaces (and a cave inside!) As you can see, I bought a (4 LI!) bench for it.

27 February 2013

13 December 2012

Animating swordfights?

If you make animations, I recommend this article on animating European sword fighting. I've always gone more with asian styles because I found it easier to get source videos/pictures/examples.

31 May 2012

Mirroring animations

One of the things I don't like about QAvimator is that it doesn't let me hit a button to flip or mirror an animation.

The .bvh file format that SL uses for animations isn't particularly complicated. To flip an animation is tedious but not difficult. The bottom half of a .bvh file has a line for each frame of your animation. You flip the negative sign on the Y rotation values for the center-line joints, then for the arms and legs you copy the values of the other side and flip the negative sign on the Y and Z rotation values. Not too frustrating on a pose, but on a moving animation?  Ugh.

Fortunately Tali Rosca has made this a lot easier. Mirroring an animation? Try this!

24 March 2012

Lowering script time when moving child prims

If you move child prims around in a link set, it used to be very expensive in terms of script time. Think animated prim animals.

Change the Physics Shape Type of all the child prims to None. It dramatically drops the script time.

25 February 2012

Third Party Viewer Policy Drama

I'm watching the Third Party Viewer Policy Drama (there's a good round up of it here.)