No.6387 [View All]
Post your projects and what you need help with and possibly find someone willing too teach/help you.
28 posts and 6 image replies omitted. Click [Open thread] to view. ____________________________
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No.25525
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No.25580
>>25525
Interesting, i assume this is for Maya?
I read somewhere that, in blender, you can make a "whole, one object" copy of the thing and then transfer Normals to the individual parts, but the result was even worse.
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No.25582
>>25580
I've used transfer normals in Blender on several occasions. It works just fine if you do it right. Just make sure you make use of vertex groups as a "masking" feature so that you're only affecting the normals on the edges.
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No.25640
Okay, since i was starting to run out of funds on the testgrid i decided to move uploading test models and stuff to a private OpenSim, but quickly noticed that i couldn't check if the stuff i made would actually fit with the real Kemono body. So i did the unthinkable: via acquaintance i acquired a ripped copy of the meshes and tried rigging it using the rigging dummy, also importing the deform animation for good measure. Experimenting with it i noticed something odd: If i assume correctly, usually the joint position is modified via the animation so it can be undone using the undeform animation. However, there's at least one deformation that it doesn't cover, the fore arms (both symmetrically), which are pretty noticable with the deformed mesh, pics related. The only solution i found was uploading the mesh with the Joint Position active, which causes a glitch in edit mode, making the whole avatar displace about 1.5 - 2 meter upwards.
Can anyone confirm the issue or maybe even have a solution for it? I'm afraid it'll affect how the things are rigged for the maingrid.
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No.25642
>>25640
dude mesh uploads should only be around L$11-12 a pop, how did you burn through so much so quickly?
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No.25960
Been doing work on trying to make the Philosophia's dummy make more logical sense to my eyes. The original dev has things set up for, I think, people who read right to left (which makes sense, I guess).
Still not entirely sure how to handle the way they have the chest set up, though. It's like it was designed in a vacuum from most other mesh development in SL.
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No.26137
This is the first 3d thing I've ever modeled, I just finished it. It's for the fitted kemono torso, any tips?
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No.26138
>>26137
How did you even end up with this wireframe?
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No.26139
>>26138
by barely understanding blenders basic functions, and constantly having the body peek through clothes and fixing it the only way I knew how. I know its shit, it was my first ever attempt I doubt I'll upload it.
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No.26145
>>26137
>that topology
What the fuck man
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No.26153
Bento is out on the 5.0 release candidate viewer
For all creators using maya:
I edited the export script for BVH animations to only export the rotation of bones, except the root bone (which still exports both location and translation).
This is useful because the unedited BVH script exports translation on all bones, which breaks any avatar not made with the skeleton that was used in the animation. So if you made an animation using the standard bone positions of the SL avatar, the animation wouldn't work on something like the Orange Nova avatars or any avatar that uses custom bone positions and vice versa.
The updated script can be found here:
https://mega.nz/#!fs4gmazT!1Wqk5q-AcK8xeRXlUPQ9pORyY03o75TqQWZ7nAOyL_8
A few helpful hints can be found in this video:
https://www.youtube.com/watch?v=lwB0VqoqYtU
In summary:
- Y-Axis needs to be up
- bones need to be oriented along world axis (y-up)
- each bonechain needs an effectorbone added to it, beause the export script skips the last bone in a chain
- If you do plan on using translation in your animations (for example to stretch limbs or to animate the face) then the XYZ scales of the bones all need be 39.331947. This is because SL is gay. Easiest way to do it is to add a locator, parent your skeleton to it, rename mPelvis to hip and then scale the locator to that value.
Maya 2016 has an easy to set up IK rig which works with any humanoid skeleton, humanIK. You can use this to easily animate the skeleton.
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No.26155
Doing the Lord's work or just trying to figure out what the fuck, I'll never know. I figured out how to make the breast adjuster work on the Philosophia dummy. Some of these look a bit glitched.
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No.26156
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No.26157
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No.26158
And some real glitches in the Matrix.
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No.26159
>>26155
>>26156
>>26157
>>26158
nice blogpost, very informative
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No.26160
>>26156
I'm not sure what happened with what's labeled as the 'Large' selection. I'll have to hit that with a wrench and see if I can get that back on the skeleton.
>>26158
I have no fucking clue what these two are, maybe a part of the Slink attachment rig?
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No.26163
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No.26164
>>26163
Is that the Bento groin bone in action? Pretty neat.
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No.26165
>>26164
tail bones, 1 bone is not enough to get that kind of articulation
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No.26167
>>26163
The possibilities will be vast and wonderful.
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No.26175
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No.26176
>>26165
How will that work if you also have a tail?
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No.26192
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No.26200
>>26192
Furry tail technology is already pretty advanced without the need for bones. But there's always room for bigger and better dicks.
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No.26201
>>26200
If you mean the tails that have more triangles than the entire meshbody due to alphastates or the ones that sometimes just chop off midair or randomly double because LSL is so fucking lagprone the scripts miss updating one or more parts in a tick? Yeah, very advanced.
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No.26202
>>26201
I'm just getting into the mind of every Furry on grid as they justify their new fitmesh dongs.
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No.26203
>>26202
But rigged = zero room for resizing, rotating, and general fine adjustments outside of preset animations. I'm not sure that prospect would be tempting enough to pull furries away from rigged tails, aside from the occasional novelty helicopter peen.
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No.26204
>>26203
Yeah, rigged dicks are most likely just novelty, unless maybe a tentacle dick. The tail bones don't actually need to be used for the dick, could use the rear leg bones too.
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No.26208
>>26203
Wouldn't the new bones get volume as well, so you could change their shape like fitted mesh? Or am i expecting too much from Bento?
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No.26209
>>26208
the new bones aren't colume bones, just regular mBones, which you can rotate and move, but not scale
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No.27372
Is anyone capable of making me a functional bento model of Bayonetta's head with a blink+talk anim+a few mix and match expressions?
Can pay reasonably well.
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No.27383
>>27372
shut up miel go beg for money on tumblr again after you blow another paycheck on SL
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No.27388
>>27383
Can you go make your own thread for your interpersonal drama please.
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No.27423
>>27372
Define reasonably well, if your budget is under 300 USD I'm not even gonna bother.
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No.27424
>>27423
Not same poster; but it'd be helpful if you posted your portfolio rather than giving yourself a self-valuation minimum. If your work is like the equivalent of chicken scratch, I'm not going to be paying you to do anything - for example.
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No.27425
>>27424
Before I bother with that I'd need to have an estimation of what the budget is.
We can haggle about the exact price after.
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No.27426
>>27425
Post ign and I'll IM you. 300 is a good baseline if your work is professional quality
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No.27723
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No.27725
>>27426
>>27723
Frederick Burkhardt
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No.27934
Every animation I've found that involves the new Bento bones seems to also affect the LL avatar hands in odd ways. Basically forcing them into a specific pose. Is that a bug of some sort? Have I just been unlucky or will all Bento based animations do this?
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No.27941
>>27934
Do you mean the outspread fingers pose? because that's kinda typical for a lot of animations to do because people forget to change the handpose from that to "relaxed" or something. Blame Lindenlabs for never updating their animation system.
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No.27942
>>27941
I'll admit to not knowing much about animation, but can't animations choose to just not animate the hand and leave it as default pose/whatever it was before? Or do they have to choose to animate the hand pose when animating the rest of the body?
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No.28053
>>27942
They have to choose when uploading.
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No.31411
Can someone explain how the fuck you're supposed to make skins for Maitreya Lara when you can't the .psd to use as an example?
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No.31412
>>31411
It.. Literally uses the LL skin template.
I think a majority of all of the major mesh human bodies use the LL skin template.
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No.31413
>>31412
that's true. Slink and Belleza also uses LL skin template
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No.31542
>>31413
Only things different are hands and feet, which have their own included shadow maps, because they're sliiightly different.
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No.31543
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No.31613
>>31412
Maitreya is slightly different at the feet and hands though. If you look closely a lot of skins on Maitreya will have fucked up toes or fingers.
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