– Wip2 anime body –
May 30, 2023 6 Comments
Was putting this post of cause i didnt have much visual progress to show but im sort of close to being done with modeling/rigging the base mesh. I ended up redoing the upper body several times cause it just looked off, especially when uploaded to SL, the part where the shoulders connect to the chest still bothers me so i might redo that area one more time.
So heres where its at now.



No more skinny kemono fingers.

Proper detailed feet this time too, no more lazy low poly feet xD
As for what made me redo it several times, biggest problem is blender itself, i normally do most of my modeling in metasequoia, but for this i had no choice but to use blender because i wanted to rig it while im modeling it to get the best possible bending, but blender is a joke of a modeling tool and zooming is unusable in perspective mode and needs all kinds of tedious tricks and workarounds to get it to zoom, and even then when you zoom in too much it just clips through the camera.

It blows my mind that after all these years and so many versions, they still haven’t fixed something so basic that no other modeling tool has a problem with. So because of this i have to work in the orthographic mode and because of that the model ends up looking completely different when uploaded to SL than it did in blender’s viewport, so while the upper body looked ok in blender, it looked very amateurish and bad when on SL.
Another problem i ran into is the default volume bone positions and behavior when scaling, volume bones are the fitted mesh bones that let you adjust things like thickness of your legs or size of your ass in the appearance editor. The problem comes in 3 parts, part 1 is that the default volume bone positions dont give you the best looking deformations, so you need to use custom joint positions, which in itself wouldnt be much of a problem if it wasnt for part3 of this problem. Now part 2 is the body fat slider, when increasing body fat, in order to simulate the effects of gravity on the body fat, the volume bones also get dragged downwards, pulling the mesh down with it. While this is a good idea in theory, it doesnt work too well in practice, resulting in really bad looking deformations (another reason for using custom joint positions is to counteract this), and the most “galaxy brain” part of this is that the arm fat gets pulled downwards IN THE FUCKING T-POSE orientation.

Now as far as i know, no one walks around in a fucking t-pose, the arms are down when at rest, making the body fat go inwards towards the body and not downwards.

This results in mangled/collapsed looking shoulders that you often see on normie bodies, i always thought thats just because of bad rigging or the A pose, but all this time it was just the body fat slider. messing up peoples shoulders.

And part 3 of the volume bone problem is some bug that makes those bone positions effected by the body fat slider to get out of sync when editing shape in the LL viewer and completely break when changing your shape on firestorm. It an annoyance but still usable on the LL viewer but its a complete showstopper on firestorm, so untill this gets fixed, this is kind of a big road block for this whole project. https://jira.secondlife.com/browse/BUG-233884
Other than that, the lower part of the body is scaling pretty nicely.

(Old wip image i forgot to post last time)
All that being said, all that remains to do now is UV mapping and than i can do stuff like different necks and breast sizes, some detailing between the legs and skin textures, hopefully LL/firestorm will get the volume bone bug fixed by than.