– Some modeling and rigging stuff –

i was cleaning up my videos folder and found these 2 vids, hope these are useful for learning to anyone.

 

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– Rikugou updates and other stuff –

Okay, all update are finished, heres the list of things that were fixed:

Lite-
Fixed a rigging bug with Rikugou lite fingers.
Triangulation fixes on the arms and legs of the suit.
Improved the label textures on Lite stuff, there wont be any more black smudge.
Strike-
Fixed triangulation issues with strike swimsuit.
Strike swimsuit is now compatible with O.CA chest armor.
Separated the top of the hand into its own material, now you can color fingers and the top of the hand separately.
Named the strike legs correctly.
script optimizations.
Temjin-
Increased the flight speed when boosters are activated.
Temporary workaround for the broken disc on the temjin booster, the problem was due to a new bug that LL implemented along with the material update, so this temporary solution is only here  till LL fixes it.
Upgraded the sword to use ribbon particles instead of flexy prims (To change the color of the particle, change the prim color of the light bar on the sword.)
script optimizations.
Anubis-
Upgraded the sword to have ribbon particles instead of plexy prims (To change the color of the particle, change the prim color of the blade) but still included a legacy version that uses flexy prims because of some inherit problems with ribbon particles in combination with really fast few frame animations.
Implemented a mechanism to both legacy and ribbon particle swords, that prevents the player from sliding forward so so much when attacking.
Improved the label textures on Lite stuff, there wont be any more black smudge.

 

– Rikugou dummy –

It took me 3 years but i finally got to it lol.

rikugummy

You can use this dummy to make armors and other addons for the Rikugou and Rikugou lite avatars. Get it here

– Oni Combat armor chest and other stuff –

And the chest armor is done, you will need to update your Rikugous and Kemonos for this to work. You should also update your O.CA arms and legs because i have fixed a few texture loading bugs as well as fixed the specularity settings that shaded the armor all weird around local lights. It should all look good now….. i think.

I also made a scarf to go along with the armor, it can also be used separately.

 

– Updates –

Apart from the Kemono and Rikugou compatibility updates for the armor, theres also a bunch of other bug fixes that you might want to check out.
Here is the list of all the changes:

-Kemono v1.13.2:
Fixed neck and triangulation. (mainly for O.CA chest compatibility)
Fixed a rigging bug with the Kemono hands and gloves.
Fixed a LOD issue with the hips.
Fixed a LOD issue with the right furry leg.
Fixed an issue with voice chat mouth animation.
Added a missing “ADD” graphical element to the body HUD right side options menu.
Switched places basic and advanced mode buttons on the body HUD to be more intuitive.
Script optimizations.

-M3 v1.12.10:
Fixed an issue with voice chat mouth animation option breaking the head.
Fixed a problem with the reset button not working when the options menu is close don the HUD.
Included the retro loader into the main package instead of the bonus item box because GOD DAMN IT YOU PEOPLE.

-O.CA arms and legs v2:
Fixed a rigging issue on the fingers of the Kemono version.
Fixed a rigging issue on the arms of the Rikugou lite version.
Fixed an issue with the wrong “red skull” textures being loaded on the arms of Avatar 2.0 and Rikugou lite versions.
Fixed an issue with speculars, shading the whole armor weird around local lights.
Added a Resync option to the menu of the Rikugou armor parts, this is for when one of the body parts reset and clip through the armor after reloging or adding the part second instead of first.

-Rikugou Lite v1.4:
O.CA chest armor compatibility update.

 

Thats all, the next big update is the Rikugou avatar and accessory series, its a real mess so this will take some time to fix.

– The Oculus rift DK2 review –

So i got the overhyped dork helmet the other day and i feel like sharing my Oculus rift experience with you guys.

dk2-product

While it looks a lot better, its still a huge ugly plastic brick strapped to your head, it still has a bazillion wires that you have to connect and it still has hard abrasive parts pressing against your face(its like some sort of a face torture device) Now i understand that this is just an early wrok in progress but these things have to be addressed, the unit has to be made more compact, lightweight and comfortable to wear, it needs to not have a bunch of wires and be more simple and easy to set up and go, if they want this to really be a viable product that the average non sci-fi geek person would actually be interested in.

Aesthetics and comfort arent the only and arent the main problems with the Oculus right now though, The improvements they made over DK1 are just not enough. Mainly the screen, its still a cheep terrible low resolution rgb dot matrix LCD screen. While you can now sorta read texts in game menus and stuff, the slight increase in dot matrix resolution is not enough.

normal

dotgrid
I mean, just fucking look at it, you might not notice this at your very first moments using it but the longer you use it the more it becomes painfully apparent.

The only real improvement so far is the ability to now track head position too, not just rotation. This gives you the full immersion and you can look around an object from sides an stuff, like in reality.

But enough about the terrible hardware, lets talk about the performance.

Now while my very first impressions of were HOLY FUCKING SHIT ABC YOU SHOULD SEE THIS, THIS IS SO REAL, HOLY SHIT MIND BLOWN when i looked around my virtual desk with my virtual pencil and my virtual plant and house of cards. But a few minutes after i have acclimated myself to it, and started noticing the terrible display resolution and blurred edges and my head started getting dizzy and some weird head tracking lag kicked. The edges of the screen are blurred and you have this weird color shift thing going on. Its impossible to read texts in menus that arent in the center, the black grid of gaps between the RGB dots starts to really strain your eyes and the more you move around, the more nauseated you get form all the motions. Theres also some issue where the head tracking stops being smooth and becomes all choppy, after a while you just wanna take it off and throw it somewhere and run to the bathroom to hug your toilet.

Overall while impressive at first, the whole Oculus rift experience is very unpleasant.
Its a cool toy for a few minutes but i do not see how anyone could seriously use this to play videogames, its impossible to understand whats going on the screen most of the time because of all the blur, color shift and low resolution, you cant aim and shoot at things that are at a distance because they are smaller than the size of the RGB dots, you cant read texts that arent in the center of your screen, such as game chats and small HUD texts, and it just makes you wanna vomit all over the place after just 10 minutes of playing.

Even if they give it a proper display, i think motion sickness will probably still remain the biggest issue with the device, its a real showstopper and you cant really fight basic human biology, your visual sense of motion has to be accompanied by the vestibular or your brain will freak out, meaning only those few lucky people who manage to cope with it or do not experience motion sickness, will be able to actually use it.

I do not see a very bright future for the Oculus rift, (now even more so since fagbook privatized it) It has been in development for so long and it still in its baby stages and it doesnt seem like its going anywhere fast. Im not really even sure if this is a real Development Kit or just a clever cash grab since, how are people supposed to actually develop anything for it when the development kit itself is in early stages of development and is subject to constant revisions.

Read more about why the Oculus rift future looks bleak here. http://annoyedadmin.wordpress.com/2014/03/25/oculus-and-the-rift-are-probably-dead/ Its a pretty good read.

– Kemono Dummy –

K done.

kemodummy

This is the Kemono content development mesh dummy.

Theres 2 version sincluded, Avastar and normal. The Avastar version is only for those of you who have the Avastar tool for blender, otherwise use the normal version to rig your stuff.

 
What you can do with it:

You can use it as a shape guide if you wanna make clothing for The kemono avatar.
You can use it as a rigging tool along with the bone weight copy script, by copying its weights onto your mesh clothing or other items.
You can use it as a learning tool to learn rigging and experiment on it, especially following my tutorials and stuff.

 
What you cant do with it:

You aren’t allowed to sell this model, if you want to use parts of the model to create your own things for comertial purposes, contact me and explain to me what exactly you are going to do and the extent of your own work you are going to put into it.

 

things to know:

This dummy is just a rough representation of the Kemono avatar’s shape so it is borderline impossible to create skintight clothing that doesnt clip using this dummy.
When uplaoding your rigged creations, do not import the kemono skeleton joint posittions, the kemono avatar doesnt need that and it will just break things for you.
Using its skeleton for your own avatar isn’t recommended because it has custom joint positions that do not match the default SL avatar’s joint posittions.

 
If you are going to redistribute it or use it in your own tutorials, be sure to credit me.

Head over to the downloads page to get it.

 

– Looking back at 2013 and Kemono status update –

I think its about time for another post.

dat ass

The Kemono avatar is done being scripted and betatested, right now im working on the last few things remaining and going to be packing it and stuff. You can expect the avatar to come out somewhere in the middle of the next week, it would have been this week but this whole week i will be busy with RL crap so i wont be able to finish it in time. Thanks everyone who managed to keep their pants of and not nag me about it every 5 days, your wait will finally pay off(i hope)

On the other news, im like 3 months late to do this video but here it is. Looking back on all the awsome shit that was going on in 2013, i met a lot of awsome new friends and had lots of fun on SL.

This is video 1 of 3, next 2 videos are going to be Looking back at 2013 Part2 and the Rikugou customization event video that iw as supposed to do after the fucking event xD

– WIP – Furry avatar texturing –

K well, most of of it is already finished (just need to make all the face expressions) and im now working on the textures that you will be able to select from the menu. I found a cool fur brush to make a fur pattern for it but now that i made it pink, the fur pattern can barely be seen so not much use of that :C

furwipblog

So the things left to do is texturing, rigging, eye and eyebrow textures, face expressions, different styles of teeth (pointy, normal, normal but with fangs), tail animation(probably) HUD graphics and all the scripting.

– Improved Avatar 2.0 dummy –

Okay, right after i posted the thing about fitted mesh and other stuff and how i dont know when im gonna do the dummy, i thought well, fuck it, i aint got anything better to do today anyway so i might as well just start working on it, and so, here it is.

The Avatar 2.0 mesh dummy v2

meshdummy I have updated the shape of the head and shoulders to match the current Avatar 2.0 shape more closely, but more importantly, i have added the much requested boob sizes too. Each boob size is in a separate object layer.

For those who arent familiar with what this is, the Avatar 2.0 mesh dummy is a tool for people who want to develop mesh clothing and other stuff for the Avatar 2.0.

You can use it as a shape guide if you wanna make clothing for Avatar 2.0.
You can use it as a rigging tool along with the bone weight copy script, by copying its weights onto your mesh clothing or character.
You can use it as a learning tool to learn rigging and experiment on it.

Get it here https://www.mediafire.com/?z1t3rrj6dmvulcu

– So here’s whats up –

Haven’t posted anything in ages and theres a lot to post about, heres some of those things.

Fitted mesh

As everyone and their mom already heard, fitted mesh is a thing now….. sorta? (i dont really understand LL’s statements, its like, already implemented and working and we all can try it out but its not out yet?)

So yeah, everyone and their mom are also asking me, what is my stance on fitted mesh and will i implement it myself into my products, So lets begin! First of all, theres a lot of misunderstanding and misconceptions about it. Some say its some kind of a special mesh, others believe it somehow magically takes shape of whatever you are wearing it on, an lot of people think they can say goodbye to alpha masks, so what the fuck is fitted mesh anyway and how does it work?
Fitted mesh, known before as liquid mesh(another pants on head retarded misleading name on SL, given to it by the jackasses who discovered it and wanted to keep it as a commercial secret) is just a regular rigged mesh object but on top of the standard LL avatar skeleton weight maps, it has an additional set of weighting groups for the LL avatar’s collision skeleton. What is a collision skeleton? The collision skeleton is an old, half implemented and forgotten feature by lazy ass lindens (just like half of everything else on SL) it gives a physical shape for your character so that it could react to its environment, like for example everyone who is playing videogames, know what ragdoll physics are. The LL avatar at some point was supposed to have this too, but it was never fully implemented and abandoned (LL settled for one huge dumb collision box instead), so the only parts of the skeleton that actually reacts to anything are the avatar’s legs, you can test this by making a prim ramp or just walking up a hill on linden terrain with your AO off, and see how your avatar’s legs react to the uneven surface. Now to accurately represent your avatar’s shape, the collision skeleton also reacts to the appearance editor sliders and stretches to fill in the dimensions of all your body parts. Fitted mesh takes advantage of this by being rigged to this skeleton and stretching itself along with it. This was clearly not how the skeleton was intended to be used tho so lol.

BTW LL isnt actually introducing anything new, they just added a few more bones to it for stuff like boob jiggle, its another great example of LL doing the bare minimum on other people’s work and pretending they are moving the game forward.

col

So what is my stance on it? Fitted mesh isnt something you should too excited about, while generally its a way better solution than Qarl’s mesh deformer project, it’s still just a shitty work around instead of a real solution to the problem. The LL avatar uses a mesh feature called morphs, morphs are what animates the face, expressions, blink, hands positions, and morphs also control every aspect of editing your avatar’s appearance.  From the size of your ass and tits to all the facial details, all is done using morphs. The creator can specify exactly how the biggest boob size will look, or the smallest nose (Morphs were one of the features we have requested LL to add to mesh during the beta, but LL just made up shitty ass excuses not to add it) None of this can be done by just rigging stuff to the collision skeleton, most of the stuff just wont look right.

assAnd oh yeah, you will still need to use alphas to hide your LL avatar’s body parts because their shapes will not match the the thing you are wearing.

alphas

So what are my plans regarding fitted mesh and my products? Well the Avatar 2.0 is definitely gonna be getting a fitted mesh upgrade at some point. Im thinking of making 2 versions, one will be fitted mesh, the other wont. You will be able match fitted mesh clothes made by other creators to the avatar better if the avatar itself wont be fitted mesh. Rikugou is not going to get a fitted mesh version because that would break compatibility with all the armor attachments. I do not have any fitted mesh plans for anything else that isnt Avatar 2.0 related.

– Current projects –

Im currently working on 2 things, one is a new avatar project. I noticed that furries took a liking to the Avatar 2.0 but i feel like its not really all that well suited for such a thing, most avatar 2.0 furries look like humans with body paint on them. The reason they prefer to use the Avatar 2.0 is simply because it is probably the only mesh body out there that has that amount of needed hide areas and stuff, all the other mesh furry avatars offer minimum or no hideable areas at all, making it impossible to wear anything on them. And they dont really offer that many things you could wear, you can only texture mod the basic few clothing items they come with, so most of them are always wearing the same pants and shirt. So im planing on making an avatar that would solve these problems. More details about that are gonna come soon.

The other project is a preparation for a new hangout area in the AMH sim, It will have an anime school setting. Currently im redoing the mall in mesh, you might not notice the changes till you look closer, all of this is mostly to reduce the prim count and render load.

Also for those who are wondering when the fuck is the boob sizes dummy file coming already, i honestly have no idea, soon probably? I will also need to sit down and make a bunch of dummy models not just for av2 but also for Rikugou when i finally get around to do it.

– Talentless scrubs profiting of other people’s work –

Speaking about the mall, i have recently kicked out a few sellers that were selling content ripped from other videogames. We have a rule in the mall that the content you are selling has to be either created by you or you have a legal permission to be reselling that content, and we take this rule seriously. These people who either cant read, think we are stupid or think the rules are not for them, were selling items that were clearly ment to be used with different shaders and graphical engines, the quality of the modeling didnt match the quality of their vendor images and store presentation,

vendor

the textures clearly looked like they are missing normal and specular maps and special shaders. And when asked technical questions about how they made it(that a person who has the skill and experience to make things of this quality could easily answer), they either didnt understand what im asking them and gave an answer about a completely different thing unrelated thing, or tried to sound smart as if they know the technical part and tried to build and answer out of random technical sounding words. When asked if they made the models themselves or are they from a game, they chose lie about it or come up with some unclear non answer like “its based on an armor in a game” Unfortunately for them, i looked it up on those ripped game model download sites and downloaded the models myself, so that i could compare models and textures side by side :D…..

So, if you are running a mall, heres how you can spot who is selling stolen content.

1. The vendor images and the whole presentation is not on par with the things being sold, when you compare the shitty ass vendors made in MS paint to the thing they sell, you can clearly see how talentless the person really is.
2. The rigging quality is not on par with the quality of the model, you would think that someone who can make something as awesome and know how to make special joints in the model for the most optimum rigging quality, would know something about how to rig the model too. But instead you get things like solid parts that shouldn’t move are stretching and moving along with everything else, armpits getting inverted when arms are lowered down, arms and legs bending like garden hoses, the stomach area above the hips collapsing inside itself when sitting.
3. Its a one piece object, you cannot take anything of it, seems kinda strange knowing the needs of SL, It also terribly alpha glitches with itself, its not divided into separate faces for alphas, instead the overall thing is one huge alpha, and finally, the polygon count is strangely low or strangely high, not optimized for second life at all.
4. The quality and style of craft of the things being sold are radically different from each other, sometimes some really terrible rat ass prim shit builds with terrible textures are sold right next to high quality custom textured objects.
5. The textures look dry and lifeless, they are clearly missing something and they are clearly look like they are just mere defuse maps that were meant to be used in combination with shaders, normal and specular mapping in real time to create a dynamic surface.
6. The seller lacks the most basic understanding of 3D modeling, techniques, terminology, unable to answer questions about how he made it.

If you think you spotted ripped game content but you wanna be 100% sure before you take action, heres what you can do, go to google and use the following methods to find the model in question.

Method 1 – Search for keywords like “3d, model, download, free, riped, game” you will find a bunch of free model download sites, use their search to look for the name of the character or object or the game its ripped from.

Method 2 – This one works a lot better most of the time, go to google image search and look for keywords like “3d, model, ripped” + the name of the character or object or the game its ripped from.

Method 3 – I found this one to work the best, go to google image search and write the name of the character or object or the game its ripped from + xnlara. xnlara is a program for posing and animating ripped game models, i think its intended to be used for machinima but all that everyone ever does with it is porn of female game characters. There is a huge xnlara community that actively rip and share game models to be used with it.

If you have found the model you were looking for, but its in some strange format that you cannot open to compare its wireframe with the model on SL in wireframe mode (ctrl shift r i think, dont remember exactly). dont worry about it, all you really need is the texture. Upload the texture to SL and put it on the model, if the UV maps are identical(and they will be if its the same model), the texture will fit like a glove. If the thing is set to no mod, Zoom in on a part of the texture on the model in SL and open the texture from the model you downloaded, look at the same part of the texture and compare them pixel by pixel, there will be tiny details like scratches and bullet holes and whatever that is identical. And actually you dont even need to go into that kind of detail, just the overall drawing style and colors and tones and all that stuff will tell you that its the same thing.

BTW

I have nothing against ripping and uploading game models to SL if its for for your personal usage, as long as you arent selling it and pretending you made it. You can share it with your friends if you want but dont spread it around on a massive scale with your name as creator attached to it like a jackass, not only will you get in trouble yourself, you might get SL in trouble when some massive company files a massive DMCA and it kinda hurts the economy of SL too because, why should anyone buy this or that sword or gun if they just got a cool ass sword from a friend for free, so think before you dont.I really should have posted this by itself so that people could link it.

– Metasequaia educational material dump –

Heres a bunch of stuff that might help you learn how to use Metasequoia

These are some old interface explanation sheets i once made for a friend who was getting into meta, these are old and outdated and lack some of the new features that later versions of meta have, but the majority of it is still the same.

UI  materialsandlayers  menus  mirroring

The ui.png is missing some of the new features and modes of operation, as well as doesnt explain some of the buttons. The materialsandlayers.png forgets to explain how you can group layers into groups and sub groups (kinda like a directory tree) using the arrow buttons and the triangle thing on each layer that can show or hide all the sub layers belonging to that layer. The mirroring.png warns about a symetry bug that has been long fixed.

Here’s some youtube videos.

This video shows the box modeling + subdivision method.
http://www.youtube.com/watch?v=UCRxPbhrBvs

 
This video shows how you can use the paint tool in meta to help you with your texturing.
http://www.youtube.com/watch?v=uAgJKbpriNs

 
This is a tutorial about rigging avatars in blender but at the beginning it shows me making a simple demo avatar in met.
http://www.youtube.com/watch?v=3JHWDdrIeD0

 
This video shows what most of the tools do.
http://www.youtube.com/watch?v=IBkJrMSuIic

Okay now these 2 tutorials are of another program but in part 2 of both of them i continue working in metasequoia.

http://www.youtube.com/watch?v=KMB4oXpuIDM
http://www.youtube.com/watch?v=99P0Q7Kg7qc

Heres some more resources from other people.

This thread is full of useful links and videos for modeling anime characters and stuff like that.
http://blenderartists.org/forum/showthread.php?263674-Japanese-Modeling-technique

This site has lots of useful metasequoia tutorials and videos, Click on the links in the menu on the left side of the page to see pages of different tutorials.
http://www.clip-studio.com/clip_site/howto/library/series/view/metasequoia_002