March 19, 2017 20 Comments
You are now breathing manualy.
January 20, 2017 8 Comments
So the hands and tail are pretty much done, just needs to be scripted now, but i ran into a road block with the avatar 2.0 face so that wont be coming out till march.
The joint position and bone translation problem
Not getting too much into technical detail, second life has one serious technical limitation that cannot be fixed without fundamentally rewriting the game code, and breaking a million other things when doing so.
Bento face bones allow you to not only animate the face of your mesh avatar, but also adjust the features of the face using the LL appearance editor sliders, creating your own unique faces. But in order to make full use of the bento face bones, mesh faces have to match the proportions of the LL avatar face(the whole derpy looking wide apart eyes and everything), but since the avatar 2.0 face has completely different proportions, it needs to use joint offsets to match the the face bones to its proportions.
But the problem with joint positions is that The way Appearance editor sliders work, is not compatible with joint offsets, not all of them but the big majority of the sliders dont work with it.
Now one way around it would be offsetting the joints using a bone translation animation, same thing that the kemono body uses for custom joint positions, but that creates new problem.
If i use a translation animation to offset the joints once, you will be able to edit your face in appearance editor, but playing any kind of other face animation that has bone translations or reloging will reset those changes, while people who just teleported into the sim wont be able to see the face correctly either without the translation animation playing constantly, but playing that constantly would also reset those changes, so its a non solution in the end and we are back where we have started.
Someone in the Avastar blender group mentioned that Avastar will have new feature soon that does some attaching thing thats supposed to be an alternative to joint positions, so i gotta wait till the march release and try again, if that fails than im afraid the Avatar 2 wont be able to use all the sliders, witch is a huge shame but i already got a plan on how to make alternative face features by using bone translation animations.
So anyway, i will just focus on updating the avatar 2.0 hands for now, we already managed to reduce the render weight by 25k by just using bento hands.
December 24, 2016 58 Comments
So yeah bento is now part of the official firestorm release and the bento development tools are nearing completion so i started poking at it myself and heres what i got so far.
My goal is to make full use of the bento bones for avatar 2.0 and kemono to drastically cut down on the rendering weight, first im going to make use of the finger and tail bones so that we wouldnt need to use 89475984 invisible tails and hands, one will be enough! and than will see what i can do with the avatar 2.0 face. I might also re release bento versions of the M3 heads since those have a 9384658347598 polygons too that also eat up a lot of the render complexity thing but im not sure how well those rigged heads will align with different avatars since you wont be able to move them around anymore.