Set your physics mesh to a cube or single triangle. Use either the main eye bones (if you want the avatar's eyes to behave entirely like system eyes) or the alternate eye bones (if you want the eyes to be under full animation control). Use the ankle bones for the feet and the foot bones for the toes. There are no system standard facial animations, and conventional market animations for common human Bento heads probably won't be compatible. Think a lot about how you're going to rig the face. There are more than 110 bones in the full Bento skeleton, so you can't use them all for a single full-body mesh. Delete (or otherwise get rid of) any bones you aren't going to use. No vertex can be weighted to more than 4 bones and you can't have more than 110 animation weight groups in one object. ![]() ![]() You absolutely want to upload to the Aditi beta grid so you're not spending real Lindens to test for errors!Īaaaaand there are plenty of idiosynchrasies to watch for. The second option prevents shape sliders from interacting poorly with your custom armature - but it does that by disabling some. You will need to check the "include joint positions" option when you upload, and possibly "lock scale if joint position defined" too. You can move the bones but not change their parents or add any. ![]() dae files for import from LL at butthe bones probably won't all visually connect right. Since you're using Blender, try the Bento Female-2017 or Bento Angel-2017. You need to use the standard SL armature.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |