Anyone got a Skin or Jumpsuit marking body hinge points?
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
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08-02-2008 21:16
Trying to make some armour and having fun trying to get the joints to match Would a skin work for this with bands or something marking the joints or does the skin have to match the avatar shape when it's stretched, I'm trying to use an average body shape.
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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08-02-2008 21:41
Just upload the skin templates. The ones that look like a grid pattern for the body. I used to have those but I tossed em to clean my inventory.
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
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08-02-2008 21:46
That's not a feature on my templates, but it should be! Excellent idea Tegg. Not sure when I'll get a chance to do it though. There's no way that I know of to see the avatar rig's bones in relation to the mesh though so I can't think of any way to do it other than wearing a template skin and taking screenshots in various poses and eyeballing the joint locations.
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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08-02-2008 22:34
Trial and error. Attach a prim to one bone, and another prim to the matching bone, and move them until they fit together.
Tedious, and time consuming.. but the results speak for themselves.
PS, you're NOT going to like the way the shoulders work.
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
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08-02-2008 22:41
Yes being able to line up with avatar bones would be great like a skeletal view, I'm trying to make full body space armor so I got to get the joints as close to perfect as I can. The viewer must have co-ordinates somewhere for each joints position, pity can't get them spat out so I could just position balls at those positions  Fingers don't bend I hope do they?
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Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
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08-03-2008 01:25
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Conifer Dada
Hiya m'dooks!
Join date: 6 Oct 2006
Posts: 3,716
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08-03-2008 04:52
Chip...I've used your templates quite often for making clothes - they are very useful - just thought I'd say that - thanks!
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Cheree Bury
ChereeMotion Owner
Join date: 6 Jun 2007
Posts: 666
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08-03-2008 04:58
From: Chip Midnight That's not a feature on my templates, but it should be! Excellent idea Tegg. Not sure when I'll get a chance to do it though. There's no way that I know of to see the avatar rig's bones in relation to the mesh though so I can't think of any way to do it other than wearing a template skin and taking screenshots in various poses and eyeballing the joint locations. I would be happy to make poses that would show the joints in extreme circumstances so they can be mapped. But I don't have the Photoshop or GIMP expertise to make such templates. If anyone wants to do it, let me know.
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FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
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08-03-2008 05:54
Deleted cause I totally misunderstood conversation here.
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
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08-03-2008 06:01
Actually a pose stand that's actually straight with noth feet parallel and maybe positions for limbs at extreme travel would be good too
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
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08-03-2008 09:09
I have some thoughts on how to display bone information the template. There's not a logical way to show the bones themselves but it could certainly have some color coding showing vertex weights (how much the vertices are influenced by a particular joint), or lines around the body parts at the joint locations (like the one that's already there showing where the top edge of the system skirt is on the torso). A pose stand with poses designed for the task might ultimately be a more effective tool for this though. And thanks, Conifer 
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
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08-03-2008 23:27
If we could make "dumbells" with the balls at joint positions then we could use those to better line up parts on the ajoining parts of the avatar then make the piece inbetween, though also you would have to be able to work out what lenght the bars need to be with arm lenghts at 40,50,60 etc Ideally if LL ever redo the atachment points they should place attachment points just short of each hinge point instead of between points.
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Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
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08-04-2008 01:31
Joints are 3d and 'inside' the avie, not on top of them. Just using textures, IMHO it would be very hard to accurately show their positions.
Isn't it possible to make a 'skeleton' avie from prims, which only contains the joint positions as prims (spheres), combined with the famous invisible prims? (And maybe connected with cylinders). Ofcourse, they would ideally be scripted to adjust to the slider settings. (Copy slidersettings to notecard, read notecard and get a skeleton fitting the slider settings.)
If somebody ever created an avie skeleton structure like that, I would be interested to know.
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Conifer Dada
Hiya m'dooks!
Join date: 6 Oct 2006
Posts: 3,716
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08-04-2008 04:23
Is this what you mean? I don't know who the skeleton was, but I'm the one in the blue, purple and black leotard!!
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Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
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08-04-2008 06:11
From: Conifer Dada Is this what you mean? I don't know who the skeleton was, but I'm the one in the blue, purple and black leotard!! I didn't mean 'skeleton' as an actual skeleton  I meant this: 
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
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08-04-2008 19:34
AHHHG! This is worse than I thought, I'm trying to find the joint positions. So my plan was using a 50 slider everything avatar to join three 0.2m spheres together with the centre as the root prim then wear it on the stomach, upper leg and lower leg, then without ever disturbing the root prim slide the other balls along the centre axis till they match each other with the joints in a half movement position, but after doing so they appear to be miles out of place when straightened or fully bent. Is ther animation construction variances for different sized avatars that we don't normally notice? I was hoping if this worked I could make up a template set and maybe work out some scripts to make it change sizes on slider input.
AHHHG! my armor so far looks ok except when I move or pose :/
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Sheary Sass
Registered User
Join date: 22 May 2008
Posts: 1
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3d templates
08-05-2008 16:09
http://secondlife.com/community/avatar.php Don't know if this will help however in the readme files for the download it talks about bond joints and such. Hope it helps. I am going to try it out in my Daz3d. Will lt you know what I find out. 
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
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08-05-2008 23:18
Yeah I also discovered wearing a 0.2m prim ball on the left upper arm is in a different place to wearing it on the right upper arm...............
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
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08-25-2008 00:52
From: Winter Ventura Trial and error. Attach a prim to one bone, and another prim to the matching bone, and move them until they fit together.
Tedious, and time consuming.. but the results speak for themselves.
PS, you're NOT going to like the way the shoulders work. EEK, yep I didn't eeven realise shoulders had seperate movement, half the animations I been testing with they don't move, so I got into Avimator and made my own animation sequence moving all the joints throught their range of movements and yep it's messy. It's nearly like the ball hinge locations aren't consistent somehow, or I just got them in wrong places, the attechment points certainly aren't the right spot either and barely related if at all :/
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Level 38 Builder [Roo Clan]
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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08-25-2008 09:16
correct.
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