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How to get flexi wings attach good to avatars?

Zigadena Gabardini
Registered User
Join date: 2 Jan 2008
Posts: 27
01-14-2009 06:54
We know a lot about making wings and they fit well as long as they are not flexi

But as soon as we make them Flexi they just wont fit any more ,when the avatar moves.

We tried all kinds of tricks, we know about anchor point / spine,turning the prim and so on but it still does not work after making them flexi
Grateful for ANY tips on this matter

ZE
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-14-2009 07:17
You probably need to change the stiffness and gravity setings. The default when an item is made flexi is pretty much like limp, un-starched cloth. For wings, it needs to be much more rigid.

You may also need to change how you texture the item near its base edge, towards the -Z face. A non-flex wing can (and usually will) have some transparency between the visible attaching edge and the edge of the prim, and you just embed the prim a little deeper in the body when attaching. But when it is flexi, that transparent area is more room for the prim to flex, away, bending down with gravity and making a visible gap at the top of the wing.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
Zigadena Gabardini
Registered User
Join date: 2 Jan 2008
Posts: 27
01-14-2009 07:33
Thanks .. but this is not the problem ..the problem is that the wings goes uncontrolled in and out of the body when the avatar walks . Even when made very stiff.
Lindal Kidd
Dances With Noobs
Join date: 26 Jun 2007
Posts: 8,371
01-14-2009 08:55
Link the "rigid" end of the flexi to an invisible anchor prim in the body?
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It's still My World and My Imagination! So there.
Lindal Kidd
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-14-2009 09:08
Shoulders move independantly of the spine. They flex forward and back as the avatar moves. So wings linked to the spine, yet positioned over the shoulder blades, will appear to connect and disconnect as the avatar moves, unless the texture of the prims of the wings goes far enough into the body. Being flexi magnifies this effect, as the base of a flexi prim can distort a lot, and textures on a flexi don't always "stay put" as much as we might like. That was the point I was trying to make about the texture you're using. If the attaching edge of the texture has some 'slack' in it, so the prim can be inserted deeper in the body, you should be able to mask the gap that appears sometimes.

One other issue might have to do with your prim shape... If you are using a long, tall prim, for wings that start at the shoulders and reach down to the ankles, then the center point of the wing prim is probably at or lower than the waist of the avatar. Attaching that to the spine offers a pretty long distance to the top edge from that mid point, and could really magnify the problem. Question: If you do a wide-spread set of wings - longer than they are tall, and fairly narrow, do you get the same problem?

The best advice I can ofer would be for you to contact some makers of products that already offer flexi wings, and see if they can advise you. Or purchase some that seem to work, and see if you can figure out what they are doing differently.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.