Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Avatar sizes in DAZ

Vent Sinatra
Registered User
Join date: 4 Jan 2007
Posts: 71
05-16-2007 02:59
From reading the posting here, I understand that different avatar sizes can be a problem, especially in couples animations. I think I can change the size of the avatars in DAZ, but what are sizes of the standard avatar meshes I downloaded from the secondlife website ? I havent checked exactly, but I believe the male and female figure have the same size ?
Absinthe Sautereau
Registered User
Join date: 26 Mar 2007
Posts: 86
06-06-2007 08:31
I believe you are correct in assuming the rigs that you dl from sl are the same size. You can try a few things, but I have found between 80 and 88 percent to be a good reduction fro the fem av. But what you might do is set two avs next to each other and look for a reference point, such as top of head, on one and chin, nose eyes on the other. Then do the same in DAZ and change the size until it matches...


By the way, how do you change the size in daz?
RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
06-06-2007 08:34
From: Absinthe Sautereau
By the way, how do you change the size in daz?


Just select the desired figure, and in the Parameters tab under the Scale group, there is a single slider for scale that will scale the entire figure evenly along all three directions.
_____________________
Absinthe Sautereau
Registered User
Join date: 26 Mar 2007
Posts: 86
06-08-2007 06:38
I did it, that worked.

I haven't experimented with it but I am assumign that SL deosn't care what you do to the sizing before you upload it?
Absinthe Sautereau
Registered User
Join date: 26 Mar 2007
Posts: 86
06-12-2007 10:37
Well I scaled the fem av to 90% so that the forehead and chin lined up. Seemed pretty accurate to the relationship between my av and one of my friends avs. I created a hug in DAZ such that the F has one hand on the shoulderblade of the M and one hand on his @$$ and the M has one hand on the head of the F and the other hand on ther @$$ ... All in all cute and sweet.

In world, the position fro the F av was perfect, however the M looked as though the F had cooties, and didn't want to touch either her head nor her butt. Took a bunch of tweaking to bring the hands in enough to make contact.

My mind tells me that I could bring these two anims back into the scene and somehow scale either or the other to get them to line up ... Am I thinking correctly? Is there a good strategy to get the SL_Avatars scaled to match the inworld av's even if it has to be to specific ones?
Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
06-12-2007 13:14
The .bvh files, if I understanding them correctly, carry the following information: a list of joints, information about the rotation of the joints along the X-Y-Z axes, and the X-Y-Z position of the figure. It does not carry any scaling information about your character's limbs. If you are able to scale the limbs of the mesh in your animation program to match the shape of your avatar in Second Life, then the way the animation looks in your animation program should match the way it plays in Second Life.
Absinthe Sautereau
Registered User
Join date: 26 Mar 2007
Posts: 86
06-12-2007 16:08
Amity --

That sounds 100% like what I've heard so far. However, I guess I am looking for some suggestions as to technique/strategy.
Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
06-13-2007 12:14
If you are constructing animations for specific avatars, you may be better off with an in-world animation tool. Use DAZ or your program of choice to create the basic animation, than an in-world tool to tweak it. Though I have seen several in-world tools built for that purpose, unfortunately I can't think of the names of any off the top of my head. When I log in next I will check to see if I have any landmarks or notecards for them.