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Ryoku Itoku
Registered User
Join date: 19 Jan 2006
Posts: 59
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07-01-2007 13:58
I have GLIntercept and OGLE to grab my avatar so i can do some fine tuning to it as accuratly as possible. the problem i'm facing is that I currently cant animate it accurately because the process of the 3d screen cap dosent include bones.
I'm trying to find a script which will lay prims on the joints so i can find them in the capture and allign my joints to them.
I'm a complete newb at scripting so i have no idea where to look for one or where to find information to script one. i looked on the wiki and didnt find the information helpful so here's hoping someone can shine some light on this problem for me ^^;
thanks in advance for any help!
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Sterling Whitcroft
Registered User
Join date: 2 Jul 2006
Posts: 678
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07-01-2007 16:51
Have you looked at "AvMotion"? its Free and will do SOME of what you want. (bone/joint animation)
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Ryoku Itoku
Registered User
Join date: 19 Jan 2006
Posts: 59
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07-01-2007 17:06
the idea i'm trying to fufill is that I can accurately animate attatched objects as well as use the geometry to build sculpties. I'm trying to use the limitations of SL to my advantage by taking the development and guesswork out of the process. haveing my full avatar i can prevent clipping by animating around geometry. if I could use my spasific geometry I at least acomplish the first goal of setting it up for the process of template modeling, but why stop there =3
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Milambus Oh
Registered User
Join date: 6 Apr 2007
Posts: 224
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07-02-2007 06:39
From: Ryoku Itoku I'm trying to find a script which will lay prims on the joints so i can find them in the capture and allign my joints to them. Can't be done. This type of information about the avatar is not accessible via LSL, so there is no way for a script to be able to position the prims as you wish. LSL can't even tell what gender your avatar is. The most it can do it find out how tall the avatar is, and that is not very accurate.
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Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
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07-02-2007 09:33
You can wear the prims and then read the locations.
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
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07-02-2007 11:08
From: Destiny Niles You can wear the prims and then read the locations. Which will only return the location of the Avatar. The sim can't keep track of where individual attached prims are because those locations are dependent on the avatar's pose at that moment, which is an asynchronus client-side effect. The most the sim knows about attached prims is what attachment point of what avatar they're attached to.
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Ryoku Itoku
Registered User
Join date: 19 Jan 2006
Posts: 59
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07-02-2007 11:39
well I'm looking for a client side effect, I'm trying to capture the rendered 3d information which is why i'm trying to plot prims. since the prims attatched have local rotations it also makes it possilbe to plot out joints from them.
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
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07-02-2007 14:33
From: Ryoku Itoku well I'm looking for a client side effect Then you can't use LSL scripts, which are server-side only.
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Jake Trenchard
Registered User
Join date: 31 May 2007
Posts: 104
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07-02-2007 14:44
You would need to go into the client source, which is open-source, and get it to give you the information you need, maybe printing it to a file. But really, I thought there were already accurate boned avatar models available for free, so I'm not sure what you're looking to gain.
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Ryoku Itoku
Registered User
Join date: 19 Jan 2006
Posts: 59
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07-03-2007 09:57
well the rigged model that is currently in use is for the default avatar. animations created by this model are inherintly inaccurate because it dosent reflect the proportion changes to the body shape I've made. animations created and played useing this as a reference tend to clip very badly.
holding weapons, walking and performaing gestures become flawed by the nature of the rig in question where in some cases an interchangable rig is perfered usualy its not a very good idea when you are trying to focus on certain characters such as those which are the center of interest [IE. your own avatar]
This is an issue of working around the deformation of the rig. what I'm trying to achive by placing prims on the joints is where to deform the rig to [by referencing them from the 3d capture.]
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