Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Full Prim Avatars

Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
12-15-2007 13:19
Hi there!

I'm developing a full-prim avatar at the moment and need to be able to cover all parts of the base avatar's body. Now, my avatar is still ultimately humanoid, so no need for fancy animations, the main reason for the full-prim design is to allow for full colour customisation beyond the capabilities of a regular skin.

Now, I've already built the avatar and am mostly testing the scripts for various features, however I thought I'd seek some advice regarding an outstanding problem.

The problem is relatively minor, but basically the full-prim attachments don't always line up right across the stomach. I have a chest piece and a pelvis piece that are designed to overlap, but on various animations they sometimes overlap strangely, making my av look pregnant or have a hunched back.

I'm wondering if anyone has doing anything like this and how you overcame it (if at all)? I really wished the stomach location actually coincided with the stomach of an animation, but it seems identical to pelvis =(
_____________________
Computer (Mac Pro):
2 x Quad Core 3.2ghz Xeon
10gb DDR2 800mhz FB-DIMMS
4 x 750gb, 32mb cache hard-drives (RAID-0/striped)
NVidia GeForce 8800GT (512mb)
Ross Stringer
SLFD Firefighter
Join date: 7 Feb 2007
Posts: 130
12-16-2007 23:46
I dont think there is a way around this, you can either just kick the anims tht dont work well, or just leave them and go for it
Wingnut Pratt
Husky of the Northstar
Join date: 28 Jun 2006
Posts: 7
12-19-2007 06:34
I have full prim avs myself, the strangeness around the stomach is do to the joint points on the normal av and the attachment point relation. Theres two joints, one at the stomach area and one just below the upper chest area. There isn't a attachment point for the piece between the two torse joints so odd torse bending or movement will make things look odd on full prim humaniod avs. Not much you can do besides avoiding animations that break it badly.
Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
12-19-2007 07:44
The trick in most cases for this is making sure that the proportions of the AV are set so that each attachment is as close to the centre of the part being attached to as possible, so that when you bend around and do animations, there's the least amount of seperation between attachments. If your head fits onto the Skull attachment point centered way down by the chin, you'll see a gap open in the back of the head when the head leans down. If it's too far -back-, the face will smush down into the body, etc. Finding where the swivel point is of all the joints is pretty essential to keeping all that stuff balanced. :)

You could try adding a pelvic attachment that contains a "filler" that keeps the gap shut. :)
_____________________
E-Mail Psyra at psyralbakor_at_yahoo_dot_com, Visit my Webpage at www.psyra.ca :)

Visit me in-world at the Avaria sims, in Grendel's Children! ^^