Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Anthro ankle joint

Luca Ixchel
Registered User
Join date: 7 Dec 2005
Posts: 4
12-08-2005 05:07
I'm not entirely sure where this should be posted, though I'm curious to if it's possible to edit an avatar mesh so I can get my anthro ankle joint. Or if theres some other way to go about it I'd be most thankful if you guys could share the wisdom. ;D

In the process of creating my anthro Gryffe, I'd like for it to look as good as I can achieve :X

~Thanks.
Sable Sunset
Prim Herder
Join date: 15 Apr 2005
Posts: 223
12-08-2005 05:36
From: Luca Ixchel
I'm not entirely sure where this should be posted, though I'm curious to if it's possible to edit an avatar mesh so I can get my anthro ankle joint. Or if theres some other way to go about it I'd be most thankful if you guys could share the wisdom. ;D

In the process of creating my anthro Gryffe, I'd like for it to look as good as I can achieve :X

~Thanks.


Hi Luca - Welcome to the forums! :D

Although it's not good news I'm afraid! :(

I've assumed that:

A) You're talking about the very last joint of an ungulate rear-leg (to use it's technical term) - Basically the same design as a horse or feline's back leg?

and...

B) That you've got your AV's prims set up with the thigh part attached to the AVs 'lower leg' attachment point and the AVs lower leg part attached to the AVs 'foot' attachment point to give you joints in the right directions?

Unfortunately there's currently no way to edit the AV mesh (at least until they upgrade the version of Poser that forms the basis of SL), and as we don't have toe joints and attachment points in SL (the equivalent joint in humans) it's not going to be possible.:mad:

Unless...

You could use llSetRot or llTargetOmega to move the final part of the leg as an attachment rotation, but timing and synchronisation is going to be tough with that. :rolleyes:
_____________________
Luca Ixchel
Registered User
Join date: 7 Dec 2005
Posts: 4
12-08-2005 05:46
I've actually planned ahead, my current gryffe structure is as far as the head. (This being my second day in Second Life and I'm relatively familiar with the build commands and such, I've used 3D studio max before and the manipulation is somewhat similar.)

I do mean that leg joint that you said, where on an anthro it would be like, the toes, then going backward to an ankle, then forward to a knee and up to the hip. I still haven't looked at the scripting required for all this stuff.

A question however, how would I go about getting working eyes on the head of my gryffe? Currently just got a blank space in hopes that I'd find it out sooner or later. :x
Sable Sunset
Prim Herder
Join date: 15 Apr 2005
Posts: 223
12-08-2005 06:19
From: Luca Ixchel
I've actually planned ahead, my current gryffe structure is as far as the head. (This being my second day in Second Life and I'm relatively familiar with the build commands and such, I've used 3D studio max before and the manipulation is somewhat similar.)

I do mean that leg joint that you said, where on an anthro it would be like, the toes, then going backward to an ankle, then forward to a knee and up to the hip. I still haven't looked at the scripting required for all this stuff.

A question however, how would I go about getting working eyes on the head of my gryffe? Currently just got a blank space in hopes that I'd find it out sooner or later. :x


To stretch the AV into a position that will allow for the legs to looks like this (extended/angled foot, shortened/right-angled thigh etc), you're going to need to look into a custom animation from Poser (exported and uploaded as a .BVH file).

This sort of project usually results in a custom AO (Animation Override) as part of the worn prims that provides custom animations for walking/standing/running etc. that allow you to maintain the leg positioning throughout.

Look to obtain the 'frannimation override' or 'WetIkon' (both open-source freebies) that will show you how to script this. Be aware that they may be released under GNU (or equivalent) licences that must be respected.

The eye movements for this type of project are usually achieved using a texture that shows the eyes open/half open/closed (or whichever animation you want them to show) as frames. See the entry for llSetTextureAnim on the LSL Wiki for an explanation on how to animate textures here, and a thread that dealt with this question before here.

Hope this all helps Luca! :D
_____________________