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Key: VWR-5191
Type: New Feature New Feature
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: Hypatia Callisto
Votes: 10
Watchers: 3
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1. Second Life Viewer - VWR

Implement skeletal rigs for animating sculpties - skin weights for sculpted prims

Created: 28/Feb/08 06:09 AM   Updated: 01/Aug/08 04:20 AM
Component/s: Building (in-world), Avatar/Character, Graphics
Affects Version/s: Source code
Fix Version/s: None

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 Description  « Hide
Yes, the obvious answer to deal with animation of sculpties.

We want rigging! I want to use BVH files to animate my sculpties! YESSSSSSSSSS.

on a side note, I want my sculpted avatar attachments to have the optional feature of using the avatar's skin weights. I stress OPTIONAL - I dont want it to be forced on me, some things need to remain static. But I would like the checkbox "Use Skin weights" Let this be a feature that you allow for individual prims, not the entire object, please. As I said, some things are just not MEANT to be deformed :D

mmmhmmm yum yum :D

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Argent Stonecutter - 28/Feb/08 02:09 PM
I believe that there is Linden interest in combining flexible sculpted prims with the avatar skin system, to allow sculpties that can bend with the mesh... but not allowing arbitrary BVH files for animating them or anything... they would still be limited to the avatar skeleton.

Hypatia Callisto - 28/Feb/08 11:47 PM - edited
yes, I know there is linden interest for skin weights, but I don't see why not the other either. I've mentioned them both in sculptie dev meets and gotten good response about that.

Skeletal animation is far better than morph animation, in regards to the size of files needed to deform them. A texture file is no different than a mesh, essentially. Its what holds us down in regards to facial and hand animation in the avatar as well - because those are done with morph and not skeletal animation.

http://wiki.secondlife.com/wiki/Puppeteering for more info about inworld puppeteering.

I sense I need to put another Jira post up, unless someone beats me to it. That is, to replace morph animation on the avatar with skeletal animation - I mean the ability to deform ONE mesh with the skeleton, rather than linked meshes as the case currently is. For an example of facial animation done skeletally - look at Project Messiah. http://www.projectmessiah.com/x4/manimate_main.htm - this is something you can do in game engines NOW. (even Torque supports it! - http://www.garagegames.com/blogs/34011/11087 )

Argent Stonecutter - 29/Feb/08 02:59 AM - edited
I know about puppeteering, as well, but that's also limited to the Linden avatar. Don't get me wrong, this would be very cool, and I'm voting for it, I just don't see it happening soon as a general solution to sculpty animation. We even used to have something like this in-world... "joints"... and they took it out.