diff --git a/README.md b/README.md index 4d1f0df..7528f01 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,7 @@ # Viewer-Character Research Results for the current default SL/OS viewer avatar. -These repositaries are owned and managed by New Media Arts, Inc., a nonprofit corporation tax exempt under IRC (501(c)(3), EIN 27-1500171, to preserve our cultural heritages in new media platforms, and to develop and preserve new media education and libraries and the arts. Our projects include Antique Pattern Library, Community Virtual Library, the Arcadia/Aley virtual world artist library on the Kitely grid in OpenSimulator virtual worlds, A New Viewer Avatar, Perpetual Hash, and several partnerships with virtual world organizations. +These repositories are owned and managed by New Media Arts, Inc., a nonprofit corporation tax exempt under IRC (501(c)(3), EIN 27-1500171, to preserve our cultural heritages in new media platforms, and to develop and preserve new media education and libraries and the arts. Our projects include Antique Pattern Library, Community Virtual Library, the Arcadia/Aley virtual world artist library on the Kitely grid in OpenSimulator virtual worlds, A New Viewer Avatar, Perpetual Hash, and several partnerships with virtual world organizations. A NEW VIEWER AVATAR This repository is intended for development of additional viewer avatars – Characters - for OpenSimulator grids and viewers. The artwork and code in this repository - armature definitions, morph targets, mesh and other data is licensed under CC-BY-NC 4.0 (https://creativecommons.org/licenses/by-nc/4.0/). diff --git a/SystemAvatarReplicaPipelineNotes.md b/SystemAvatarReplicaPipelineNotes.md index a1b7dd8..ef60207 100644 --- a/SystemAvatarReplicaPipelineNotes.md +++ b/SystemAvatarReplicaPipelineNotes.md @@ -1,26 +1,26 @@ Workflow notes: Software used: Blender, Notepad, XML Notepad, LibreOffice Calc -Import Mike's llm-to-dae conversion mesh files into Blender files, for for each mesh part and its morphs. +Import Mike Higgin's (Kayaker Magic) llm-to-dae conversion mesh files into Blender files, for for each mesh part and its morphs. -Rename to the morphs names, both Object and Mesh +Rename to the morphs names, both Object and Mesh in Blender. -Create a collection for each set, so we can see the count and compare to the llm-To-dae folders +Create a collection for each set, so we can see the count and compare to the llm-To-dae folders. Rotate to face front and apply rotations. -Start a new Blend file, load morph mesh collections. Append Head first so eyelashes will be labeled as .001 (they share morphs) +Start a new Blend file, load morph mesh collections. Append Head first so eyelashes will be labeled as .001. They share morphs. -Name UV maps for each mesh piece - avatar_eye, avatar_hair, avatar_head, avatar_eyelashes, avatar_upper_body, avatar_lower_body, avatar_skirt so they'll show up in the dae export correctly +Name UV maps for each mesh piece - avatar_eye, avatar_hair, avatar_head, avatar_eyelashes, avatar_upper_body, avatar_lower_body, avatar_skirt so they'll show up in the dae export correctly. Make shape keys: -Don't make any changes to the basemesh pieces or indices will be off. Don't add modifiers, change normals or new shape keys might break. Fixing the UV map asymmetries doesn't change the vertex indices. It's possible to fix the indices with a plugin but it's a PITA. +Don't make any changes to the basemesh pieces or indices will change, and no longer match those in the llm files. Don't add modifiers, change normals. Fixing the UV map asymmetries doesn't change the vertex indices. It's possible to fix the indices with a plugin but it's a PITA. These two plugins are useful when using this replica as a template for new viewer Characters: Mesh: Shape Key Transfer by Ajit D'Monte (fBlah) and System: Shape Key Manger Pro by Cody Winchester (codywinch) -Select morph object, then basemesh object, Object data panel, Shape Keys, down arrow, Join As Shapes +Select morph object, then basemesh object, Object data panel/Shape Keys, down arrow, Join As Shapes -For testing: input Value_Min, Value_Max from avatar_lad.xml morphs. Name= is how llm reads the avatar_lad file, param are the mesh morphs. +For testing: input Value_Min, Value_Max from avatar_lad.xml morphs. Name= is how llm reads the avatar_lad file. param are the mesh morphs. Input vertex groups and vertex weights from the values in the llm files - see my spreadsheet worksheets. There are significant weights asymmetries in Hair and Lower_Body and I let Blender fix them as I went. I used this plugin to select ranges of indices for weighting from the llm numbers: Mesh:Select vertex by index by GilaDD @@ -44,15 +44,13 @@ Armature: Deform Bones Only Animations: Uncheck Extra: Uncheck all -TO DO: -param_skeleton morphs (sex toggle is done but not tested), Materials - - note: -In Blender, bone length is always on the Y axis. +In Blender, bone length, in Pose mode is always on the Y axis. TO DO: -We need a coder to work on converting Blender data or exports back to llm. Frank-Thomas Ernst aka Owl Eyes is working on it from time to time, Mike Higgins also. -Finish the skeleton morph poses in the armature. +We need a coder to work on converting Blender data or exports back to llm. Frank-Thomas Ernst aka Owl Eyes is working on it from time to time, Mike Higgins aka Kayaker Magic, also. + +param_skeleton morphs - conversion to Blender. Not needed for the llm conversion. + Make materials with the tga files to replicate the inworld eye, hair and skin sliders.