Commit Graph
156 Commits
Author SHA1 Message Date
Ada Radius dd6fa64419 PHYS models
basic shapes
2020-04-23 15:01:58 -07:00
Ada Radius 6b1223ef02 Eyeball template
derived from system eye UV map, exported from Blender. Useful for checking armature  eye bone alignment (mEye, mFaceEyeAlt) in Blender in inworld.
2020-04-16 07:25:01 -07:00
Ada Radius 70912a65bd Templates derived from system avatar UV maps
exported from Blender. Useful as reference when designing UV maps for mesh body attachments.
2020-04-16 07:21:22 -07:00
Ada Radius db0a647fc4 Delete zip files
can't source them, no longer relevant with current viewers
2020-04-16 07:18:49 -07:00
Ada Radius 3b79343cb9 unpack zip file 2020-04-16 07:17:27 -07:00
Ada Radius 6b6085c998 updated export notes
and tried to resolve conflicting information from SL Wiki pages re which bones are affected by which Appearance sliders.
2020-04-02 18:20:34 -07:00
Ada Radius 41c0e6a26d corrections 2020-03-30 12:25:24 -07:00
Ada Radius ecb340c549 Added to my notes on exporting from Blender 2020-03-30 11:49:52 -07:00
Ada Radius 723d1aa327 Create SystemMaleComparison2005-2016.blend
To explain why pre-2016 clothing doesn't fit post-2016 male avatars
2020-03-30 11:49:21 -07:00
Ada Radius 4a32f06730 Corrections to the rebuilt armature
Instead of just stashing this as a reference, I started using it as a tool. The bone positions fit the default system male a little better than other armatures, for automatic bone weighting, and the bone layers and groups (based on avatar_skeleton.xml 's organization) are easier to use for weight painting than Avastar's armature. So I corrected some of the bone settings to make it work better.
2020-03-30 10:35:18 -07:00
Ada Radius acb0785fb0 notes on exporting
and added avatar_lad.xml data, not yet sorted.
2020-03-25 12:37:14 -07:00
Ada Radius c2e26faf9a Cleanup - delete bad custom bone properties
The rebuilt male_2016-08-05.dae armature turns out to be good for auto-weighting  and weight painting in Blender, so, rather than a failed experiment, it's a resource.  I deleted Blender-generated bone custom properties and anything else that's either useless or might be misleading.
2020-03-21 11:51:01 -07:00
Ada Radius 72518b2f67 a few more references 2020-03-18 13:10:30 -07:00
Ada Radius e82ebf5e07 Cleanup 2020-03-13 15:53:57 -07:00
Ada Radius f9fcaf6f74 Clean up
The "broken" armature downloadable from SL Wiki Bento Testing, repaired in this file from data in avatar_skeleton.xml, available in viewer > Character.
2020-03-13 15:53:34 -07:00
Ada Radius 7419610613 No longer needed
Too much incorrect information
2020-03-13 15:52:06 -07:00
Ada Radius 2cc1705449 Create DefaultSystemMale.xml
Download from inworld
2020-03-13 15:51:04 -07:00
Ada Radius d4a32498ef Update Armature sources& research.txt
keeping track of where I got what information, more or less
2020-03-13 15:50:43 -07:00
Ada Radius 07fd4e11cd adding default animations available from LL
some may be hopelessly outdated, based on the old morphs rather than Bento; I need the default stands and sits
2020-03-08 15:05:12 -07:00
Ada Radius 8f1220e736 I was having problems reading the README so I added a simple txt file.
added new download - bvh files from LL
2020-03-08 15:03:23 -07:00
Ada Radius 889e330309 new working file
the old one had gotten so bad that I couldn't copy the new one to the old one's name. Not sure why.
2020-03-08 15:02:28 -07:00
Ada Radius bb57dcde38 File corrupted, replaced with "FittedBentoMale.blend"
Corrupting a Blender file is easy to do, we start clean and append .
2020-03-08 15:01:38 -07:00
Ada Radius fcef1d47ca changed some data, added export instructions 2020-03-08 15:00:27 -07:00
Ada Radius c6ae53558a Archive - Bento male download repaired via avatar_skeleton.xml
just the bone size repair, before I started messing with custom properties and rotation issues. Handy to go back to after serious borks.
2020-03-08 14:59:18 -07:00
Ada Radius d5940ca3da minor changes 2020-03-08 14:57:31 -07:00
Ada Radius c06175ceba Create DefaultFittedBentoMale.blend
New working file (old one corrupted). Started with empty file and appended from old file: references avatar.skeleton.xml, male_2016_08_05.dae and Skeleton.Male with BaseMale mesh, and new working armature and mesh: FittedBentoMale.
TO DO: fix the bone custom properties. So far I've winnowed the problem down: mBones must have rest_mat values, which define the resting bone pose, bind_mat which defines the relationship betwen armature and rigged mesh and is created by Blender (when it's wrong or missing it causes a gap between head and body). I'm still not sure what settings collision bones need; I'm getting a variety of sets of numbers from different ways of Blender can calculate dae exports and imports.

(I think I referred to this new file with reversed name earlier, having a particularly dyslexic day, sorry)
2020-03-05 07:29:26 -08:00
Ada Radius eea68a3926 Delete DefaultBentoMaleWIP.blend
Replacing with "DefaultMaleBentoFitted.blend. The old file got corrupted because it was too big, I think. Blender doesn't manage multiple armatures well.
2020-03-05 07:11:28 -08:00
Ada Radius 42b8b23ca5 Some of the problems with avatar_skeleton.xml
Left-right mismatches, and I don't know if they're within the rounding tolerances, as I don't know what those tolerances are. One other issue: some left -right pairs are listed with left first, others with right first
2020-03-05 07:08:15 -08:00
Ada Radius 69d019741d Where I've been getting information, partial list 2020-03-05 07:06:30 -08:00
Ada Radius b8fad25c2b Current licensing, AFAIK, for everything in this folder 2020-03-05 07:05:55 -08:00
Ada Radius 43dfba1785 cleanup
removed some irrelevant columns, some formatting
2020-03-03 09:35:08 -08:00
Ada Radius c7aff0a0c6 cleanup
to do: convert collision bone custom property settings to X-Axis mirroring, figure out what adjustments are needed for the Bento-rigged mesh objects, and figure out the mBone custom properties matrices.
2020-03-03 09:34:19 -08:00
Ada Radius 4a6982d9ad Finish converting the Bento-rigged mesh, continue converting Bento armature
Finished repairing the Bento male armature: male_2016_08_05.dae, details will be in my blog.
Added collision weights from Skeleton.Male's mesh to the male_2016_08_05.dae Bento-rigged mesh. LEFT_HANDLE and RIGHT_HANDLE had to be added using Blender AutoWeight. To give us a model for testing the repaired armature. I'm trying to replicate the inworld default system male, as much as possible, from the SLWiki downloads.
2020-03-02 09:48:26 -08:00
Ada Radius c9067c54a2 cleanup formatting
and add our better licensing language
2020-03-02 05:48:20 -08:00
Ada Radius ce031badb7 Calculation to convert Maya-based bento download to Blender values
the usual suspects: male_2016_08_05.dae, avatar_skeleton.xml, Skeleton.Male.blend. TO DO: figure out if it needs adjustments to the mBone custom properties, and make the new strings.
2020-03-01 09:56:57 -08:00
Ada Radius 19a4313aaa Default Bento Male from male_2016_08_05.dae, avatar_skeleton.xml, Skeleton.Male
Started over. this time the arithmetic is working. See spreadsheet.
TO DO: fix the downloaded mBone custom properties, add collison bone properties
2020-03-01 09:52:23 -08:00
Ada Radius a2e9c539bb Problem with avatar_skeleton.xml
left-right mismatches
2020-02-29 08:35:02 -08:00
Ada Radius abd7371b50 more work on viewer to Bento default male 2020-02-29 08:34:35 -08:00
Ada Radius 4e49f7cea3 calculate Blender settings for male matrix 2020-02-26 10:04:47 -08:00
Ada Radius 74bf59d393 clean up the text file
I changed my mind (and might again) on whether it's better to put the armatures +Y forward in Blender with -X setting on collada export, or +X forward in Blender with +Y settings on collada export. Probably the former (because Blender only mirrors armature settings on the X axis), which means I need to check the X, Y coordinates again in the custom property settings.
2020-02-26 09:57:06 -08:00
Ada Radius 1a23deeaf0 Added matrix data from male_2016_08_05.dae
Yesterday's testing showed me that, in the Blender data, we must have matrix data from the Project Bento Resources website. SL Wiki not exaggerating when they call those files "broken".  So I jammed the matrices from male_2016_08_05.dae into the spreadsheet and am sorting it out.  I expect it will be some kind of conversion arithmetic (from Maya to Blender), as I did with avatar_skeleton.xml from LL's viewer stuff and the 2014 files from the Rigging Fitted Mesh website.
2020-02-25 09:56:36 -08:00
Ada Radius be9a6841f1 removing - need to change direction
the armature is working fine with Appearance sliders inworld, but is distorting the mesh on import if there are any verts weighted to collision bones. Not obvious in the test models - the worst of the bad deform is solved. But it's there, obvious in Roth.  Part of the problem is +X forward vs. +Y forward orientation in Blender before exporting, not completely solved by the Blender-provided SL-OS rigged mesh export settings.  Part of it is in bone roll settings. The rest probably in the bind_mat and rest_mat settings imported with the bento dae files. I'll try going back to my original rebuilt armature and add in cust props with more tests as I go, til I find the bug.
2020-02-21 13:05:33 -08:00
Ada Radius 072ce9d64d cleanup 2020-02-21 12:54:27 -08:00
Ada Radius cefe2a220e Clean up
I think this is done
2020-02-21 12:31:27 -08:00
Ada Radius 2f285ad390 Reference file: armature built from avatar_skeleton.xml
I'm using it for testing - appending it into other files.
2020-02-21 12:25:59 -08:00
Ada Radius 7d574e299f more labeling
This file is handy for appending the original Linden Lab provided avatar resources from a 2.8x blender file.
2020-02-21 10:11:46 -08:00
Ada Radius 1e0e69ae73 moved to Skins > contrib > Ada Radius 2020-02-21 10:10:13 -08:00
Ada Radius 0e6c881c23 Delete avatar_skeletonToBlend2.82FemaleWIP.blend 2020-02-19 09:20:14 -08:00
Ada Radius c380e03c76 reorganized blend files. again. 2020-02-19 09:20:07 -08:00
Ada Radius 08de19ed1c deleted dae used for Physics on import to opensim
doesn't belong in "Armatures" but we might want to provide import tools somewhere else.
2020-02-19 09:19:49 -08:00