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What I've been doing with the avatar_skeleton.xml to Blender armature conversion. This can be a useful armature to use for vertex weighting, as it replicates, as well as possible, the viewer system female armature in Blender.
- Corrected errors in Blender bone settings. "Inherit Scale" should be "none", but local and inherit rotation should be checked.
- Corrected bone group and layer assignments; more or less follow group structure in the xml file.
- Corrected bone and tail x,y,z positions. I thought that the version I uploaded earlier was the one built directly from avatar_skeleton.xml data, but I apparently had made an attempt at rebuilding the "broken" SLWiki bento download - at some point and some of those numbers were in there instead of the xml file data. Enough of a difference that I could see it in the Blender file, and it affects auto-vertex-weighting for the hand and face bones, where the thresholds are smaller. Dunno why SL provided an armature different than the system armature.
NOTES: - Whether or not bones are connected in the armature hierarchy is defined in avatar_skeleton.xml, but bone tail to subsequent bone head numbers don't always match. I copy-pasted from the xml file to Blender in hierarchy order, which is best effort I think. The mismatches are color coded in the spreadsheet.
- I did not replicate the avatar_skeleton.xml left-right symmetry errors; I input the left values and mirrored to the right, as the xml file usually (not always) lists the left bones before the right bones. I color coded the mismatches in the spreadsheet. The differences are probably not significant and Blender tools are easier to use with a symmetrical build.
- There are some inworld armature settings inworld we can't replicate in Blender, or at least not perfectly. The Appearance sliders for the system avatar inworld are driven by morphs (see avatar_lad.xml), but for attachments, such as mesh bodies and clothing, we have to define how the sliders will work with vertex weighting.
- When we export dae files from the Blender file, the rounding changes, as it does with dae imports. I don't know how Blender calculates them; how Blender handles dae importing and exporting is a subject of much complaint at some forums.
TO DO:
When I have time I'll add control bones and figure out better bone roll (now all set to zero) to make this a more useful tool.
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