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The wiki does not allow attaching most file formats directly. Note: to add new test content to the wiki, you can first attach it to BUG-10981, then post a link to that attachment in the wiki. With the addition of Project Bento, meshes rigged to Attachment points may be rejected by the server since one of the primary reasons for the addition of these new bones was to discourage this process.Ĭurrent Content & Resources Models & Skeleton Files / Test Content Prior to Project Bento, rigging to attachment points was never formally supported, and was strongly discouraged, as once an animation stops playing it often leaves the attachment points in a deformed location that is very difficult for a resident to understand. The community asked for the ability to have translation/position based animations available for greater creative control and it was agreed upon that suffering the confusion from this conflict of behavior was still an overall gain. This was the best practical alternative to simply not allowing translation based animations at all due to the possibility of them overriding sliders. Because the animation will always override the slider.įor a list of all the bones that are influenced by sliders that adjust their position refer to this : However the slider's influence on the affected bones scale will not be altered, as animations presently cannot affect bone scale.īecause of the above two restrictions it is ill advised, to mix content where you want the translation based sliders to work with translation based animations. Since presently the animation system has no means of knowing the positional offset that the slider is providing, that animation will be played based off of the bones natural ( pre-slider adjustment ) position.
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For example : sliders will affect a mesh attachment head differently than it affects the Linden Avatar head. It is fundamentally impossible to exactly mimic the motion of a morph target based system with a bone based rigging system. While these two systems are affected similarly by slider manipulation by design, it is good to keep in mind that it is an approximation, and only that. This is a completely different system from using bone based rigging on mesh attachments worn in the same regions of the body (which is what Project Bento adds support for). The default Linden Avatar depends on morph targets to perform hand poses and facial expressions. While the updates to the slider system made it so that these new bones move with sliders, it does not override, or affect in any way existing behavior on the default Linden Avatar head and hands.
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Slider System / Shape UpdatesĪdditionally Project Bento updated the existing avatar shape system to make the adjustment sliders affect these new bones on top of it's previous (unaltered) shape control functionality.
Blender avastar bento bones update#
The Project Bento Update added bones to the skeleton to expand rigging and animation support in the following areas:Ī full list of the alterations for the skeleton exists here.
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Project Bento is an update to the Second Life Avatar Skeleton which is what allows Second Life Avatars to move and come to life, as well as enabling the creation of more lifelike and intricate rigged mesh attachments. Project Bento Testing is now Complete! Project Bento is now Live in all regions on all viewers! What is Project Bento? Welcome to Project Bento! As we mentioned in our announcement, Project Bento is adding new bones and attachment points to the avatar skeleton. 6 I found a problem? How can I give feedback?.3.1 Models & Skeleton Files / Test Content.
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