Bo Orsini wrote:AstridKaufmat wrote:Cool thanks. I'll give this a shot. However the big iussue for me stays that avatar_lad.xml interpretation I can't figure out why only for some second life sliders it's writtedn the smallest and the biggest value of those bones while for others it's just written the biggest one.
For all shape sliders in SL to work, you need indeed a Fitted Mesh rigged body.
yes exactly I mean those sliders that control the collision bone scale too, like you can see in this list
http://wiki.secondlife.com/wiki/Appeara ... cted_bones Btw I found out that there is an error in that list canse body fat must include also the legs collision bones.
About getting some results with fitted mesh without using sold plugins. Yes I have had some interesting results,using my free kit, especially for boots. I made a simple pair of boots, then rigged it first on mbones, cause you might not want your feet to squash stretch like a puddin and stay more realistic. then from theupper edge at shin/knee level I started balancing the weight between mbones and collision bones using as referal to decide how much to weight the pose library that I made in that kit that you find on my blog, plus as extra check referal the obj files that are included in the empty object that I have in the liquid democracy developing kit.
It was surprisingly working good once in betagrid of different sizes. I made several shapes trying to break it and I realized that there is a magic bugger: if you make a shape body fat 100% and leg muscles 100% the boots were not fitting good.
I said ok fine maybe it's just my tool that is not perfect. The big surprise came when I randomly started buying from marketplace freebie demos of rigged boots made with fitted mesh especially from makers that in their blog declare openly to use one of those famous plugins. I worn them in world and wearing with them a shape leg muscles 100% body fat 100% I broked I bugged lso those shapes made with those pricey plugins:P.
The problem is that fitted mesh is not at all a precise way to do it and as you said yes it's big waste of time compared to mesh deformers, plus not at all working good whatever the lies they put in blogs "now fitted mesh is working" then explain me why I can still bug their products ha.
A solution that I thought to solve this is to use anyway even for fitted mesh some sizes. tha bad new is that if you use for instance a lattice to make a new size then you can't just put on the new sized upper boot the weights you used for the smaler size, because on a smaller size you have used more intense weighting to let them be stretched more by bones. On the bigger size of the boots hence they are already large they need less influence from the collision bones or they'd be pushed by them too far, this would take you to edit those weights again. here you see what a mess is fitted mesh.
The biggest iussue though is that, whatever some people say without having understood what fitted mesh is, we cannot rig without using a referal.
As support of this thesis I give a one more example. when I saw those boots not fitting well I said "oh let's give the upper edges more weight just to make a test( after all the avatar from wiki is rigged with almost 100% weights on collision bones for all vertices). The result? well that pair of boots was bugged even more, the upper edge when uo wear a 100% body fat 100% leg muscles shape is pushed down leaving a big space between your avatar and the upper edge of boots.
This shows how much it's important and needed to properly rig with fitted mesh having referals to properly weight your creations. When some people say that we could rig good quality fitted mesh without having a good referal kit or plugin it's because they have just done some full body avatars.
The full body avatar wearing a full body alpha is the only scenario where you could rig without having an avatar that in your 3d software behaves like secondlife having those collision bones scaling just like sl and the shape with them. This happens because on a full body custom character you can just decide to spray a few weit on breast bones and butt bones testing them also with animations to give them a few of physic behaviour in second life. Now you see why I am tryig any strategy to build a kit a tool that makes the avatar deform bones and the body with it like second life but free for all, cause without we'd be just forced to buy a not cheap plugin ( not democratic at all).