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armature #2

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AdaRadius opened this issue Feb 26, 2020 · 0 comments
Open

armature #2

AdaRadius opened this issue Feb 26, 2020 · 0 comments

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@AdaRadius
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I just uploaded stuff that may need more explanation:

The additions to the spreadsheet are from male_2016_05.dae from http://wiki.secondlife.com/wiki/Project_Bento_Testing download with missing bits filled in with avatar_skeleton.xml from https://bitbucket.org/lindenlab/viewer-release, converting the dae and xml matrices to matrices that Blender can read - resorting the strings. Tests OK inworld for the mBones, haven't input and tried it for collision bones yet.

These are the bind_mat and rest_mat custom property settings for the mBones and possibly for the collision bones. There's a Blender dev blog from 2017 here: https://developer.blender.org/T50412. Mostly not applicable as of Blender 2.8x in 2020 (aka entirely wrong now) but a clue as to the discussion at the time re the collision bones.

The old restpose_rot and restpose_scale settings I have in the test file now (not yet uploaded) work OK for the one vertex group per object test model (Octahedra) but not for the humanoid males - Roth and default Bento male ( gorilla arms).

Right now I'm working only with the Bento default male mesh, from the male_2016_05.dae download, with collision bone weights added from the 2014 Skeleton.Male.blend file from http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh, using Data Transfer modifiers. When I get a match, inworld, between default male inworld and the Bento Default Male mesh, I think I can call this part of the project done.

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