From Slink’s official announcement (quoting and paraphrasing):
Thu, Aug 28 2014 11:39:30 AM PDT
Physique 1.4 is now available at the Slink Mainstore. If you own this body, please visit the redelivery terminal to get the new version sent to you. If your purchase is not on the list, please contact Slink Resident for a redelivery!
Slink Free Dress
The new body has a few very nice new features, and resolves some of the issues experienced by users of the previous version.
Resolved a small geometry issue that was causing “ants” (small gap) around the neck seam between the body and either the visage patch or the SL default head, on lower Antialialising settings.
Resolved an issue with the weights on several vertices on the underwear layer that was causing it to clip through the clothing layer on the pelvis region.
Resolved an issue that was causing the Visage neck patch to throw an error when the Neck Fitting buttons were pressed on the Alpha and Clothing Layers HUD.
OK everyone is posting about these. If you haven’t already heard, you have to be hiding. They are far better than the Ruth and Roth avatars from earlier times.
They are interesting and noobies will look much better. However, noobies will still act like noobies . They won’t be all that hard to recognize.
However, Saturday when I was trying to play with the new avatars the SL system was acting up. The Choose an Avatar panel did not want to load. I kept getting an empty panel. I left the panel open and relogged, that got it working, or it may be just the relog did it. Or my region may have been having difficulties.
Once the panel was loaded then some avatars would not load. I would get what looked like an LOD4 version 0f the avatar only, very bizarre looking up close but ok from a distance. Switch to another one and later retry the one with loading problems, seemed to work.
When you wear one of these avatars a folder is created in the Clothing folder of your inventory. The ‘Lucy’ avatar is of course in the Lucy folder.
These avatars completely replace, well are worn over, your system avatar and a full body alpha mask hides the system avatar. They are complete mesh bodies and clothes. I am not sure why they made them No-Mod. Continue reading →
Zakiel explained where he is coming from and what he has realized, “A few weeks ago I was using a workflow that gave me good, fast and (more or less) SAFE results:
Standard rigging and 5 or 6 sizes (or more). But I wasn’t happy, anyways. I always wanted the “fitted” mesh so all the girls could use my clothes without problems or restrictions. That was what I thought or was expecting.
Now I realize that with the fitted mesh there are restrictions too; and the workflow (for now) is harder, longer and not safe as the standard rigging. I have to check the fitting with big breasts, small breasts, big+high, big+low, small+high, small+low, big+close, big+open, big+high+close… You get the idea… And what works for 1 combination probably won’t for the other…” Continue reading →
Numerous people are running into the problem with their mesh clothes creations not working well with the Second Life avatar. Gaia Clary’s latest comment in the SL Forum is here:
2014-04-14 06:35 AM – edited 2014-04-14 06:36 AM
Maybe I [Gaia] can add 2 remarks here:
You could use the Morph targets to create a dummy character and implement the SL Shape sliders to shape the dummy into the SL shape. Then you can use that dummy as reference for making your mesh garments of course. But note that the morphs themself [sic] take no active role in the fitted mesh deforming.
If you wanted to create something reasonable then you would create some sort of controllers that modify the Collision Volume bones. If properly done, then you could immediately see how your mesh would react in SL with changing slider values.
The main problem is to understand which bones are affected in which way by which slider. Most of this is noted down in the avatar_lad.xml file. And yes, in Avastar we actually have ported the SL Shape slider system into Blender This works as intended for the dummy itself. But for the mesh garments there is still something wrong (so right now we do not have a complete solution )
BTW: Blender allows to export shape keys to Collada, so in theory you could take our workbench blend file, then export the character with shape keys, and then try to upload that to Maya. Maybe that works, maybe not, I have never tried it myself.
At the Content and Mesh Import User Group we got some new information on the problem and what it might take to fix it. Don’t get your hopes up. It looks like we are going to have to learn to work around the problem. But, At least we know what the problem is and can quit wasting time searching through viewer code. Continue reading →
Consider. We started out with what I call system clothes. These are the decals we place on the avatar that look like clothes. This is the shirt or pants we make when use the features in Appearance. We hang prims and sculpties on the avatar to embellish the ‘decal’ clothes. These clothes fit the avatar perfectly. Consider ‘perfectly’ to mean no skin poke through. Continue reading →
The two big JIRA items relating to the Second Life avatar are STORM-1716 and STORM-1800. 1716 was the Mesh Deformer. It is considered closed with the release of Fitted Mesh. 1800 is the item that deals with the avatar weighting and mesh layout, which many of us still consider a problem.
You can see the partial fix discussed in 1800 in the Singularity Viewer. It uses the adjusted weights recommended as an improvement to the existing avatar we see in the SL Viewer. I’ve added the weight to a couple of versions of the SL Viewer. It helps. But, the patch only affects what I see not others. You can add the fix to your viewer using the file found in the JIRA. Continue reading →
There is currently some discussion about aspects of the new avatar bones being used in odd ways. The third party viewers in some cases have adjusted some things in the upload code to allow use of bones and joints in ways not completely support by the Lab.
New Outfit – 2014-09
As the discussion goes, those aspects may be blocked at the server soon. That would mean things like weighting mesh to the attachment points would no longer be allowed. We do not know whether the Lab will or won’t decide to block such use. So, don’t panic. But, if you have a good use case for your uses, get it into a Feature Request as soon at the JIRA’s new Feature Request channel opens up.
I am not done with my testing of the new avatar yet. But, so far there is no model avatar I can find that is in use in Blender that can be imported to SL and behave as the SL avatar does. The supposed exact same avatar is not an exact copy nor do the sliders affect it in the same ways. It is close, but not the same. Continue reading →
Today we did get a new nightly build of Blender. You can find the builds as 2.69.1 and the 2.7 test build. These are NOT the same files. One is 76k± and the other is 78k±. I know the 2.7 test build will not load the AvaStar 979 version. I also know it will not correctly export the SL Avatar. See the images.
Blender 2.7 Test Still having problems?
I also downloaded the Feb 20 build blender-2.69-e7f3424-win64. It too will not install AvaStar 979. Bummer. But, it will install 978. It also does not have a Collada export that works correctly. You get the same skinny avatar mess.
Also, as I try various options in the plain Blender export, I find I am just crashing Blender. So, today is still not the day for Fitted Mesh.