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2013年6月30日日曜日

mesh head and facial emotions–not morphing

In secondlife, we don’t have morphing (shapekey) therefore use multiple layers (materials in Blender and faces in Secondlife) and change alpha with llSetAlpha.
HUD and llGetAngentInfo can control layers by Linden scripts.

Still it’s a primitive HUD but you can understand how we can control facial expressions by multiple layers.

Enjoy.

2013年5月27日月曜日

makehuman has seconlife export option

makehuman is designed to make human polygon as free software. It can export mesh object for several formats, includes collada.
If you select collada export, also you can select "Use second_life rig" option.
To export colllada for second life, check the following options.
- Rotate 90X
- Rotate 90Y
- meter
- Use second_life rig

Already rigged and weighted! You don't need adjust by blender, you can upload it as shape model into secondlife directly.

Also this is collada therefore import it into Blender and using PMX exporter, you can make PMX model. (don't forget changing axis-world and PMX bone should be used and weighted.)
makehuman

Enjoy!

2013年4月30日火曜日

Avastar “Weld Edge Normals”

Great news!
Avastar RC4-812 also provides us “Weld Edge Normals” option in Tools shelf [Other] section as collada export option, in order to avoid visual seems (line) between objects.

http://blog.machinimatrix.org/2013/04/25/avastar1-rc4-812/

Visual seems? Yes, you can see “Line” between objects or doubles vertices in smooth shading.

VisualSeems

Why we can see such a “line” even though we adopted “smooth” shading in blender?
Because vertices on the line are “doubles” and vertex normals are different.

VertexDoubles

Here is a great video to understand Normals and Smooth shading by Avastar’s creator, Gaia Clary. It’s Good Job!!!!

Face normals

Vertex normals and smooth shading

In order to hide/avoid visual seems, so far we use [Remove Doubles] in Tool Shelf in Blender. However [Remove Doubles] means merging vertices to one vertex. If you would like to keep separated objects, you could not avoid visual seems between objects by normal functions.

Keep separated? Yes, if you would like to have over 8 materials in one object, you should separate object for more materials under secondlife mesh limits.

See “Mesh” limits below link.
http://wiki.secondlife.com/wiki/Limits

Why we need more materials?

We need “faces” for each facial expressions. With like a flip cartoon  method, you can adopt facial expression to mesh head/face instead of morphing.

Eye part has 8 materials as 8 (prim) faces
facialeyes

Mouse part has 8 materials as 8 (prim) faces
facialMouse

Eye and Mouse part should be separated objects. It means we can see visual seems between Eye and Mouse parts.

But now we can erase it by Avastar “Weld Edge Normals” option in exporting collada.
See the video below ウインク

Enjoy!

2013年4月11日木曜日

UTILIZATOR – M3 Mesh Anime Head

PMX imported model? Non non, it’s mesh anime head “M3” from UTILIZATOR!

secondlife-postcard (42)
(Head only. Miku costume by GANTZ)  with Wind Light, light/shadow and DOF rendering options

UTILIZATOR – M3 Mesh Anime Head in marketplace
https://marketplace.secondlife.com/p/UTILIZATOR-M3-Mesh-Anime-Head/4697296

secondlife-postcard (43)
With PMX imported mesh doll.(Applied Wind Light setting, without light and shadow)

secondlife-postcard (44)
With another M3 Head avatar. (Applied Wind Light setting, without light and shadow)

Realistic mesh head (hybrid avatar) “Nea” is also amazing work and this M3 Mesh Anime Head has so many facial expression patterns controlled by HUD.

vp5

This M3 Mesh Anime Head shows us high potential of mesh works in secondlife, I think, as well as Nea gave us.

UTILIZATOR creator’s blog and news
UTILIZAOR BLOG

secondlife-postcard (49)
(deferred rendering – light, shadow and DOF – close-up)

secondlife-postcard (46)
Changed eye size, blushing and opening mouse

secondlife-postcard (45)
Imported pmx mesh doll GUMI by Mamama-san and M3 Mesh Anime Head + Edelweiss school blazer (Only Wind Light setting)

*Edelweiss* http://moekakohime.blogspot.jp/

Enjoy!!! ウインク

2013年3月21日木曜日

Nea - Hybrid Avatar (skin and mesh head)

As I introduced in this blog, mesh head and skin - Hybrid Avatar - "Nea" is released in Skin Fair 2013 in Second Life.



I think this fabulous mesh head and skin opens new era for secondlife mesh avatar. Still it's a starting point and less facial expressions but I believe so many creators will be heading for high quality mesh avatar. (I MUST SAY SHE HAS RICH FACIAL EXPRESSIONS - PLEASE SEE THE FOLLOWING URL-FLICKR.COM)
http://www.flickr.com/photos/snumaw/sets/72157633063375895/

I made the following video with Nea mesh head and MikuMikuDance motion - Cyber Thunder Cider -. This avatar gives me a lot of motivation for making video.



Enjoy, ;)

2013年3月9日土曜日

Touhou project models in secondlife

Sorry, It’s not for sale. 

Izayoi Sakuya http://touhou.wikia.com/wiki/Sakuya_Izayoi
Original PMD model creator: アールビット様 (arlvit sama)

Snapshot_006

Koa (koakuma) http://touhou.wikia.com/wiki/Koakuma
Original PMD model creator: アールビット様 (arlvit sama)

Snapshot_007

Houraizan Kaguya http://touhou.wikia.com/wiki/Kaguya_Houraisan
Original PMD model creator: iroha02 様

Snapshot_008

2013年2月6日水曜日

Try to reduce Physics land impact

Already we know, if we would like to reduce land impact – especially “download”, we try to adjust triangle limit number of each LOD level.

However if Physics value is so big, how to reduce it? [Physic] tab provides us [Analyse] and [Simplify] buttons but we have more effective way to reduce it if mesh model is linked objects one.

physics 

Again, if your mesh model is linked from several mesh objects, the following workaround is so effective. Your mesh model doesn’t have children objects, this workaround does NOT work.

reference wiki
http://wiki.secondlife.com/wiki/Physics_Optimization

According to the above wiki article, Create the following script in root prim, and execute it. When completed it, Script will be deleted by itself.
default
{
state_entry()
{
llOwnerSay("Setting all child prims to PRIM_PHYSICS_SHAPE_NONE");
llSetLinkPrimitiveParamsFast(LINK_ALL_CHILDREN, [PRIM_PHYSICS_SHAPE_TYPE, PRIM_PHYSICS_SHAPE_NONE]);
llRemoveInventory(llGetScriptName());
}
}
If you don’t want to make script or you are not familiar to scripting, you can do the same thing from [Edit] dialog.
Open [Edit] dialog and check land impact.
kaguya1

Except root prim (yellow line prim) in edit mode, check [Edit linked] and select children prim (blue line prim). Open [Features] tab and select [None] in [Physics Shape Type].
kaguya2
Already you can see 31 land impact changed from 38 on the above picture.


Try to select [None] in all children prims.
kaguya3


kaguya4


kaguya5


When Physics value is less than download, you had better stop this workaround. No more effectiveness is expected.
kaguya6


Also you can see land impact value is reduced from 38 to 8 in Edit dialog.



Enjoy! ウインク