[Opensim-users] Converting the Carnegie Mellon Animations?
Karen Palen
karenpalensl at gmail.com
Thu Mar 11 00:44:35 UTC 2010
Well that is really a question for the Second Life developers at Linden
Labs!
The short answer is that the Sl/OS avatars are derived from the Poser models
and the earliest trials (2003) was almost exactly Poser stuff.
The Poser skeletons are about the simplest that look anything like
realistic!
As i recall the main differences (in 2003 at least) was to replace the hand
structure (approx 15 bones) and the head model (about 4 bones and 2 dozen
morphs) with something much simpler.
This seems to have been carried over to the present models.
These bones are rarely used in an actual animation and are simulated by
having pre-build "hand" and "emote" structures.
Karen
On Wed, Mar 10, 2010 at 8:50 AM, Master_Mirage <mirage123 at verizon.net>wrote:
>
>
> Karen Palen wrote:
> >
> > I think you are correct, but this is derived from the Poser skeletons
> > which
> > also use the hip as the anchor point. Just from memory there are some
> > other
> > differences in the "standard" skeletons in the way certain "bones" are
> > handled.
> >
> > THe DAZ Millenium figures use a more complex skeleton which includes
> > "buttocks". This makes for more realistic walks, but this skeleton also
> is
> > not carried over into SL/OS. In this case the "buttocks" can usually be
> > dropped with minimal effect.
> >
> > This is why Poser BVH files work well with SL and OS!
> >
> > Karen
> >
> >
> I allways woundered why the skeleton dosent have more of the bones in the
> 1st place. Is there some big problem or reasion why sl/opensim is?
>
>
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