[Opensim-users] Quad Mesh avatars anyone??

Michael Emory Cerquoni nebadon2025 at gmail.com
Tue Nov 25 03:46:10 UTC 2014


Yes in theory it should all works, that is how it is done in Second Life,
and our functionality on these matters should be 1:1

On Mon, Nov 24, 2014 at 10:37 PM, Robert Martin <robertltux at gmail.com>
wrote:

> okay so if i
>
> 1 get a dire wolf designed (but rigged as a biped)
> 2 setup the animations/poses and load into an AO
>
> then it should actually work correctly (more or less)
>
> less than i thought it would be
>
> On Mon, Nov 24, 2014 at 10:16 PM, Michael Emory Cerquoni
> <nebadon2025 at gmail.com> wrote:
> > the trick to a quad avatar is in the AO, you need BVH animations that
> force
> > your avatar into the quad position, then you have to take this all into
> > account when rigging your quad mesh, you basically have to build all your
> > own animations as well unfortunately, its much harder than just simply
> > rigging mesh joints.  There is no native support in the current viewers
> for
> > quad+ avatars.
> >
> > On Mon, Nov 24, 2014 at 8:46 PM, Robert Martin <robertltux at gmail.com>
> wrote:
> >>
> >> Does anybody know how to go about making a quad mesh avatar (like a Dire
> >> Wolf??)
> >>
> >> also in blender which way do i need to face the avatar to get it to
> >> import to OS/SL correctly??
> >>
> >> --
> >> Robert L Martin
> >> _______________________________________________
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> >> Opensim-users at opensimulator.org
> >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> >
> >
> >
> >
> > --
> > Michael Emory Cerquoni
> >
> > _______________________________________________
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> > Opensim-users at opensimulator.org
> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> >
>
>
>
> --
> Robert L Martin
> _______________________________________________
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>



-- 
Michael Emory Cerquoni
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