RuthAndRoth / Max

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Draft of MaxineDraft1.0 #1

Open AdaRadius opened 11 months ago

AdaRadius commented 11 months ago

This is meant to be a template for mesh body and clothing makers. I built the model specifically to the default viewer armature parameters and the UV map edges, so there are the expected anatomy proportion issues. It's a completely different topology from Ruth2, with significant changes to the size and position of the feet, to line them up with the default armature bones. Should eliminate the finger wonkies later Ruth models. Within those parameters, artists should be able to change Max's shape - slimmer, more voluptuous, whatever.

Very important: don't move the eyes; they are defined in the code as well as viewer data. I am thinking about an entirely different eye model for future versions, but they'll still have to be positioned exactly at the head of bones mEyeRight and mEyeLeft. Either the center of a sphere, or at the back edge of a hemisphere. The location coordinates of the bone heads are: .036, -.073, 1.762 left, -.036, -.073, 1.762 right

Vertex weighting was based on, in this order: 1) the llm file vertex weights, 2) the parameters outlined in avatar_lad.xml for mesh attachments 3) the volume parameters in avatar_lad.xml for volume weighting.

There is a problem uploading to the viewer - the "fitted" volume weights aren't coming in correctly and I haven't figured out what the problem is. As of Blender Bytes class today (we meet at Kayaker Magic's Spirit Rock Ranch in Discovery Grid, Wednesday's, 9:30 or earlier) Zai Dum straightened out some upload issues, and we're left with a problem in (I think) CHEST weights. I've tried a few things and will keep banging on it.

I used both Robin Woods' UV mapping templates from 2005, with her permission (for the RuthAndRoth project) and UV maps derived from the Linden viewer avatar. Robin's maps closely match, with a useful overlay for projects like this. Every skin designer has used them - they make more sense of the LL topology and UV mapping than anything else, including my attempts at it.

I haven't added high heel feet yet. We have good versions in Ruth that we can move over, high heels by Sundance Haiku and medium heels by Original Creator - they will need some adjustment at the ankle. I fit Max's feet to the OpenSim/Sl armature, so that the foot bends at the ball of the foot, at the mFoot joint. This makes for a smaller foot, close to the 00 size that most female avs set the size of their, feet, so they fit into available shoes. Not particularly realistic, but it deforms better. high heel pose for Max's little feet looks something like this: mAnkleLeft 1.000, .600, 0.000. mFootLeft 1.000, .500, 0.100 or -0.100

Maxine's feet are nowhere near the much larger size of the SLink and other popular feet and shoes - those feet, if deformed back to flat, would be about a women's size 12.

I simplified the Ruth fingernails and toenails (getting ready for PBR); we have oval fingernails and a set for the flat feet.

The armature came from Owl Eyes (Tom Ernst) OpenSim Life plugin, e.g. directly from the viewer definitions, with the following changes:

After my fellow Blenderites take a look at this (and maybe someone gets it uploaded without tears), I'll morph her into Maxwell. Maxwell will probably be sized the same as Maxine, but with female-to-male morphs, relying on the viewer to switch the armature over to the male bone lengths inworld. Easier than trying to do it in Blender.

last updated 2023-11-15 Ada Radius