
So the worst is done, but it still needs work.īut Stickman, what about all those other projects? They’ve only got rough bone placements, and the fingers still don’t move right. The fingers themselves still need some adjustments. The wings have been terrifying me this whole time, since they’re a real monster. But I am going to have control over the fingers so I can do all kinds of expressive and detailed motion with those! With the new Bento bones, I’m not actually going to gain much on the wing membrane itself – the model was never designed to have super fancy bat-like wings. The original wing was rigged in a weird way, and the lack of bones meant that the little fingers on the “hand” were static. It may have some minor tweaks later, but everything works. The tail rig is finished for both the finned and unfinned versions. With the bento skeleton, we have a whole six bones in the tail to work with, allowing for a very wide range of motion that was never otherwise possible. But if you deviated from a limited range of motions, the tail would squish flat or warp its shape poorly.

I animated both the position and the rotation of the attachment bone to simulate additional bones, giving the tail the appearance it was properly rigged. The original wyvern tail used two bones it should never have used to animate the tail: The fitted PELVIS bone for the base, and the aPelvis attachment location for the end of the tail. But I’ll probably make some additional adjustments later. One of the two heads is in a finished state. I’m not certain I would implement those… but it’s a possibility! However, if it’s rotation only, I can potentially use translations to do some face customization features, such as modifying the size of the nose bridge, the chin, or other things. I’ve focused on rotation-only behavior for the head rig, which might allow me to use the same animations for both heads, though probably not. I’ll have to rig both of the heads separately. This also gives us some minor control over the tongue! You can also animate expressions, instead of just have a static one. When you have a rigged head, you can have as many expressions as you want just by uploading a new animations. These were done by uploading four separate head shapes and then alpha-swapping between them so you only saw one at any given time. The wyvern originally had four head states: neutral, angry, happy, and sad.
#Second life bento skeleton color chart upgrade#
To upgrade to Bento there are three things that need rigging changes. However, any rigged attachments for the head, tail, or wings will need updates. So all textures will be backwards compatible. I am only non-destructively changing geometry of the model, and am keeping the UV maps the same. Note that additional sizes requires animation work done for all sizes, even if they’re just copies of existing animations, so it’s not fast and easy. I’d also love to release it in more sizes, which is a commonly asked for feature. Since we now have the Bento skeleton, upgrading the wyvern involves giving it more bones. (See also: for my initial discovery of the bug I worked around, that has since spread wider)
#Second life bento skeleton color chart update#
Since then, Second Life has released an update that broke the smoothness, and now the wyvern has jerky animations, despite intentionally building it not to. When I originally built it, I intentionally broke the skeleton in order to get the jaw and tail to animate, and worked around Second Life’s bugs in that regard to make it smooth and pretty. I have been working on an upgrade to the wyvern recently. If you’re not in the server you can join it here:īut if I’m working on something particularly interesting or a meaningful milestone, I’ll make an extra effort to post additional notices. So I’ll primarily be using Discord for notifications. It takes time and effort to post streaming notices (and end of stream notices) on various sites and etc. You can follow me on Picarto here for notifications:

So if I’m doing things like testing animations, I’ll be switching to Picarto. You can follow me on Twitch here for notifications: They have better support for saving clips, so I can make little videos highlighting the animation progression, or funny moments, or Q&A that happen. I also still have depression – it’s one of those things you live with the rest of your life – which may interrupt the schedule.īut I expect, and you should expect, a stream 5 days a week. I have a few commitments that will potentially interrupt the schedule, such as fixed-time D&D sessions. So regardless of your time zone, you oughta be able to catch me at some point. Will it be animations? Scripts? We’ll find out as I can get more organized, but it’ll probably be animations. For now I’ll be focusing on the wyvern, primarily. So I’ll tell you what to expect:Įvery morning, I’ll run through a daily routine, then sit down and start streaming for 6-8 hours. I’m planning on using the new year as a new start and pick up a new routine.
