Works with OpenSim as well (ie OSGrid etc.) - This is a multi-faceted tool, some examples. Compatible with Avastar/Blender/DAE Devkits. This is a Blender 3d add-on for Blender 2.8 through current release, including Blender 3 alpha, we are stapled to its back. We could identify uncritical bones (nose bridge, nose tip, Nose base) and just leave those out of our animations or only do rotational animations. Bento Buddy - A complete replacement for Avastar. We possibly can use the same strategy for human Face Animation as well. So users still can use the Shape Sliders OR use facial animations. BTW the default face shape for Male and female do not differ except for the Head size. So do not touch the Face appearance sliders and just define animations for the default shape. We really want to use them for something. But on the other side we have more than 40 bones on the face now. Well, this is better than we had before, where we could not modify the appearance of mesh characters at all. So all we have is Shape Sliders to define the appearance of the character. So we seem to have basically 3 options provided we keep with the Animation system as it is: Only use Shape Sliders Lets say we wanted to create the eye blink. This becomes even worse when we take custom animation into account. The problem is that whatever we try to do, we never can create a custom pose that works equally well for all variations of the Shape. So you see whatever we try to do, the result of combining the Shape and the Pose might create not the desired results (opening/closing the eyes in this case) So what can we do ? Since the animation only modifies the upper eyelid, the translation of the lower eyelid remains unchanged. So the Translation of the upper eyelid that is imposed by the Shape slider is replaced by the Translation that is imposed by the pose. I'll post the links to those below when I find them.You see the Translation replaces the influence of the shape. Many are being developed for different programs. If you are a creator looking to make Bento Avatars, I'd suggest picking up an add on or a plug in to help you along. Bento hopefully goes live, meaning in all the viewers, soon, so if you are reading this months from now the viewer won't be an issue. Be sure to use a Bento compatible viewer, or you will not see the wolf properly. Comes with eyelashes too, for the ladies. Pick up 1 of my MEGAWolves on the Marketplace and give it a whirl.
Combine this with the shape customizations that are possible, and now we have something very compelling for the people of Second Life. This feature alone really does help to sell the feeling of the wolf really being you. Speech gestures allows the jaw and face to move as you use voice in Second Life. The wolf is quite expressive, and I give 4 or 5 expressions to trigger from a HUD. I use more than 50+ animations to control the wolf, many of those being short and looping but combine together to form random ear, tail, and facial movements. The wolf also utilizes Bump map textures, as well as Specular map textures to enhance the look of the fur and overall realism. The mesh has different SL Faces, so you can mix and match the textures to create any combination. It comes in a range of colors, and I give you the textures. This brings me to the point of this whole blog, which is to announce my first Bento product! As a consumer, who doesn't love customizing their avatars?Īs you can see, the range of wolves that can be created is quite wide. As a creator in SL, I could not be more geeked. In my opinion, this is HUGE! It's a game changer. So, with Project Bento comes complete customization of mesh avatars. The Shapes gives us access to sliders than can change parts of our bodies and parts of our face, meaning bigger eyes, or longer nose, and so on. Our meshes, especially the face, are now affected by a good number of the body shape sliders. I'm using a control rig to get the ears and trunk to move in a way more suitable for an elephant. Just below is an example of using the rig in a completely unconventional way. Hind bones, which are those 2nd set of legs, were added and gives an extra set of limbs to do whatever we want with. Not only do we get all these new bones, but with a few tricks we can reconfigure the rig to follow any skeleton one can think of, including spiders, centaurs, and dragons.
The goal being to add more bones for popular items like wings and tails, but also to add fingers and facial bones for avatars to be more expressive. Over the past year, Linden Lab, the company that runs and develops Second Life, has been working on a new skeleton for their virtual world, dubbed Project Bento.
Second Life, Project Bento, and Large Wolves