Project Bento Skeleton Guide

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The following is a brief summary of the updates to the skeleton for the Bento project.


Partial Skeletons

Upload of rigged content no longer needs all the bones specified in the DAE file for convenience purposes. For rigged content, simply omitting unused/missing bones from the skinning data is now is allowed.

New Bones

There are 106 new bones added for Bento. The largest number are for support of facial expressions and finger movement.

The numbers in bones names are ordered such the bone that is closest to the root has the lower number.

Hands

There are 30 finger joints, 15 on each hand - 3 joints per finger times 5 fingers. They are named as follows: mHand<finger><number><side>, where fingers are Thumb, Middle, Index, Ring, and Pinky, number is 1,2 or 3, and side is Left or Right.

List of hand bones
mHandThumb1Left mHandThumb1Right
mHandThumb2Left mHandThumb2Right
mHandThumb3Left mHandThumb3Right
mHandIndex1Left mHandIndex1Right
mHandIndex2Left mHandIndex2Right
mHandIndex3Left mHandIndex3Right
mHandMiddle1Left mHandMiddle1Right
mHandMiddle2Left mHandMiddle2Right
mHandMiddle3Left mHandMiddle3Right
mHandRing1Left mHandRing1Right
mHandRing2Left mHandRing2Right
mHandRing3Left mHandRing3Right
mHandPinky1Left mHandPinky1Right
mHandPinky2Left mHandPinky2Right
mHandPinky3Left mHandPinky3Right

Face

The following new joints have been added to the head and face:

List of face bones
mFaceForeheadLeft For animating the forehead
mFaceForeheadCenter
mFaceForeheadRight
mFaceEyebrowOuterLeft For animating the eyebrows
mFaceEyebrowCenterLeft
mFaceEyebrowInnerLeft
mFaceEyebrowOuterRight
mFaceEyebrowCenterRight
mFaceEyebrowInnerRight
mFaceEyeLidUpperLeft For controlling the upper and lower eyelids
mFaceEyeLidLowerLeft
mFaceEyeLidUpperRight
mFaceEyeLidLowerRight
mFaceEyeAltLeft By default, these are in the same location as the default mEyeLeft and mEyeRight bones. They could be used to control additional eyes, or to control eye orientation via animations. The default eye bones are not suitable for use in animations because they are controlled directly by the Second Life viewer.
mFaceEyeAltRight
mFaceEyecornerInnerLeft
mFaceEyecornerInnerRight
mFaceEar1Left These allow ears, antennas, or any other head appendages of your choice to be animated.
mFaceEar2Left
mFaceEar1Right
mFaceEar2Right
mFaceNoseLeft For animations involving the nose
mFaceNoseCenter
mFaceNoseRight
mFaceNoseBase
mFaceNoseBridge
mFaceCheekUpperInnerLeft For animations involving the cheeks
mFaceCheekUpperOuterLeft
mFaceCheekUpperInnerRight
mFaceCheekUpperOuterRight
mFaceJaw For opening and closing the mouth.
mFaceLipUpperLeft For controlling the upper lips and mouth corners
mFaceLipUpperCenter
mFaceLipUpperRight
mFaceLipCornerLeft
mFaceLipCornerRight
mFaceTongueBase For animating the tongue
mFaceTongueTip
mFaceLipLowerLeft For animating the lower lip
mFaceLipLowerCenter
mFaceLipLowerRight
mFaceTeethLower For positioning the teeth
mFaceTeethUpper
mFaceChin For positioning the chin

Spine

Additional joints have been added to the spine to allow more flexible models. By default these are "folded up" inside the original spine and will not have any affect, so they would need to be re-positioned in any models that use them.

List of spine bones
mSpine1 Between mPelvis and mTorso
mSpine2
mSpine3 Between mTorso and mChest
mSpine4

Wings

List of wing bones
mWingsRoot This joint lies at the base of the wings, and is intended to make it easier to move and potentially repurpose the wing joints.
mWing1Left For controlling the wings
mWing2Left
mWing3Left
mWing4Left
mWing1Right
mWing2Right
mWing3Right
mWing4Right
mWing4FanRight These branch off from the main chain of the wings, to help with applications like bat wings.
mWing4FanLeft

Hind Limbs

By default, these bones are positioned behind the original legs and can be used as and additional set of legs in that position. If repositioned, they can also be used for a second set of arms or wings.

List of hind limb bones
mHindLimbsRoot
mHindLimb1Left Bones in the left hind leg.
mHindLimb2Left
mHindLimb3Left
mHindLimb4Left
mHindLimb1Right Bones in the right hind leg
mHindLimb2Right
mHindLimb3Right
mHindLimb4Right

Tail

List of tail bones
mTail1 base For animating a tail
mTail2
mTail3
mTail4
mTail5
mTail6 tip

Other

List of other joints
mGroin For animating any groin-related appendages

New Attachment Points

List of new attachment points
Location Number Description
Left Ring Finger 41 Linked to the mHandRing1Left and mHandRing1Right joints, suitable for rings and such.
Right Ring Finger 42
Tail Base 43 Linked to the first tail joint, mTail1.
Tail Tip 44 Linked to the last tail joint, mTail6
Left Wing 45 Linked to the wing joints mWing4Left and mWing4Right
Right Wing 46
Jaw 47 Linked to the mFaceJaw joint.
Alt Left Ear 48 Linked to the new mFaceEarLeft and mFaceEarRight joints. Called "Alt" ears because there are already ear attachment points connected to the head.
Alt Right Ear 49
Alt Left Eye 50 Linked to the new Alt eye joints mFaceEyeAltLeft and mFaceEyeAltRight.
Alt Right Eye 51
Tongue 52 Linked to mFaceTongueTip
Groin 53 Linked to mGroin
Left Hind Foot 54 Linked to mHindLimb4Left
Right Hind Foot 55 Linked to mHindLimb4Right

Slider Support

We support most of the shape controls found under "Edit Shape". However, some of the controls are supported only by the use of collision volume bones (Fitted Mesh), and some controls cannot be supported due to technical constraints.

Controls supported via Fitted Mesh

The following slider controls are supported, but only by the use of collision volume bones (Fitted Mesh)

  • Body Fat
  • Torso Muscles
  • Breast Size
  • Breast Buoyancy
  • Breast Cleavage
  • Love Handles
  • Belly Size
  • Leg Muscles
  • Butt Size
  • Saddle Bags
  • Knee Angle
  • Foot Size

Unsupported controls

The following slider controls are not supported due to technical constraints.

  • Head shape
  • Eyelash length
  • Eye Pop
  • Ear Angle
  • Attached Earlobe
  • Jowls
  • Chin Cleft
  • Upper Chin Cleft

Bones Currently Affected By Positional Sliders

The following bones are influenced by sliders that affect their POSITION. This means they run the risk of having the influence they have on the avatar shape being partially or completely overridden by animations that use positions.

  • mWing1Right
  • mWing1Left
  • mWing2Left
  • mWing3Left
  • mWing4Left
  • mWing4FanLeft
  • mWing2Right
  • mWing3Right
  • mWing4Right
  • mWing4FanRight
  • mTail1
  • mTail2
  • mTail3
  • mTail4
  • mTail5
  • mTail6
  • mCollarLeft
  • mCollarRight
  • mHipLeft
  • mHipRight
  • mHindLimb1Left
  • mHindLimb1Right
  • mEyeLeft
  • mEyeRight
  • mFaceEyeAltLeft
  • mFaceEyeAltRight
  • mFaceEyeLidLowerLeft
  • mFaceEyeLidLowerRight
  • mFaceEyeLidUpperLeft
  • mFaceEyeLidUpperRight
  • mFaceEyebrowInnerLeft
  • mFaceEyebrowInnerRight
  • mFaceEyebrowCenterLeft
  • mFaceEyebrowCenterRight
  • mFaceEyebrowOuterLeft
  • mFaceEyebrowOuterRight
  • mFaceEyecornerInnerLeft
  • mFaceEyecornerInnerRight
  • mFaceNoseRight
  • mFaceNoseLeft
  • mFaceEar1Left
  • mFaceEar1Right
  • mFaceLipUpperLeft
  • mFaceLipUpperRight
  • mFaceLipLowerLeft
  • mFaceLipLowerRight
  • mFaceLipCornerRight
  • mFaceLipCornerLeft
  • mFaceCheekLowerLeft
  • mFaceCheekLowerRight
  • mFaceCheekUpperLeft
  • mFaceCheekUpperRight
  • mFaceForeheadLeft
  • mFaceForeheadRight
  • mSkull
  • mFootRight
  • mFootLeft
  • mHindLimb4Left
  • mHindLimb4Right
  • mFaceNoseBridge
  • mFaceNoseCenter
  • mFaceNoseBase
  • mFaceLipUpperCenter
  • mFaceTeethUpper
  • mFaceLipLowerCenter
  • mFaceTeethLower
  • mFaceEar2Left
  • mFaceEar2Right
  • mFaceJawShaper
  • mFaceChin
  • mFaceForeheadCenter
  • mFaceRoot
  • mFaceTongueTip
  • BELLY
  • PELVIS
  • LEFT_PEC
  • RIGHT_PEC
  • L_CLAVICLE
  • L_UPPER_ARM
  • L_LOWER_ARM
  • R_CLAVICLE
  • R_UPPER_ARM
  • R_LOWER_ARM
  • CHEST
  • UPPER_BACK
  • LOWER_BACK
  • LEFT_HANDLE
  • RIGHT_HANDLE
  • HEAD
  • BUTT
  • L_UPPER_LEG
  • L_LOWER_LEG
  • R_UPPER_LEG
  • R_LOWER_LEG
  • L_FOOT
  • R_FOOT