Difference between revisions of "Project Bento Skeleton Guide"
Vir Linden (talk | contribs) (→Wings) |
Vir Linden (talk | contribs) (→Wings) |
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|mWingsRoot | |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. | |This joint lies at the base of the wings, and is intended to make it easier to move and potentially repurpose the wing joints. | ||
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|mWing1Left | |mWing1Left |
Revision as of 13:10, 27 April 2016
The following is a brief summary of the updates to the skeleton for the Bento project.
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.
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
There are a total of 42 new joints on the head and face:
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 | ||
mFaceEarLeft | These allow ears, antennas, or any other head appendages of your choice to be animated. | |
mFaceEarRight | ||
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. Note that the tongue and lower lip bones are parented to the jaw. | |
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.
mSpine1 | Between mPelvis and mTorso |
mSpine2 | |
mSpine3 | Between mTorso and mChest |
mSpine4 |
Wings
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.
mHindLimbsRoot | |
mHindLimb1Left | Bones in the left hind leg. |
mHindLimb2Left | |
mHindLimb3Left | |
mHindLimb4Left | |
mHindLimb1Right | Bones in the right hind leg |
mHindLimb2Right | |
mHindLimb3Right | |
mHindLimb4Right |
Tail
mTail1 | base | For animating a tail |
mTail2 | ||
mTail3 | ||
mTail4 | ||
mTail5 | ||
mTail6 | tip |
Other
mGroin | For animating any groin-related appendages |
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 have limited support for the shape controls found under "Edit Shape". Currently avatar height, avatar width, head size, and the male/female gender switch are believed to work. We will be adding some additional slider support during the Project Viewer test period, but it is unlikely that all the existing sliders will be supported; many of them are based on a blend shape mechanism that is not available with uploaded meshes.