Sounds like a lot of good news. It sounds like the morph targets of the current avatar won’t be getting any improvement, which really, I would have been shocked if they had. But otherwise good. I look forward to seeing the next version you release.
Qarl,
How about using the existence of weights as a flag for deforming? Or if a vertex is unweighted, then don’t apply any deformations to that vertex? Perhaps with something like that it would be possible for an artist to specify which portions of a mesh are deformed and which are not, and unweighted objects such as hand-held items would not deform,
In respect to the Mesh Deformer making clothes too large or too small due to the items being made using the “wrong” base avatar, I would like to offer a possible solution.
While the best test is whether the deformer works when following the constraints of the deformer parameters, in a real world setting this isn’t always the case. As with over-sized avatars and tiny avatars, wherein the clothes end up twice as large or twice as small, I suggest a slider in the clothing parameters wherein the Deformer can be manually adjusted for strength –
This way, if you are a tiny and the clothes are too small (twice as small as your av) or oversized (where the clothes are twice as large as your av), you could go into the clothing parameters and adjust the slider to increase or decrease the size of the Deformer layer manually to compensate for that particular instance as a layer.
Consider this the best of both worlds, and also allowing consideration for real world operation and nuance that a virtual environment like SL is going to present. Under perfect conditions, the mesh clothing would be made on the proper base avatar to avoid this, but we all know it isn’t a perfect world and perfect conditions are the exception – not the rule.
Sounds like a lot of good news. It sounds like the morph targets of the current avatar won’t be getting any improvement, which really, I would have been shocked if they had. But otherwise good. I look forward to seeing the next version you release.
Keep up the good work.
Qarl,
How about using the existence of weights as a flag for deforming? Or if a vertex is unweighted, then don’t apply any deformations to that vertex? Perhaps with something like that it would be possible for an artist to specify which portions of a mesh are deformed and which are not, and unweighted objects such as hand-held items would not deform,
In respect to the Mesh Deformer making clothes too large or too small due to the items being made using the “wrong” base avatar, I would like to offer a possible solution.
While the best test is whether the deformer works when following the constraints of the deformer parameters, in a real world setting this isn’t always the case. As with over-sized avatars and tiny avatars, wherein the clothes end up twice as large or twice as small, I suggest a slider in the clothing parameters wherein the Deformer can be manually adjusted for strength –
This way, if you are a tiny and the clothes are too small (twice as small as your av) or oversized (where the clothes are twice as large as your av), you could go into the clothing parameters and adjust the slider to increase or decrease the size of the Deformer layer manually to compensate for that particular instance as a layer.
Consider this the best of both worlds, and also allowing consideration for real world operation and nuance that a virtual environment like SL is going to present. Under perfect conditions, the mesh clothing would be made on the proper base avatar to avoid this, but we all know it isn’t a perfect world and perfect conditions are the exception – not the rule.