![]() This is a credit to LL for listening to us to the extent that they did. That said, it's somewhat insulting to imply we ask for the wrong things, as we have gotten LL to take Bento way farther than any of us could have guessed it would. If it were up to us, this would have been done. Please do not blame any of us for any of Bento's downsides. We were told that it was outside the scope of Bento. In the case of Bento, this very issue was brought up, and script commands to do exactly what you suggest were asked for. The said issues had nothing at all to do with us. I was in both the mesh development group, and the Bento group. Granted, historically these expressions were also sometimes combined to get effects on the classic avatar face that didn't much correspond to the component emotional expressions, but those base expressions themselves are things the Bento heads will surely need to supply, at a bare minimum, so I don't see the downside to having them triggered with the same cues as existing avatar heads. It seems straightforward to expose the avatar's legacy facial expression animation state to scripts, and let Bento head developers design their best version of these expressions. ![]() I just fear this is turning out to be another case where the Linden developers are listening to the wrong resident creators, leading to the kind of disappointment that we got with Mesh which initially had no attention paid to worn Mesh. Maybe in the most optimistic case, the improved animations possible with Bento will as much as double that - which will still be a tiny, negligible share of the facial expressions pushed by furniture. There have been facial expression HUDs all along, and I doubt so much as 1% of the population has them active. Yeah, we'll have to agree to disagree about that part. What I predict, is that the user will controll the face, not the furniture. I haven't been following Bento because it didn't seem to have any new scripting capabilities, so I don't know whether maybe this is a solved problem. ![]() Second Life simply won't survive long enough to get very far on updating all that stuff with Bento-specific facial animations-just never gonna happen-so unless there's some alternate path, Bento heads will mostly remain expressionless masks like their dumb-mesh predecessors.īut maybe that's always been part of the project. I'm thinking of the huge installed base of scripted multi-pose furniture and AOs. They don't all need to be in 1 animation.Īre the old facial animation states now being exposed to scripts somehow, for use in triggering new, Bento-compatible animations? Or is there some other way to link the huge inventory of scripted facial expressions to new Bento faces? Even if you wear a Bento human avatar, the normal body movements will still work, and you would simply add finger animations and facial animations. That said, if you simply want to just create human movements on human avatars, then Qavimator is still usable. Bento does add new face bones, to animate the face, and it adds fingers to the basic human skeleton. For the most part, for human avatars, Bento doesn't change the basic bones, nor will affect old animations.
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