

My idea was to prepare one of my characters (also with the wings/tail in future) for the use in sim-world just for fun. But as I said: I don't know, these are just ideas. Maybe only giving the result to Avastar, because they have additional mechanisms especially build for sim-world. I hope we will find a solution in future. So with the help of Elvaerwyn who did a bvh and therefore combining these tools I was happy to see the other bones moving as well.īut as I mentioned, when you use an AO made for another character it finds the bones, but rotates in a different way. The character is rotated 90 degrees, I tried to reach this with a t-pose I added, it resembles the one of Avastar. In sim world the character is saved in a t-pose and the bone-rolls and rotations are orientated globally to this pose. At the moment they use the same rotation, so that the Bento can be used in normal mode in Blender as well. In sim world these directions might be completely different. the default skeleton, but some bones also in z direction like wrist, or in y directon (bone-roll ) like the upperarm02 or lowerarm02. Most bones rotate in x direction for e.g. Then we also have to care for x and z direction. When you use Blender, select "local mode" if you want to try it yourself. When you rotate in y-direction this is called bone-roll. As for the default skeleton and also Bento it is the y direction. We have 3 directions to rotate the bones, one of these directions is normally fixed to the axis of the bone itself. I just want to add, what bone-roll means: I'm wondering whether anyone else has seen this issue, or conversely has successfully used bento hand animations in Opensim/SL on an avatar created in MakeHuman with the bento skeleton.Īny advice, experience, suggestions or opinions gladly received. I'm using MakeHuman Community 1.2.0 alpha 2 and Blender 2.79 The odd thing is that when imported into Blender, the fingers animate just fine - it's only once uploaded to Opensim that they get broken. So I'm starting to suspect it's something about Makehuman and/or the Bento skeleton. I know that it's not an Opensim issue, as creating a simple "extended skeleton" avatar in Avastar and uploading to Opensim works fine. I know the bento animations being used in-world are fine, as they work on other bento avatars. I've tried various methods from here and elsewhere to import the result into Opensim (via Blender, with and without Avastar) and whilst the avatar looks fine at first, in every case, when I used a bento animation that animates the fingers, they end up knotted together. I'm a fairly new user of MakeHuman, but loving it so far and very excited to see the Bento skeleton!
