

Marianne McCann did fabulous production design and handled some tough logistics Mambo Morane aka Phil Thoma shot RL and SL footage and handled all the stitching Arduenn Schwarztmann built the in-world camera array Second Life is going absolutely nowhere and neither are we!” Vista Barnes is enthusiastic about the future of virtual worlds and VR but keeps it real: “We are ready for the future with all these devices and possibilities but we also live in the present, where our customers are. Project Bento is now finally live in the main Second Life default viewer. The Vista team has a state-of-the-art Vicon MoCap system and is perfectly equipped to deal with the new Bento skeleton of Second Life, where intricate finger and facial motion capture is now possible. Unbeknownst to most locals, their team of four employees are not only one of Second Life’s most successful providers of AOs, dance animations and couple interactions but offer services to many real life companies in gaming, business and healthcare as well. Vista Animations is based in a small seaside town in Catalonia, just down the road from bustling Barcelona. That describes it in a nutshell: motion capture based animations bottle up the essence of one’s personality and by releasing it in the digital realm add warmth to that pixel alter ego known as our avatar. They have many new features (some of which have never been seen before on the Second Life grid), new smoother rigging, high definition textures and materials, and an improved UV mapping that’s now as close as possible to the default Second Life UV. This is why, when making a custom avatar that has nothing to do with the default human, like a quadruped for example, the only way to avoid issues is to always start from a neutral shaped female skeleton.“Your avatar is you”, says CEO of Vista Animations/MoCap Barcelona Vista Barnes and his colleague Vista Design adds: “You put a little bit of your soul in there!”. HDPRO is a new range of advanced Bento mesh heads, created by Catwa Clip of CATWA store. The animated position takes all pivots and places them somewhere, regardless of the fact that they don't have the same coordinates and, as result, you'll get your shaped bones repositioned in their scaled form using the scale pivot location, causing an awkward stretch - compression of the mesh. BUT there is such a thing like scale, rotate and translate specific pivots, and that's where the issue explained above kicks in.

That doesn't take the shape sliders into account, which work by scaling joints on one axis, and that gives the illusion of joints location change.

Although it may seem that simple, animations use absolute position values for joints relative to the avatar root. Remade HUD with extensive alphas for body parts (and teeth), click to texture change, hand poses, foot poses.

Added 3 foot pose options, to match Maitreya Lara feet. Remade, and re-rigged skeleton - it now fits inside most body shapes. When this is played it is broadcast to everyone else in the view. Version 2 of our popular House of Fun Bento Skeleton. With a human shape the most simple undeformer is a T-pose that moves every bone (that is not already) to the standard T-Pose position. When it stops playing the bones are where they should be for a standard human avatar and the next animation played (in our AO for example) plays as it should and our avatar behaves in everyone's view as it shouldįor a non-standard avatar then we need an undeformer animation that will put the bones into the non-standard positions which work with our particular non-standard skeleton When this is played it is broadcast to everyone else in the view. A anthro avatar with goat legs has a different animation to the others. A tinie avatar for example has a different undeformer animation than a standard human. The undeformer animation that we use in a script is the animation that will restore the skeleton to the defaults that work for our particular avatar. if I animate+translate an anim for breasts size 50 and a user with size 90 breasts uses the animation, her breasts will be shrunken down to size 50 sizes. It rarely is. Even changing the avatars shape can offset the location of joints. Playing an undeform script isn't always the solution. There are infinite joint positions and rigs out there.
