![]() ![]() At least this time *something* gets imported into Second Life, albeit something out of a Cronenberg film. I thought the whole point of the provided JAS file was that it automatically did that rotation? What's the difference then from straight importing the joints and using the default positioning? Because that's what I used on my first boot mesh but it won't import either. When I import onto Aditi, the mesh is distored in the preview and utterly crazy when equipped (still saying attached to Right Hand). Before I export I delete the "simplebot" as well as the skin so all that's left in the file is the camera, the boot and the armature. I added in the OBJ meshes from SL, rigged them too. So, I've decided to recreate a boot mesh from scratch using the simplebot.jas from the Cheetah3D forum right from the start. When you import a mesh, does the imported mesh now use the coordinate system of the scene or is there some original coordinate system preserved and an intermediate rotation/scale matrix used to bridge the mesh with the new scene? It says it's attachd to the right hand, but on the side of my face like a Bluetooth headset and scaled into what looks like a snorkel of sorts. It will upload into Aditi, but it's COMPLETELY wrong. Right now, on my boot, I have a skeleton tag, dragged over mPelvis from the joints hierarchy and bound it. There is an additional Anchor tag that lets you define selected points/spline control points as static-imagine a flag attached to a pole at two spots, or a string hanging from one end.In the skeleton tag, the "base", or 0 item should be mPelvis (as I currently have it), or should it be avatar? The find/replace doesn't have avatar listed but. ![]() You assign bullet physics tags to them, depending on whether they are moving or static rigid bodies (not flexible), soft-body objects (flexible, bendy stuff), or rope-like objects. In Cheetah3D, bullet physics simulation works like this: you decide which objects are going to be interacting in a scene. I recommend setting it to the highest number, 8x-always keeping an eye on scene-level polygon count. The Dynamics panel contains one of the most important settings to achieve realistic and accurate simulations: the Accuracy setting. Properties panel, click on the pink weight Once baked, youĬan scrub in the Timeline back and forth, and Saves the simulation into the hard drive (actually Where you can set simulation settings for the To access this panel, click on the new Dynamics button in the Toolbar (figure 2).įigure 1. For more complex simulations, it is recommended to use the Bake simulation function, which can be found in the Dynamics panel (figure 1). Most simple simulations can be viewed right away by hitting the Play button in the Timeline window. Although at first it is hard to decipher the meaning of some of the settings (and the documentation, as we're used to, is a bit lacking), with just a bit of fiddling around one can get pretty decent results in no time. ![]() Now, I've used other bullet physics engines (mainly in Blender), and in comparison, Cheetah3D's is very good and intuitive. With this release, Cheetah3D moves decidedly into the FX field, with the inclusion of a Bullet Physics engine-which can be combined with the existing particle and effector forces features to produce very interesting effects. For an extensive list of these, visit their site. Version 6.0 incorporates many (many) new features and improvements. Just a few days ago, the highly anticipated 6.0 version of Cheetah3D was released. ![]()
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