Second Life Avatar model issues

I have recently come back to Second Life and started to pick up posing and animation again. I have no problems with the concepts of Key Framing, IK etc and can find my way around Daz 3D easily. However I have noticed that there seems to be a huge inconsistency between the pose / animations I create (bvh format) in Daz  and how it is displayed in Second Life.  Example - If I pose in Daz for the middle finger on the right hand to just touch the avatar nose, when uploaded to Second Life it shows as about 20 cm away from nose and displaced to the right. The problem still persists if I change my SL avatar to on of the stock out of the box avatars with no added mesh objects. Is this a Second life issue or a skeleton issue in Daz.  I have tried scaling the models (provided by Linden Labs in .cr2 format with .obj mesh) but this seems to make no difference.  Maybe I am missing something fundamatal and need to scale the skelton or something like that,  But at the moment I am lost :(

Images attached show the extent of the problem.

It should be noted, that the models provided by Linden Labs are for the purpose of creating poses and animations and use non of the content provided with Daz Studio, only the functionality of the program.

 Any help would be much appreciated.

Daz_SEcondLife15.jpg
269 x 181 - 13K
Daz_SecondLife16.jpg
315 x 281 - 16K
Daz_SecondLife17.jpg
299 x 248 - 12K

Comments

  • Faux2DFaux2D Posts: 452

    Does this happen to all body parts?

    My guess is that the zero pose in Daz is not the zero pose in the game. Try to do the same with the feet and see if the discrpancy is still there. If it's there then I'm wrong about the zero pose thing.

    Another thing that it might be is the units used. Maybe Second life reads the units as just numbers therefore does not apply a proper conversion from metric to imperial or vice-versa.

    Can you export the animation from Second Life and import it back into Daz? It could also be an export/import issue somewhere.

  • @Fuzzums, thanks for your suggestions.  As I mentioned in my original query, the models are supplied by Linden Labs specifically for the purpose of  animation / posing so I am assuming that they have provided models in the correct zero pose.  I tried posing with the hand touching the knee joint and this had similar inconsistencies.  I took a look at the bvh file contents thinking that I may ber able to see what was going on, MMmm I think editing bvh is a no no ;)  Just as a thought, is there a setting for importing .cr2 files using metric or imperial units that I may alter and see if it makes a difference.  I have looked but cannot seem to find.   Many thanks for your assistance again.

     

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