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2018-05-19


[19:00] Stickman Ingmann: Welcome everyone to the official Roarbeast office hours. Let me go over the basic introduction.
[19:00] Stickman Ingmann: First, I ask that you hold your questions until the end. Or I tend to answer them and lose my train of thought.
[19:01]
Stickman Ingmann: If you'd like to keep in touch with updates outside of SL -- since the notice system here isn't the best -- we have a list of our social media sites here: http://roarbeastsl.tumblr.com/post/85688415476/roarbeast-social-media-accounts
[19:01]
Stickman Ingmann: This includes Patreon, if you wanted to give us more support than just buying our avatars. Right now we've been posted the "rejected" concept art, including the preliminary work before the finals we showed publicly.
[19:02]
Stickman Ingmann: We now have a Discord, too, which isn't listed on that page. I need to update it. You can join the Discord here: https://discord.gg/NfUCCjj
[19:03]
Stickman Ingmann: Our current project is a mesh dragon avatar, which I'm sure is why everyone's here. Before that, we're pushing a small dinosaur avatar through the 3D pipeline to make sure it all works.
[19:03]
Stickman Ingmann: Maneframe did the concept art for the dragon and is currently working on the preliminary 3D model. I'm responsible primarily for scripting and animations.
[19:03]
Maneframe: waves
[19:04]
Stickman Ingmann: The schedule for today is that I will show what we've been up to these past two weeks, this week will be primarily a focus on the dragon heads, and then we'll open the floor for questions.
[19:04]
Stickman Ingmann: So without further delay, let me rez up some pictures.
[19:05]
Animositea:
[19:05]
Stickman Ingmann: The primary focus these last two weeks has been on the heads, and some basic accessories to test them.
[19:05]
Navier:
[19:06]
Stickman Ingmann: We've got three heads that we're working on initially. The "metal head" is shown in the top three images. Lower left we're calling "dragon777", and lower right I've actually forgotten the clever name for it, but it's the third one.
[19:07]
Navier: those ears tho
[19:07] Malakar: metal head is my favorite, love the bear trap aesthetic <3
[19:07]
Stickman Ingmann: We've put together some accessories -- the goat horns, ears, and cheekhorns, as you can see -- and tested them out on each head to see what kind of work we're going to need to do.
[19:07]
Navier: I reconize them from maneframes art of horses
[19:08]
Stickman Ingmann: We've also affixed our primary set of teeth into the heads, as can be seen in the upper right.
[19:08]
Stickman Ingmann: A few things we've learned from this.
[19:08]
Stickman Ingmann: First, the balance of the heads shifted when we added accessories. To get them looking their best with headdresses and a blank slate, we had to modify them a bit. Fortunately it's early enough in the process that isn't much of an issue.
[19:09]
Stickman Ingmann: Second, we're going to need to make unique headdresses for every head. In order to get the various styles we wanted, we had to change a lot of the features of the heads. And most every set of horns or ears or whatever else is going to need to be uniquely shaped and positioned to fit with the head.
[19:10]
Stickman Ingmann: I believe that's everything I have to show and tell this week.
[19:10]
Stickman Ingmann: I had a few things I was working on for my end, but nothing got to the point of being able to show anything.
[19:11]
Stickman Ingmann: At this point, the floor is open to questions. If I miss yours, please ask it again during a pause.
[19:11]
BekNos: I made it. ;V
[19:11]
BekNos: Stick, did you see what I asked in discord?
[19:12]
DarsanaMjirneo: That's some Spyro mod on DK there, BEcky
[19:12]
BekNos: it's not Spyro. :V
[19:12] Navier: spyro :)
[19:12]
DarsanaMjirneo: Color scheme
[19:12]
Stickman Ingmann: I did not, Becky. Feel free to ask it here. And also to @ me in Discord when you have a direct question, so I don't miss it.
[19:12]
BekNos: I was hoping that the face will bento'd enough that as a dragon, I could blep
[19:13]
Navier: belp?
[19:13]
Stickman Ingmann: The tongue has two bones. And I am very much looking forward to animating the face. So yes, blepping should be possible.
[19:13]
BekNos: whoo!
[19:13]
Stickman Ingmann: Blepping is like mleming, as I understand it, but with more vigor.
[19:13]
Navier: whats blep?
[19:13]
BekNos: and a blep is when a cat sticks their tongue out just a bit
[19:13]
Aeitheiyniyah Elzaphan: If the accessories, horns, headdresses etc need to be hand-tailored for each head, does that mean there will be rather limited possibilities to add your own horns and head parts in those places, or can it still be done with a bit of work, you reckon?
[19:13]
Navier: ahh
[19:14]
Navier: does not need to be bento to do that far as I know
[19:14]
BekNos: so are you going to be utilizing all the face bones, or at last most?
[19:14] DarsanaMjirneo: You can hide the horns and add your own over them
[19:14]
BekNos: there was no tongue bone before bento.
[19:15]
Navier: ah
[19:15]
Navier: https://imgur.com/gallery/zuDfraZ
[19:15]
Denny Avis: before bento, other bones got repurposed for rigging, such as attachment "a" bones.
[19:15]
Stickman Ingmann: The goal we have for the various headdresses and facial accessories is that they'll be as seamless as possible. So it won't look like someone stabbed a set of horns in your head. For custom heads, or custom positions, we'll include an unrigged or bare set of horns that doesn't have "helper materials" that try to line things up with the head. Customization is a big goal of ours, so it's a must. It's also easy to do -- just wipe off the extra bits and uploads.
[19:16]
Stickman Ingmann: Rigging attachment bones cause a whole other host of issues. With the extra bento bones, I look forward to avoiding those problems.
[19:16]
Stickman Ingmann: I had to hunt down some crazy bugs when working on the wyvern.
[19:17]
Denny Avis: indeed. i've only had success with "a" bones using Cool VL viewer in uploads
[19:17]
Navier: :>
[19:17]
Navier: crazy bugs some that still exist but are features
[19:17]
DarsanaMjirneo: Pitfalls
[19:17]
BekNos: the biggest issue with this dragon was the fact Wanders used the skull bone for apart of the neck and had to freeze the ear bones in place so attachments wouldn't move; are you planning on following that route for a way more natural neck? Or you going to avoid that
[19:17]
Aeitheiyniyah Elzaphan: Wonderful! I'd expect no less from such experts in the field, customizability has always been a major super point of your avatars! Thank you for the answer! ♥
[19:17]
Ember: I love your focus on customization
[19:17]
BekNos: or have you even decided? XD
[19:18] Dvorin Radek: Ever find a work around for the issue with attachments on the feet when using all the bones in a rigged mesh?
[19:19]
DarsanaMjirneo: Also I hate the mouselook view on DK dragon.. it's int he neck and not at the eyes exactly
[19:19]
BekNos: Yeah, that's one issue with the skull being used for the neck
[19:19]
BekNos: would it be possible to avoid using the skull? perhaps use something else for the neck bone?
[19:19]
BekNos: er, the additional neck bone
[19:20]
Stickman Ingmann: The hierarchal structure of the bones from the neck to the face are: mNeck, mHead, mFaceRoot. It's likely we're going to use mNeck and mHead as face bones. Then there's a new bento attachment point, I believe the alt eye attachments, which can be used for head bones. It's a bit unintuitive, but it adds a lot of flexibility to the neck.
[19:20]
Stickman Ingmann: We can even throw in a scripted warning when someone attaches something to the mHead and tells them. I think we can do that. Helpful messages as you need them can be useful.
[19:20]
BekNos: Is that the same with this dragon, Stick? because that was one thing Darsana did mention; mouselook is impossible with this setup
[19:21]
DarsanaMjirneo: If only S allow changes...
[19:21]
DarsanaMjirneo: *SL
[19:21]
DarsanaMjirneo: The Linden Labs
[19:21]
DarsanaMjirneo: O_O
[19:21]
Stickman Ingmann: Is there documentation on how mouselook is affected with bone arrangements? I remember playing with it a while back, and it actually followed the position of one of the eye bones.
[19:21]
DarsanaMjirneo: 2 wyvies head swaying
[19:22]
Malakar: we're excitable
[19:22]
BekNos: it follows the skull, from what I can figure.
[19:22]
Navier: its a sort of a bug in the animation
[19:22]
Navier: :P
[19:22]
Navier: its not intended but we love it
[19:22]
Denny Avis: for non humanoid avatars, i've found it best to disable avatar visibility in mouselook
[19:22]
Stickman Ingmann: mSkull is branched off mHead, I believe. I'll make a note and do some testing. If it follows the tail end of mSkull, I should be able to just sync it's behavior with mFaceRoot, and solve that issue.
[19:22]
BekNos: Because when you moved the head on the old Seawolf, using the deformer for the neck, the movement followed the skull; that has not changed, that I can see.
[19:23]
DarsanaMjirneo: @Navier Imagine if we could it them on the TWI...
[19:23]
BekNos: cause if I go into mouselook with this avatar, my camera focus is in the neck
[19:23]
Stickman Ingmann: Disabling avatar visibility in mouselook is essentially required with a custom avatar, yes.
[19:23]
BekNos: ah okay.
[19:23]
BekNos: what a lovely owl mod, Cristof!
[19:23]
Cristof de Brabant: thanks
[19:24]
DarsanaMjirneo: Yeah, and putting that belly plate on while you display avatar in Mouse look for immersive purpose, it blocks the view
[19:24]
BekNos: but yeah, I thought I might mention that cause of the issues with this dragon when it was first put out
[19:24]
BekNos: yeah it does
[19:24]
DarsanaMjirneo: Wanders should have made the belly plates behind to be invisible
[19:24]
Denny Avis: i would love for there to be a scripted solution for mouselook camera adjustment, but i've not seen any information available on that or even products in marketplace that can do it.
[19:24]
BekNos: all i see is the uh... belly scutes heh
[19:24]
Stickman Ingmann: I appreciate it. It's useful to hear of issues other people have encountered so I can try to solve them before I do.
[19:25]
BekNos: So the other thing; have you decided how you're going to rig the wings yet?
[19:25]
Stickman Ingmann: The first step to fixing mouselook is figuring out how it works in the first place.
[19:25]
DarsanaMjirneo: Scripting mouselook is impossible
[19:25]
Denny Avis: i figured as much
[19:25]
BekNos: cause the upside of this av using the wings for the hand bones; I can change the wing size using the sliders, but, that looses the bento fingers in the front legs
[19:25]
DarsanaMjirneo: Need to rely on LL to change their option
[19:25]
BekNos: hahahah no
[19:25]
Cristof de Brabant: \
[19:25]
BekNos: you have to rely on what they give you and be happy with it, sadly.
[19:26]
DarsanaMjirneo: Becky, we actually discussed about the wing bones
[19:26]
Stickman Ingmann: If mouselook is tied to the position of a specific bone, or an average of other bones, it may be possible to play certain deformation animations and move mouselook around. You can call animations via scripts, so if that IS the case, a scripted solution may exist.
[19:26]
BekNos: oh, okay.
[19:26]
DarsanaMjirneo: Let me show the wings Spider made
[19:26]
DarsanaMjirneo: Undeforming
[19:26]
BekNos: I'm aware of those. They use the bento bones
[19:26]
BekNos: I have multiple wings
[19:27]
Stickman Ingmann: The current plan for the mesh dragon wings is to use the Bento wing bones. However, animesh should be out by the time the mesh dragon is released, and I would certainly like to have the option of using the one available animesh attachment be for the dragon's wings, using the hand and finger bones for additional animation quality.
[19:27]
BekNos: the only downside to using the bento wing joints is the sliders in SL do not work for them; they will have to be resized. though I remember something about Animesh being mentioned?
[19:27]
BekNos: yeah okay
[19:27]
BekNos: I heard animesh will be allowed for an attachment but only 1 animesh attachment at a time?
[19:27]
Stickman Ingmann: Animesh allows you to attach a single animesh to the avatar at a time, yes.
[19:28]
DarsanaMjirneo: (oops sry :x )
[19:28]
Stickman Ingmann: For those that aren't familiar with it, Animesh is an SL project currently in beta. It's essentially NPCs. They have the same Bento skeleton accessible to avatars, but they're objects instead of avatars. And you can attach one animesh to your avatar, giving you a whole skeleton worth of bones to work with.
[19:29]
BekNos: Do you think they can be sized down with the sliders? Have you heard anything like that?
[19:29]
BekNos: cause that was the major reason he chose to use the hand bones for these wings
[19:29]
Stickman Ingmann: At this point, I'm not even totally sure how you animate an attached animesh. However, a demo showed it's possible, so I'm not too concerned. Using sliders to change sizes is very unlikely for attached animesh.
[19:30]
BekNos: That was my thought too.
[19:30]
Stickman Ingmann: At the moment, our best option for sizing the wings is going to be including multiple sizes you can attach to the avatar.
[19:30]
DarsanaMjirneo: this is my gargoyle, I would turn to stone if I use the HUD andSL is night )
[19:30]
BekNos: so, with that in mind, what would be the benefit to using Animesh over the existing bento wing bones?
[19:30]
BekNos: Just more articulation?
[19:31]
Stickman Ingmann: More articulation, yes.
[19:31]
Stickman Ingmann: I'm confident it will be significant enough to be worth it.
[19:31]
Dvorin Radek: I was curious if you found a work around for the problem with foot attachments when all the bones are used for animation in a rigged mesh. I encountered an issue there a while back.
[19:31]
Navier: one thing I really like to see is visually see size-difference between the Wyvern and the dragon.I lean towards the smaller size if I had a option. :P
[19:31]
BekNos: By the time you actually start the rigging it will be on the main grid available for everyone. It's already on the main grid with a custom client from LLs.
[19:32]
BekNos: what do you mean, Dvorin? Can you explain? I may have an answer for that myself.
[19:32]
BekNos: Stick can confirm, I've done just about everything in Sl so far with avatars. heh
[19:32]
Stickman Ingmann: When the Roarbeast Wyvern gets an update, I can see myself taking the time to get multiple sizes working. But that's a bit off in the future still.
[19:33]
Stickman Ingmann: Dvorin, I remember a bug with foot attachments where the attachments were in the wrong position. One of the foot attachments was to the toe bone, the other to the foot bone. Is that what you're referring to?
[19:33]
Dvorin Radek: The base SL skeleton has multiple bones in the feet that can be animated, but by default they only use a couple. When a rigged mesh uses all the bones seperately in an animation, one of the attachment points is actually a bone offset from the other foot. Like one is near the toes while the other is closer to the ankle and it causes issues when everything starts moving.
[19:34]
BekNos: oh weird. That kinda sounds like a Blender or Avatar issue to me.
[19:34]
Dvorin Radek: Being a prim builder by preference I had to abandon doing anything to the wyvern because of this.
[19:34]
BekNos: oh wait, nevermind, no, that is uh... the wrong attachment point
[19:34]
Stickman Ingmann: Looking up an old bug report I made. https://jira.secondlife.com/browse/BUG-7768 They claimed it was a feature request. But it also appears they never did it.
[19:34]
Denny Avis: on human avatars i've noticed that any time a creator rigs to the toe bone, it causes issues when system shoes are worn. (if i recall correctly)
[19:35]
DarsanaMjirneo: Brb
[19:35]
Stickman Ingmann: Looking at the new Bento bones attachment points... I don't see them adding new foot bone attachments, either.
[19:35]
Stickman Ingmann: http://wiki.secondlife.com/wiki/Project_Bento_Skeleton_Guide#New_Attachment_Points
[19:35]
BekNos: the toe bone is a bone from pre-bento, isn't it, Stick?
[19:35]
BekNos: one that the Lindens never used
[19:36]
Denny Avis: and there are NO animations for humans in SL that actually use the toe bones
[19:36]
Stickman Ingmann: Yes. Before Bento was added, the SL skeleton had five bones that were unrigged, but existed in the skeleton. The mSkull, the two toe bones at the end of each leg.
[19:36]
Denny Avis: so pretty useless for humanoids
[19:36]
BekNos: Yes. cause before it was an unused bone.
[19:36]
BekNos: yeah.
[19:36]
BekNos: there where a few bones on the pre-bento skeleton, the one LLs actually used since 2002ish
[19:36]
BekNos: that where never actually used.
[19:37]
Denny Avis: but when someone does rig to the toe, say, on a rigged mesh shoe, and then wears a system "shoe", that rigged mesh shoe will distort in a bad way.
[19:37]
BekNos: At that time, there was no way to rig to it, but you COULD utilize it with animations
[19:38]
BekNos: It is possible that is just a flaw with the pre-bento bones being used. Cause like I said, they where never used right.
[19:38]
BekNos: Perhaps see if there is a Jira about that?
[19:38]
Dvorin Radek: All this just reaffirms the fact my type of building is slowly being left behind. -.-;
[19:38]
BekNos: I've had to move on too, man. but, embrace the change, cause it is a GREAT change.
[19:39]
Kiros: I never learned mesh...alas.
[19:39]
BekNos: one we've asked for since... what? 2006? XD
[19:39]
Dvorin Radek: I like the challenge of building with prims in SL.
[19:39]
Kiros: So, I got left behind long ago
[19:39]
Dvorin Radek: I've made mesh Legos in SL though. >.>
[19:39]
Denny Avis: i love rigging mesh!
[19:39]
Stickman Ingmann: Mesh is a great tool, and allows for a lot. Same with materials, allowing specular and normal mapping.
[19:39]
BekNos: So Stick, I have to ask, with the tails? will you use different lengths or will it be all one length?
[19:39]
BekNos: adores Materials.
[19:39]
Kiros: I used ot make Biped clothing. but..alas.
[19:40]
BekNos: Dvorin, if you make a mesh lego that snaps together, please link me. I want it, now. xD
[19:40]
Stickman Ingmann: One of the greatest benefits SL had originally was that you could use the primitives to build stuff in-engine, without having to use outside tools. Mesh changes that, and they don't seem keen on adding even basic tools to do mesh inside SL. I think that'd be a worthwhile investment.
[19:41]
Kiros: would be cool. But, Without havign the actual shape ot build around...i'm through lol
[19:41]
BekNos: Prims do still hold a place though, for sure. For example, if you have the prims to spare; prim buildings load instantly for EVERYONE
[19:41]
Stickman Ingmann: Any other questions? There was a lot of talk, and I'm not sure I caught everything.
[19:41]
BekNos: um just what I asked about the tail, I think
[19:41]
Navier: Whats your favorate color!
[19:41]
BekNos: also there's a groin bone... I ...forgot about that. I know this is a bit perverse, but will you use that at all?
[19:42]
Navier: oh heres a question how do you feel about the progress stickman :>
[19:42]
BekNos: or will you leave that up to the uh... "cocksmiths"
[19:42]
Denny Avis: lol
[19:42]
Stickman Ingmann: We're planning on the tails only being one length. But I can see making more options for add-ons as a possibility.
[19:42]
BekNos: okay cool
[19:42]
Animositea: reaches up to cover Athina's ears
[19:42]
Navier: cocksmiths
[19:42]
BekNos: really though I can't see any reason for the groin to be used aside from that
[19:42]
Navier: pfft
[19:42]
BekNos: yes, you're welcome. Enjoy that. lol
[19:42]
Aeitheiyniyah Elzaphan: hides.
[19:43]
Stickman Ingmann: How do I feel about the progress the mesh dragon has made so far? I'd like it to be faster. But I'm really happy with how it's coming along so far.
[19:43]
Navier: There will be day zero adult addons for this avatar.
[19:43]
Navier: I just know it
[19:43]
BekNos: ^^ Mane has done GREAT work so far, though. Seriously, I tip my non-existant hat to you, man!
[19:43]
Stickman Ingmann: Probably. That's for them to worry about. I'm ok with not doing adult add-ons.
[19:43]
Stickman Ingmann: He has.
[19:43]
BekNos: Good, cause I don't want to sort that myself
[19:44]
BekNos: but if you did utilize that bone, what would you use it for?
[19:44]
Umby Ambrosia: o w o
[19:44]
Navier: how do you feel about the progress
[19:44]
BekNos: or would it be ... uh... impractical?
[19:44]
Animositea: twerking.
[19:44]
Navier: how long till we see the model in SL :>
[19:44]
Stickman Ingmann: Becky, I'd use extra bones for animated fur, so it could flow around and shake as the avatar moves.
[19:44]
BekNos: ooh that'd be neat
[19:44]
Malakar: bento tail extenders via animation are already available in the MP so i imagine it might not be too hard for third parties to make tail extenders either
[19:45]
Malakar: then again i am complete and utterly incapable when it comes to rigging
[19:45]
BekNos: there'd be no use for those for a dragon of this size
[19:45]
Animositea: yeah can use the MOR tail animators with any other tail generally
[19:45]
Denny Avis: translation animations are possible
[19:45]
BekNos: and Wonderfur
[19:45]
Denny Avis: but the rigging should take such into account ahead of time for best results
[19:45]
BekNos: one last question, for ya, Stick! ...Sorry I got here late. x3
[19:45]
Stickman Ingmann: Making new tails -- or any addons for the dragon -- should be relatively easy for anyone with basic 3D experience. We'll include some source files to help people out with that.
[19:46]
Dvorin Radek: I just though that it'd be neat to see someone take the extra bones from the hind legs and wings to make an eight legged reptile sort of thing. Like a Behir from D&D.
[19:46]
Malakar: yeah, it would need to be specially made for the dragon but it would be possible
[19:46]
BekNos: How articulated is that head- the ones on the top,- going to be?
[19:46]
BekNos: realistically, that one looks like it'd be the least articulated due to the shape of the uh... outer teeth?
[19:46]
DarsanaMjirneo: Back
[19:46]
Cristof de Brabant: DnD, been wanting to see someone make DnD dragon heads.
[19:47]
Umby Ambrosia: I just actually finished playing a session of D&D Lol
[19:47]
BekNos: ooh that would be NEAT Dvorin. I'm still waiting for my Courl. *nudges stick*
[19:47]
Animositea: dude yeah. I'd love a description-accurate steel dragon head.
[19:47]
Kiros: sits down waiting for an eastern dragon
[19:47]
BekNos: is with Kiros there
[19:47]
Angtanakacha A. ShadowStrider: agrees with kiros
[19:47]
Stickman Ingmann: We don't have plans to use the hind legs, and the wing bones shouldn't animate when you don't have wings attached. So using the wings and the hinds to make new legs for the dragon should be possible without much extra effort.
[19:48]
Kiros: I am using a heavily modded seawolf for mine currently XD
[19:48]
Angtanakacha A. ShadowStrider: like wise (≧ω≦)
[19:48]
BekNos: whoops
[19:48]
BekNos: Perhaps a "Chaos dragon" addon?
[19:48]
BekNos: or even do butt wings addon
[19:48]
BekNos: I've seen hip wings a lot in custom characters.
[19:48]
Kiros: is remidned of Hralsvagr from FF 14
[19:48]
DarsanaMjirneo: Hey Umby
[19:49]
Animositea: or wings attached to the sides like a bat's :o
[19:49]
DarsanaMjirneo: Welcome back from a long hiatus
[19:49]
Umby Ambrosia: Hey :3
[19:49]
BekNos: Did I miss talk about the price at all?
[19:49]
Dvorin Radek: Butt wings.... I'm thinking of archwing from Warframe now.
[19:49]
DarsanaMjirneo: You're int he office hours host by Stickman, the one made the Seawolf dragons and Roarbeast Wyverns
[19:49]
DarsanaMjirneo: He and Maneframe are working on the new Bento dragon
[19:49]
Navier: :>
[19:50]
Umby Ambrosia: Oh awesomee
[19:50]
Umby Ambrosia: :o
[19:50]
Stickman Ingmann: A lot of people have asked about price. It's too early to tell, honestly. I don't think I'd be happy pricing it over L$5000, but what will be included at that price is another matter.
[19:50]
BekNos: I've seen some neat designs of dragons with an extra pair of wings near the hips. I think that's a neat design that isn't utilized in most dragons
[19:50]
BekNos: outside of artwork.
[19:50]
DarsanaMjirneo: 3500, I'll pay for that
[19:50]
Stickman Ingmann: People seem interested in having a lot of options included in the default avatar, rather than buying the one set they want without any extras. Is that a general opinion shared here?
[19:51]
Kiros: http://www.greatguballibrary.com/screens/ffxiv_hraesvelgr.jpg
[19:51]
BekNos: Yes, I like that.
[19:51]
BekNos: I'd rather pay a little extra for having it all right there, cause sometimes, while making avatars? I get ideas to further mod them from having the part right in front of me
[19:51]
DarsanaMjirneo: Nice armor, Jakuami
[19:51]
BekNos: it's like "OH I DIDN'T KNOW IT HAD THAT! I COULD DO X AND Y WITH IT!"
[19:51]
Jakuami: Thanks :)
[19:51]
Aeitheiyniyah Elzaphan: 5k seems fair to me for something of this nature! I definitely am of the mind the closer it is to how the Seawolf is sold, the better
[19:52]
Angtanakacha A. ShadowStrider: nods
[19:52]
Dietrich Falk: ^
[19:52]
BekNos: I'm okay with a 5k price tag so long as it has the same amount of features at LEAST this dragon did.
[19:52]
BekNos: 5k for this dragon was very fair priced.
[19:52]
Kiros: close to what the one mesh dragon is Dawn Kingdom. or something?
[19:52]
Kiros: the one I swapped to earlier last year lol
[19:52]
BekNos: especially when you look at how many skins it has, and how much IT TAKES TO UPLOAD THAT 1 FULL SKIN
[19:52]
BekNos: The one I have on now, yeah
[19:53]
Jakuami: working on the scar kiros ;)
[19:53]
Kiros: woot
[19:53]
Cristof de Brabant: yea, Dawnkignodoms, he still not came out with those extra heads he said he would >.<
[19:53]
Per: Do you think with the extra animesh bones, would a 2-3 headed hydra addon/mod be possible?
[19:53]
BekNos: ohoh I have one question/request, stick
[19:54]
Stickman Ingmann: The UV map for the dragon is likely to be split into a lot of parts. Each head is gonna need its own UV map, and the wings should be separate, at the very least. We'll try to find a happy balance between texture memory usage savings, and difficulty in editing all the different parts.
[19:54]
BekNos: He... had a family emergancy, Cristof
[19:54]
Animositea: wanders is up to something, they might be coming
[19:54]
Cristof de Brabant: ahh
[19:54]
BekNos: like... serious family issue that stopped everything.
[19:54]
Animositea: and yeah he had family stuff come up.
[19:54]
Kiros: I'd like to request an eyepatch for either eye in the dragon head attachments XD because it';s something of a running gag of mine.
[19:54]
Cristof de Brabant: oh that sucks
[19:54]
BekNos: the only reason the saddle came out is cause it was technically made by someone else.
[19:54]
Stickman Ingmann: A 2-3 headed hydra would be difficult. But if you were clever, and redid all of the rigging from the neck up, I'm sure you could get it working somehow.
[19:54]
BekNos: You could use the extra limbs for that, Stick!
[19:54]
Per: ok
[19:55]
Jakuami: Even I could download a prefab eyepatch and make it fit a dummy model at this point kiros
[19:55]
Stickman Ingmann: Shouldn't be hard, Kiros. I'll add it to the list. Maybe make a whole pirate themed add-on for it.
[19:55]
BekNos: be clever with the jaw rigging like MOR's little Quetzal creature
[19:55]
Aeitheiyniyah Elzaphan: I'd be fine with having no spells and less elements... but i'd definitely like to have a few head shapes, a fair number of headdress options. The biggest gripe i have against the Dawn Kingdoms/Prehistorica is the singular head and that it only comes in a size too big for me! More small dragons!
[19:55]
BekNos: but yeah, uh Stick!
[19:55]
Jakuami: once avatar comes out remind me to find a eyepatch :P
[19:55]
BekNos: Are you going to do an aditional layer for like... tattoos?
[19:56]
Stickman Ingmann: We plan on having an "onion skinned" avatar like for the Seawolf Dragon and Roarbeast Wyvern, so you can layer textures on top of each other.
[19:56]
BekNos: oh good
[19:56]
Jakuami: onion dragon!
[19:56]
BekNos: standard mesh bodies have that as well.
[19:56]
Kiros: XD cool
[19:56]
Stickman Ingmann: There's a new SL feature coming out called "Bakes on Mesh" which ... sadly isn't going to let us get away without onion skinning. But it's a move in the right direction.
[19:56]
BekNos: for uh, bipeds I mean
[19:56]
BekNos: Yeah that will only work for humans
[19:56]
Kiros: I had oen custom made for the Dawn kingdoms XD
[19:56]
BekNos: not even anthros will be able to use that
[19:57]
BekNos: Yeah this skin is from Feng.
[19:57]
Stickman Ingmann: The bakes on mesh feature will work on any mesh avatar -- but you'd have to apply all the textures by hand. You can't use a fancy HUD to manage the textures.
[19:57]
DarsanaMjirneo: Oh crap, forgot to put my boob pads on x.x
[19:57]
DarsanaMjirneo: There, sry
[19:57]
Animositea: i doubt appliers are going anywhere tbh. I'm most excited about being able to use some old favorite system eyes again
[19:58]
BekNos: it will be uh...
[19:58]
Stickman Ingmann: Any other questions? I just noticed we're getting close to eight.
[19:58]
Jakuami: Do you see this avatar releasing this year :P
[19:58]
BekNos: Just one last, Stick. Are you excited to work on it?
[19:58]
Cristof de Brabant: yea, with mesh bodies, applying textures by hand would take awhile @.@
[19:59]
Stickman Ingmann: Am I excited to be working on the mesh dragon? Absolutely. It's gonna be amazing.
[19:59]
Jakuami: happy to hear you say that stickman.
[19:59]
Stickman Ingmann: I put together a test rig for the hands earlier this week. Was gonna try to put together some animations for it to show what's possible. Didn't quite get that far on it, though.
[20:00]
Aeitheiyniyah Elzaphan: Something to look forward to next time! :D
[20:00]
BekNos: neat! I hope to see it soon
[20:00]
BekNos: I appreciate that you guys have kept us up to date too, on that avatar
[20:01]
BekNos: seriously, thanks for listening to our crazed demands. ❤
[20:01]
Stickman Ingmann: I appreciate the input and ideas.
[20:01]
Stickman Ingmann: Thanks everyone for coming!
[20:01]
Stickman Ingmann: The next office hours will be on June 2nd, another Saturday, at 7pm again.

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Page last modified on May 21, 2018, at 04:10 PM