okay so if i 1 get a dire wolf designed (but rigged as a biped) 2 setup the animations/poses and load into an AO
then it should actually work correctly (more or less) less than i thought it would be On Mon, Nov 24, 2014 at 10:16 PM, Michael Emory Cerquoni <[email protected]> wrote: > the trick to a quad avatar is in the AO, you need BVH animations that force > your avatar into the quad position, then you have to take this all into > account when rigging your quad mesh, you basically have to build all your > own animations as well unfortunately, its much harder than just simply > rigging mesh joints. There is no native support in the current viewers for > quad+ avatars. > > On Mon, Nov 24, 2014 at 8:46 PM, Robert Martin <[email protected]> wrote: >> >> Does anybody know how to go about making a quad mesh avatar (like a Dire >> Wolf??) >> >> also in blender which way do i need to face the avatar to get it to >> import to OS/SL correctly?? >> >> -- >> Robert L Martin >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > > > > -- > Michael Emory Cerquoni > > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > -- Robert L Martin _______________________________________________ Opensim-users mailing list [email protected] http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
