Yes in theory it should all works, that is how it is done in Second Life, and our functionality on these matters should be 1:1
On Mon, Nov 24, 2014 at 10:37 PM, Robert Martin <[email protected]> wrote: > 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 > -- Michael Emory Cerquoni
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