
Secondlife Model Commission for Montecarlo87
Model for 
The rigging was a pain in the butt, but it was well worth it. I absolutely love equines so it was a lot of fun to work on him.
Rigging and modeling done in Maya and imported to Secondlife.
Absolutely a load of fun and a great learning experience. Each time I rig for Secondlife I learn something new. I have 3 more Secondlife models I'm working on for others and should have finished and sent very soon. (Still debugging and making sure they work correctly.)
General for no bits at all. :)

The rigging was a pain in the butt, but it was well worth it. I absolutely love equines so it was a lot of fun to work on him.
Rigging and modeling done in Maya and imported to Secondlife.
Absolutely a load of fun and a great learning experience. Each time I rig for Secondlife I learn something new. I have 3 more Secondlife models I'm working on for others and should have finished and sent very soon. (Still debugging and making sure they work correctly.)
General for no bits at all. :)
Category All / All
Species Horse
Size 709 x 1280px
File Size 188.2 kB
I have not ventured into SL for years. I still have an account if it is not deleted by now. Such upgrades to what can be done with it visually now. Some games can't compare.
I've been muddling around with Unity for some time now, and I do mean muddling, as in for my time I have nothing to show for it as of yet.
Would love to see a good solution for hair and fur for it that is near as good as shown in SL.
From what I have seen, The Unreal Engine has s few good solutions that blow away what SL can do for such real time effects. Sadly for me and others who use it, Unity is just lagging in that department. Though here is some assets for it that can simulate what this model has to some degree. Not any real good ones however.
As for this model and what you say about joints being hard to do. I have one way to do something that works and looks OK. But it requires adding extra bones. One extra bone per nee and elbow joint. I have it rotate half the distance of the lower leg and forearms, at the joint site. I also have two joints along the forearms for the wrist rotations. I found IRL, the wrist does not rotate at all anyways, It only bends some, and little at that. The same with the ankle. Many have the foot rotate at the ankle for humanoids with feet. But there is no rotation there either, only some bending, and again little at that.
Not sure how to make SL handle the extra joint bones though. I think they would have to be controlled through some kind of script. That is how I do it in LightWave.
I've been muddling around with Unity for some time now, and I do mean muddling, as in for my time I have nothing to show for it as of yet.
Would love to see a good solution for hair and fur for it that is near as good as shown in SL.
From what I have seen, The Unreal Engine has s few good solutions that blow away what SL can do for such real time effects. Sadly for me and others who use it, Unity is just lagging in that department. Though here is some assets for it that can simulate what this model has to some degree. Not any real good ones however.
As for this model and what you say about joints being hard to do. I have one way to do something that works and looks OK. But it requires adding extra bones. One extra bone per nee and elbow joint. I have it rotate half the distance of the lower leg and forearms, at the joint site. I also have two joints along the forearms for the wrist rotations. I found IRL, the wrist does not rotate at all anyways, It only bends some, and little at that. The same with the ankle. Many have the foot rotate at the ankle for humanoids with feet. But there is no rotation there either, only some bending, and again little at that.
Not sure how to make SL handle the extra joint bones though. I think they would have to be controlled through some kind of script. That is how I do it in LightWave.
In SL you can't add any extra bones or it will give you an invalid DAE file as an avatar. It has to match the bones of the SL avatar which is tricky when it comes to digitigrade characters. You can't move the hip or lengthen any bones as well. So, it makes it quite a pain to rig for because you have to use their supplied skeleton and then try to bind the skin to the skeleton. Some fancy weight painting usually handles some of the bends but for some SL animations they're a real pain in the butt since some dances in SL are horrific but people still use them. It makes mesh avatars look like crap when they do them. (Because again... They're human dances trying to be done with a digitigrade avatar.)
In Unity I do have a fur solution I've been working on for a while. I'll probably take some screenshots of it. I've been working on a game for about a year now on and off between commissions and college projects and papers. It does look fairly nice, but I suppose it would be a pain to use for anyone not using maya since out fur systems are different. The one made for unity uses more of a maya-ish system and no guide hairs so everything has to be painted on a map for it to use. (Same as the facerig system.) But my unity solution is still a far cry away from what maya can do in terms of rendering. Although, I do want to keep it light weight in terms of people with lower end computers being able to play as well. So, I may have to add options to turn certain things on and off. But that's more programming. XD
In Unity I do have a fur solution I've been working on for a while. I'll probably take some screenshots of it. I've been working on a game for about a year now on and off between commissions and college projects and papers. It does look fairly nice, but I suppose it would be a pain to use for anyone not using maya since out fur systems are different. The one made for unity uses more of a maya-ish system and no guide hairs so everything has to be painted on a map for it to use. (Same as the facerig system.) But my unity solution is still a far cry away from what maya can do in terms of rendering. Although, I do want to keep it light weight in terms of people with lower end computers being able to play as well. So, I may have to add options to turn certain things on and off. But that's more programming. XD
Wow this was about a month ago. Sorry for the late reply.
One told me to use Maya. What I have is LightWave, and it has some port options for it. I can also use ZBrush with LightWave as well to make and brush some fur, than port tha guides into LightWave for rendering. I am still working on a good solution as well for that. One just has to face it though. Real time fur and hair on a mid range PC is kind of a pipe dream, for now.
Cool to know you are working with Unity as well. ^.^
Would not mind seeing anything of what you have done so far.
One neat thing I did is port the models form the Pony Kart game being worked on in the Unreal Engine, and made Dash's kart work with Unity's own car controller. I even had her driving around in the Cloudsdail track they made. It was fun to try it out. But it worked far form perfict.
One told me to use Maya. What I have is LightWave, and it has some port options for it. I can also use ZBrush with LightWave as well to make and brush some fur, than port tha guides into LightWave for rendering. I am still working on a good solution as well for that. One just has to face it though. Real time fur and hair on a mid range PC is kind of a pipe dream, for now.
Cool to know you are working with Unity as well. ^.^
Would not mind seeing anything of what you have done so far.
One neat thing I did is port the models form the Pony Kart game being worked on in the Unreal Engine, and made Dash's kart work with Unity's own car controller. I even had her driving around in the Cloudsdail track they made. It was fun to try it out. But it worked far form perfict.
Yeah, Secondlife leaves a lot to be desired, but then again the engine and the viewers are still working on ten+ year old code. It would be nice if they'd update all of it, but I can see where that would be a real pain. (Because the LSL scripting is a type of bastardized C coding.) I can understand some of it, but most of it doesn't make sense since they use their own calls and stuff.
Oh, yeah, Unity is my baby. I've been working with it for a few years, but I haven't gotten to the point of even an Alpha launch, though. I should take some screenshots eventually, but I don't usually get a ton of time to work with it.
XD As long as the models are FBX or even DAE they should work with Unity. Although, if I remember correctly I believe Unreal uses PSK or something like that. I usually use Milkshape when messing with them or the unreal editor. But I haven't messed with the Unreal editor since me and my BF played UT 2004. Good stuff.
Oh, yeah, Unity is my baby. I've been working with it for a few years, but I haven't gotten to the point of even an Alpha launch, though. I should take some screenshots eventually, but I don't usually get a ton of time to work with it.
XD As long as the models are FBX or even DAE they should work with Unity. Although, if I remember correctly I believe Unreal uses PSK or something like that. I usually use Milkshape when messing with them or the unreal editor. But I haven't messed with the Unreal editor since me and my BF played UT 2004. Good stuff.
Yes, the models for Pony Kart uses FBX files if I remember correctly, and those do work with Unreal as well as Unity. Makes it nice to try things on both if one has the time to.
Funny you say you use to use Unreal, and now use Unity and like it.
I just had one not too long ago near chew me out for the though of using Unity over Unreal. He told me Unity is junk and he did use it so he knows, but now works with Unreal, and that is better. And any Pro would wish to use it as well, if they wish to make anything worth making. I have heard both ends of that story from more than one.
Just before that guy's boast over how much better Unreal is over Unity, I did see from one who has made a few games on Unity to try and play with, and he said he did start with Unreal but found Unity to have what he was looking for in a game developer, and has been working with that instead of Unreal now.
Funny the difference in opinions you can find with people over the same things. ^.^
One of my most favorite sayings is, "To each their own." I wish more would think that way, even though many already do. I want more! LOL ^.^
Funny you say you use to use Unreal, and now use Unity and like it.
I just had one not too long ago near chew me out for the though of using Unity over Unreal. He told me Unity is junk and he did use it so he knows, but now works with Unreal, and that is better. And any Pro would wish to use it as well, if they wish to make anything worth making. I have heard both ends of that story from more than one.
Just before that guy's boast over how much better Unreal is over Unity, I did see from one who has made a few games on Unity to try and play with, and he said he did start with Unreal but found Unity to have what he was looking for in a game developer, and has been working with that instead of Unreal now.
Funny the difference in opinions you can find with people over the same things. ^.^
One of my most favorite sayings is, "To each their own." I wish more would think that way, even though many already do. I want more! LOL ^.^
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