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	<title>Comments on: DAZ&#124;Studio Plugin : Export to Second Life</title>
	<link>http://www.daikonforge.com/webtab/2008/02/16/dazstudio-plugin-export-to-second-life/</link>
	<description>News and thoughts about my adventures in Second Life, Combat: Samurai Island, and Virtual Worlds</description>
	<pubDate>Wed, 07 Jan 2009 01:29:20 +0000</pubDate>
	<generator>http://wordpress.org/?v=</generator>

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		<title>By: Takuan</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/dazstudio-plugin-export-to-second-life/#comment-466</link>
		<dc:creator>Takuan</dc:creator>
		<pubDate>Thu, 28 Feb 2008 00:42:30 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/dazstudio-plugin-export-to-second-life/#comment-466</guid>
		<description>Ah, yeah, that's a great point!  

I typically just use a .DAZ file that I've made as a "template" which already has that in it, and had not thought to add that to the plugin.

I will do so as I find time, it's a good thing to have.</description>
		<content:encoded><![CDATA[<p>Ah, yeah, that&#8217;s a great point!  </p>
<p>I typically just use a .DAZ file that I&#8217;ve made as a &#8220;template&#8221; which already has that in it, and had not thought to add that to the plugin.</p>
<p>I will do so as I find time, it&#8217;s a good thing to have.</p>
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		<title>By: Makkiavelli</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/dazstudio-plugin-export-to-second-life/#comment-465</link>
		<dc:creator>Makkiavelli</dc:creator>
		<pubDate>Thu, 28 Feb 2008 00:34:09 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/dazstudio-plugin-export-to-second-life/#comment-465</guid>
		<description>sidenote from an end-user ;)

if the first frame of your animation starts with a hip-rotation you manually need to include a "first-frame" that shows the avatar in its default pose when using robby's exporter. 

the built-in DAZ-exporter automatically creates this first-frame so you dont need to worry about it if you use this export.

(it took me a while to figure this out ... ;)</description>
		<content:encoded><![CDATA[<p>sidenote from an end-user <img src='http://www.daikonforge.com/webtab/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
if the first frame of your animation starts with a hip-rotation you manually need to include a &#8220;first-frame&#8221; that shows the avatar in its default pose when using robby&#8217;s exporter. </p>
<p>the built-in DAZ-exporter automatically creates this first-frame so you dont need to worry about it if you use this export.</p>
<p>(it took me a while to figure this out &#8230; <img src='http://www.daikonforge.com/webtab/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
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		<title>By: Takuan</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/dazstudio-plugin-export-to-second-life/#comment-463</link>
		<dc:creator>Takuan</dc:creator>
		<pubDate>Wed, 27 Feb 2008 19:09:56 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/dazstudio-plugin-export-to-second-life/#comment-463</guid>
		<description>Blaine, 

DAZ is welcome to use anything in that &lt;a href='http://www.daikonforge.com/downloads/export_to_secondlife.ds' rel="nofollow"&gt;plugin&lt;/a&gt;, without restriction, if it will help, and additionally to distribute it by any means without restriction.

I will try to remember what is different between my plugin and the built-in exporter, and will send that via email to you.  Right off the top of my head, though, I think there are a few small differences of note:

&lt;strong&gt;1)&lt;/strong&gt; My plugin is designed for the exclusive use of the Second Life avatar model downloaded from the &lt;a href='http://secondlife.com/community/avatar.php' rel="nofollow"&gt;Second Life Avatar Files Download&lt;/a&gt; page.  Your plugin is more general in the sense that it allows other avatars to be used and allows the user to specify the mappings.  There could be a happy marriage in there, but I've been too lazy to explore it :)
&lt;strong&gt;

2) &lt;/strong&gt;If you look in the code or in the resulting .bvh file, you will notice that the hierarchy is different.  In particular, the offsets are different in my plugin, and are calculated from &lt;span style='background-color: #fdfdfd'&gt;boneRef.getOrigin().subtract(boneRef.getNodeParent().getOrigin())&lt;/span&gt;.  Also, the channels are not necessarily in the same order, which can be seen in the &lt;span style='background-color: #fdfdfd'&gt;jsBone.writeChannels()&lt;/span&gt; method. I am not expert enough on either .bvh or Second Life's internal workings to know how important this information is (or isn't), so I call attention to it as a possibility.  On line 667 of the plugin, I have a comment about the axis order of the channels being specified by a readme.txt file in the Second Life Avatar Download file mentioned above.  Reviewing that file, I found this comment:
&lt;blockquote&gt;Remember that the hierarchy, joint names, and joint rotation order must match those specified in this file in order for any resulting animation to import correctly into Second Life. &lt;/blockquote&gt;

&lt;strong&gt;3)&lt;/strong&gt; I have allowed the user to independently scale the magnitude of hip movement, because I found that when imported into Second Life the movement would be greatly exaggerated.  I arrived at the value used in the plugin empirically, and doubt it's absolutely correct, but it works for most of the animations I have made.  I do wonder whether it's simply an issue of different units of measurement, but again I am no expert on the internal workings of Second Life.

I will send you more information after I've gone through the plugin to refresh my memory of how it all works.

I'm only too happy to help!</description>
		<content:encoded><![CDATA[<p>Blaine, </p>
<p>DAZ is welcome to use anything in that <a href='http://www.daikonforge.com/downloads/export_to_secondlife.ds'>plugin</a>, without restriction, if it will help, and additionally to distribute it by any means without restriction.</p>
<p>I will try to remember what is different between my plugin and the built-in exporter, and will send that via email to you.  Right off the top of my head, though, I think there are a few small differences of note:</p>
<p><strong>1)</strong> My plugin is designed for the exclusive use of the Second Life avatar model downloaded from the <a href='http://secondlife.com/community/avatar.php'>Second Life Avatar Files Download</a> page.  Your plugin is more general in the sense that it allows other avatars to be used and allows the user to specify the mappings.  There could be a happy marriage in there, but I&#8217;ve been too lazy to explore it <img src='http://www.daikonforge.com/webtab/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
<strong></p>
<p>2) </strong>If you look in the code or in the resulting .bvh file, you will notice that the hierarchy is different.  In particular, the offsets are different in my plugin, and are calculated from <span style='background-color: #fdfdfd'>boneRef.getOrigin().subtract(boneRef.getNodeParent().getOrigin())</span>.  Also, the channels are not necessarily in the same order, which can be seen in the <span style='background-color: #fdfdfd'>jsBone.writeChannels()</span> method. I am not expert enough on either .bvh or Second Life&#8217;s internal workings to know how important this information is (or isn&#8217;t), so I call attention to it as a possibility.  On line 667 of the plugin, I have a comment about the axis order of the channels being specified by a readme.txt file in the Second Life Avatar Download file mentioned above.  Reviewing that file, I found this comment:</p>
<blockquote><p>Remember that the hierarchy, joint names, and joint rotation order must match those specified in this file in order for any resulting animation to import correctly into Second Life. </p></blockquote>
<p><strong>3)</strong> I have allowed the user to independently scale the magnitude of hip movement, because I found that when imported into Second Life the movement would be greatly exaggerated.  I arrived at the value used in the plugin empirically, and doubt it&#8217;s absolutely correct, but it works for most of the animations I have made.  I do wonder whether it&#8217;s simply an issue of different units of measurement, but again I am no expert on the internal workings of Second Life.</p>
<p>I will send you more information after I&#8217;ve gone through the plugin to refresh my memory of how it all works.</p>
<p>I&#8217;m only too happy to help!</p>
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		<title>By: Blaine Furner</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/dazstudio-plugin-export-to-second-life/#comment-462</link>
		<dc:creator>Blaine Furner</dc:creator>
		<pubDate>Wed, 27 Feb 2008 18:43:40 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/dazstudio-plugin-export-to-second-life/#comment-462</guid>
		<description>I'm a product manager at DAZ 3D, our team has read your post regarding the BVH exporter for second life. We are curious on what you're doing different to get the better results for second life animations. If you are interested in working with us to incorporate some of your technology into DAZ Studio we may be able to work out some kind of deal. Often we work with external developers to add technology to our products. 

Please let me know if we can start a dialog to work out an arrangement.

Best regards,

Blaine
[Edited by Takuan to stop email-harvesting bots]</description>
		<content:encoded><![CDATA[<p>I&#8217;m a product manager at DAZ 3D, our team has read your post regarding the BVH exporter for second life. We are curious on what you&#8217;re doing different to get the better results for second life animations. If you are interested in working with us to incorporate some of your technology into DAZ Studio we may be able to work out some kind of deal. Often we work with external developers to add technology to our products. </p>
<p>Please let me know if we can start a dialog to work out an arrangement.</p>
<p>Best regards,</p>
<p>Blaine<br />
[Edited by Takuan to stop email-harvesting bots]</p>
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