We won't be issuing refunds if you bought this for a different head and are unhappy with the results. They are far and away more advanced than. GENUS Project Strong Face Bento Head in Second Life. The HUD itself can be collapsed down to a tiny button so as to minimize the real estate it occupies on your screen, and the animations will keep running even when it is closed.įree updates will be available for life, with new animations added as they are developed.Īgain, this facial animation HUD has been designed specially for the CATWA Daniel head. A place to post and discuss everything relating to Linden Labs Second Life. Mesh heads available for both men and women, details on Catwa-Clip.Com. Changing either pose is assimple as clicking another button. Catwa is home to some of the best animated bento mesh heads, hairstyles, and more. Simply click the eye pose you'd like, then click the mouth pose you'd like. These poses and the static/normal mouth/eye position can be combined in a total of 111 different ways – that's 111 different facial expressions.
The HUD contains a total of 20 Bento face animations – 7 eye poses and 13 mouth poses. It may not work correctly with other Bento-enabled mesh heads, as each creator weights their heads differently.
The neutral value is the fraction of the way along the slider range (from 0-1) at which the slider has no effect, and so leaves the skeleton in its default state.Please note that this facial animation HUD has been designed specially for the CATWA Daniel head.
These are sliders that can be controlled interactively and affect bone position or scale. This means they run the risk of having the influence they have on the avatar shape being partially or completely overridden by animations that use positions. The following bones are influenced by sliders that affect their POSITION. The following slider controls are not supported due to technical constraints.īones Currently Affected By Positional Sliders The following slider controls are supported, but only by the use of collision volume bones (Fitted Mesh) However, some of the controls are supported only by the use of collision volume bones (Fitted Mesh), and some controls cannot be supported due to technical constraints. We support most of the shape controls found under "Edit Shape". Linked to the new Alt eye joints mFaceEyeAltLeft and mFaceEyeAltRight. Called "Alt" ears because there are already ear attachment points connected to the head. Linked to the new mFaceEarLeft and mFaceEarRight joints. Linked to the wing joints mWing4Left and mWing4Right Linked to the mHandRing1Left and mHandRing1Right joints, suitable for rings and such. New Attachment Points List of new attachment points Location If repositioned, they can also be used for a second set of arms or wings.įor animating any groin-related appendages These branch off from the main chain of the wings, to help with applications like bat wings.īy default, these bones are positioned behind the original legs and can be used as and additional set of legs in that position. This joint lies at the base of the wings, and is intended to make it easier to move and potentially repurpose the wing joints. By default these are "folded up" inside the original spine and will not have any affect, so they would need to be re-positioned in any models that use them. These allow ears, antennas, or any other head appendages of your choice to be animated.įor controlling the upper lips and mouth cornersĪdditional joints have been added to the spine to allow more flexible models. The default eye bones are not suitable for use in animations because they are controlled directly by the Second Life viewer. They could be used to control additional eyes, or to control eye orientation via animations. The following new joints have been added to the head and face:įor controlling the upper and lower eyelidsīy default, these are in the same location as the default mEyeLeft and mEyeRight bones. They are named as follows: mHand, where fingers are Thumb, Middle, Index, Ring, and Pinky, number is 1,2 or 3, and side is Left or Right. There are 30 finger joints, 15 on each hand - 3 joints per finger times 5 fingers. The numbers in bones names are ordered such the bone that is closest to the root has the lower number. The largest number are for support of facial expressions and finger movement. For rigged content, simply omitting unused/missing bones from the skinning data is now is allowed. Upload of rigged content no longer needs all the bones specified in the DAE file for convenience purposes.