[sldev] Avatar Data Files - Formula for bone weights

Mike Monkowski monkowsk at watson.ibm.com
Thu Aug 14 07:27:57 PDT 2008

Ah those tricky Lindens! :-)

The implementation is in llviewerjointmesh.cpp.  It turns out that each 
weight actually contains two pieces of information.  The number to the 
left of the decimal point is the index of the joint and also implicitly 
indexes to the following joint.  The actual weight is to the right of 
the decimal point and interpolates between these two joints.

I've added this to the wiki page.


Domino Marama wrote:
> Hi,
> I'm using the wiki documentation at
> http://wiki.secondlife.com/wiki/Avatar_Appearance to write an import
> script for the avatar into Blender (http://dominodesigns.info)
> I'm not sure how the weights in the .llm files are supposed to be used.
> As the weights in the file aren't in the expected 0.0 to 1.0 range, I'm
> assuming there's some math involved, but there's nothing obvious coming
> to mind.
> The major part I'm missing is the bone weights, is there some formula I
> should be using to generate these? So far I've done the entire importer
> just from the wiki info and I'd prefer to finish it without needing to
> dive into the client code if possible.
> Thanks,
> Domino
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