Note that the Show Bones feature can negatively impact the performance of the Second Life viewer and is not intended for routine use. The Second Life Viewer includes some tools to help troubleshoot or fix problems you may encounter with avatar skeletons.
#DARKSTORM VIEWER BENTO DOWNLOAD DRIVER#
If possible, upgrade your OS or driver to the latest version.
#DARKSTORM VIEWER BENTO DOWNLOAD DRIVERS#
Some older graphics cards and drivers may encounter difficulty rendering the increased number of joints, and you may experience a change in framerate as a result. All existing avatars and animations should continue to function as they were designed.
![darkstorm viewer bento download darkstorm viewer bento download](https://i.ytimg.com/vi/HkGeejpFq2U/hq720.jpg)
Project Bento does not affect any existing content in Second Life. Classic avatars themselves do not use the new joints, but the joints are available for use by attachments. Mesh avatars and mesh attachments may take advantage of the new joints, and newly uploaded animations are able to move them. Creating animations for the new skeleton in Project Bento is very similar to the process for creating animations for existing avatars, with more joints and a few limitations. If skin weight or joint position override information is missing or invalid, these options are ignored. When uploading, you can choose whether to apply available skin weights and joint position overrides to the uploaded mesh. To minimize conflicts, define only as many joint position overrides as you need for each mesh. Meshes may include overrides for the positions of some or all of the included joints to change the shape of the avatar. If you need to rig to more than joints, you need to model in more than one piece such that each piece does not exceed the limit. Meshes may be rigged to a maximum of joints this is less than the total number of joints in the new extended avatar skeleton, so you must make sure that your mesh does not list more joints than you are actually weighting to. Meshes may be rigged to any of the bones or collision volumes of the avatar skeleton, but may not be rigged to attachment points. These meshes must be exported as Collada. As with all mesh content in Second Life, meshes for Project Bento must be created in an external modeling program such as Maya or Blender. With the addition of more joints, there are some new limitations and differences. A full listing of the new bones and attachment points can be found in the Project Bento Skeleton Guide on the Second Life wiki.Ĭreating content for Project Bento is very similar to the current process for creating rigged mesh content.
![darkstorm viewer bento download darkstorm viewer bento download](https://ytimg.googleusercontent.com/vi/ozOeAx-rqu4/0.jpg)
However, new mesh avatars and mesh attachments may take full advantage of the new joints and attachment points.
![darkstorm viewer bento download darkstorm viewer bento download](https://ak.picdn.net/shutterstock/videos/32863681/thumb/12.jpg)
This resets the skeleton for you only other Residents in the area including the distorted avatar will see no change.