tag:blogger.com,1999:blog-34027731.post2379483915559824664..comments2024-01-26T07:41:38.051-06:00Comments on Livin’ La Vida Segunda: I hope I know the answer to this, but...Melissa Yeuxdouxhttp://www.blogger.com/profile/13847500926977004133noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-34027731.post-39664229815326835612015-08-10T15:48:56.451-05:002015-08-10T15:48:56.451-05:00more than a few days late, but I had gotten used t...more than a few days late, but I had gotten used to not checking your blog nearly so often with so few updates. The reason they're called "bones" is due to a 3D animation term - any model has 'bones' which determine how it moves, but naturally these bones do not have to correspond to anything in reality, and often don't. (Your eyes aren't a RL bone, yet they appear in the avatar skeleton so they can move around, for example.)<br /><br />In general, your thinking is correct, although in general, it also depends on how the item is weighted and rigged to begin with. Think back to the default LL avatar skirt and how it stretched and bended with the avatar at different settings; it was essentially a very simplistic 'rigged mesh' built into SL. The main advantage of modern mesh is they can make a much better model and tinker with it so you don't have to worry about things like glitch pants so much.<br />Aliasi Stonebenderhttps://www.blogger.com/profile/00380664271351766749noreply@blogger.com