Big O'l List of Meshing Naming Conventions

(because I keep forgetting them, lol)


Materials

 

Materiel Names [0] All materials must be numbered with [  ]


Rooms

 

skeleton.Room Base node for all rooms
furniture.Floor.01 Room floor node
furniture.Wall.01 (z pointing in) Room wall node
furniture.Ceiling.01 (z pointing down) Room ceiling node
SeeThrough01 (z pointing in) Drop away mesh node
camera.01.01.root Camera location
camera.01.01.root.Target Camera Focus opint
Omni01 Point light source

 

Furniture

 

Root Base node for all furniture meshes

 

Seats

 

seat01 Pose alignment location (no name will default to a stading node)
seat01.Standing A default Standing location (will use Avatar's stand poses)

seat01.Sitting A default Sitting location (will use Avatar's sit poses)

 

Optional Nodes
(not necessary unless you need these to occur in non default locations)


Handle01
Seat icon location


Catcher01
Cooperative action receiver alignment node
Pitcher01 Cooperative action giver alignment node


Note: you must keep the Catcher and Pitcher orintaion to one another EXACT or else hugs and such will not line up.

 

Custom Seats Naming Convention

 

Multiple Seats using same pose

 

Seat01.Mypose1

Seat02.Mypose1

Seat03.Mypose1

Seat04.Mypose1

 

Multiple Seats using unique poses

Seat01.Mypose1

Seat02.Mypose2

Seat03.Mypose3

Seat04.Mypose4

In Create use stance.Mypose1(Mypsoe2), etc as your trigger(s)

 

Note: "Mypose" can be anything but it must be capitalised or seats will not work.

 

 

Create Mode Settings


Auto Animations

 

stance.Idle Auto running mesh animation, Idle must be capitalized.

 

Seats

 

stance.Seatname seat pose, must be capitalized

 

Prop Actions

 

stance.Idle off animation
stance.Seatname Avatar animation
stance.Seatname-seat01 or stance.Seatname-seat01,02  Mesh Animation

 

 

Avatar Accessories

 

AttachmentRoot Alignment Location for an accessory
AccessoryNode Child to above, weight your mesh to this node.

 

Avatar Compatibility IDs

 

80 Female

191 Male
80,191 Unisex

 

Avatar Bone List

 

Bone names used in Accessory settings


Female03MasterRoot

PelvisNode

 

lfHip lfThigh lfCalf lfFoot lfToes xTipBone86

rtHip rtThigh rtCalf rtFoot rtToes xTipBone38

 

Spine01 Spine02 Spine03 Spine04 Neck01 Neck02 Neck03 Neck04 Head xTipBone33

 

lfClavicle lfShoulder lfbicep lfElbow lfWrist lfHand

lfmetaCarpal01 lfThumb01d lfThumb02 lfThumb03 xTipBone88

lfmetaCarpal02 lfFingerIndex01 lfFingerIndex02 lfFingerIndex03 xTipBone89

lfmetaCarpal03 lfFingerMiddle01 lfFingerMiddle02 lfFingerMiddle03 xTipBone87

lfmetaCarpal04 lfFingerRing01 lfFingerRing02 lfFingerRing03 xTipBone90

lfmetaCarpal05 lfFingerPinky01 lfFingerPinky02 lfFingerPinky03 xTiprtFingerne83

 

rtClavicle rtShoulder rtbicep rtElbow rtWrist rtHand

rtmetaCarpal01 rtThumb01 rtThumb02 rtThumb03 xTipBone66

rtmetaCarpal02 rtFingerIndex01 rtFingerIndex02 rtFingerIndex03 xTipBone70

rtmetaCarpal03 rtFingerMiddle01 rtFingerMiddle02 rtFingerMiddle03 xTipBone74

rtmetaCarpal04 rtFingerRing01 rtFingerRing02 rtFingerRing03 xTipBone78

rtmetaCarpal05 rtFingerPinky01 rtFingerPinky02 rtFingerPinky03 xTiprtFingerne82

 

zhead

 

Avatar Default Material IDs

 

Female

Head [2]
Eyes [3]
Hair [4]
Eyelashes [5]
Skin [7]
Eyebrows [8]

 

Male

Head [2]
Eyes [3]
Hair [4]
Eyelashes [5]
Eyebrows [6]
Skin [7]

 

 

Avatar Default MESH Body Part IDs


0 Head
1 Hair
2 Torso and arms
3 R Hand
4 L Hand
5 Pelvis
6 R Leg
7 L Leg
8 R Foot
9 L Foot

 

Morph Target Names

 

.Clamped - allows multiple morph animations to affect the channel but clamps the sum of their effects to 100%

.Averaged - allows multiple morph animations to affect the channel, averages the result.

.Exclusive - allows only one morph animation (the most recent one applied) to affect the channel, no cap on value (i.e. allows values greater than 100%)

.Additive - allows multiple animations to affect the channel, values are added together.

 

 

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