Tuesday, 31 March 2015

15 Answers To Things You've Always Wondered About

There have got to be a few things in life you've always wondered about. I'm not necessarily talking about the answer to life (42) or anything big picture like that, I'm talking about small things you encounter in your daily life. Like when you take a shower that lasts way too long and your fingers become pruney - why is that? I thought it maybe had something to do with absorbing the water, but I've never been quite sure... until now.


1. If our blood is red, why are our veins blue?


No matter what people try to tell you, our blood is always red. So why do our veins look blue? It's because there are different wavelengths with different properties hitting our arm when we look at it. The blue light just happens to be absorbed by the blood and make it back to your eye.


Why does turkey make you tired?



The answer: it doesn't. Contrary to popular belief, it's not the tryptophan (an amino acid that makes up the brain chemicals that make you tired) in the turkey that makes you sleepy. It's actually the sheer amount of food and beverage you've consumed during your holiday meal.



3. Why can't you hear a singer's accent in a song?




Without hearing the Spice Girls in an interview, you probably wouldn't have guessed they were British (unless you took a look at their outfits!). This has everything to do with phonetics and cadence. Singers who speak with an accent are forced to completely lose it when they have to stress certain syllables in a song and elongate their vowels. The result ends up sounding almost "American."



4. Why do we crave greasy food when we're hungover?



Almost everyone craves a big ol' plate of greasy food after a night of drinking, but why? It's high in fat, high in calories, and you'd probably never eat any other time. The reason behind this craving is a brain chemical called galanin, which increases your appetite for fats. Since alcohol increases your body's production of galanin, you're going to want that big fat breakfast pronto.



5. Why is the drinking age 21?



You can thank the National Minimum Drinking Age Act of 1984 for this one. So while it's largely up to each state to decide their legal drinking age, this law told these states that they had to enact a minimum drinking age of 21 or else they would lose 10% of their highway funding. Since no state wanted to give up that funding, that means that no one under the age of 21 can legally purchase or publicly possess alcohol.


6. What's the difference between "&" and "and" in movie credits?



The ampersand (&) means that two writers worked together to write the script, whereas "and" means that one writer re-wrote the others' work.



7. Why can't we decide if tomatoes are fruits or vegetables?




It looks like a vegetable, but it's classified as a fruit. Or is it the other way around? The tomato is technically a fruit since it protects and contains the seeds of its plant, but according to a Supreme Court ruling, is is classified as a vegetable. Why? The Tariff Act of March 3, 1883 required a tax to be paid on imported vegetables, but not fruit, and they didn't want any tomato farmers going untaxed.
8. Why do we say "cheese" when we get our pictures taken?




The origin is unknown, but when you say "cheese," the act of saying the word turns the corners of your mouth lift up, your cheeks lift, and you show off a toothy grin.

9. What is it about showers and creative thoughts?



Our best ideas come to us in the shower because its a mindless task. Since your shower routine doesn't require much thought, it frees your mind to wander and think of something else.



10. Why is the sky blue?



Much like our veins appear blue, it has everything to do with wavelengths and blue light. Blue light scatters more than the other colors in the spectrum because it travels as shorter, smaller waves.



11. Why do different languages call countries by different names?



Most of us know Germany as, well, Germany. But to the Germans, they known their homeland as Deutschland. The simplest explanation is that languages pre-date countries, sometimes by centuries. So when small settlements joined together to create countries, like Germany, there were multiple names for the region, depending on the language. It's all in who you know.

12. Why do our fingers get wrinkly in the shower?



Scientists have figured out why our fingers and toes get wrinkly during bathtime. It actually has nothing to do with absorbing the water, and everything to do with improving our grip on things underwater. Think of it like the treads in a tire giving a much better grip in slippery conditions. The human body is amazing.



13. Why does the letter U almost always accompany the letter Q?


The reason for this pairing is because QU is a digraph, which is a pair of letters that represents a single sound. In this case, it's "kw." Basically, the two are treated as a single character in the English language, mostly from borrowed words from Latin. Q's without U's aren't as common, but can be found in words like Iraq.

14. How do magnets work?


"Magnets: how do they work?" Actually, The Insane Clown Posse asked a good question. According to Northeastern University, a magnet is simply any object that produces its own magnetic field and interacts with other magnetic field. Magnets have two poles (north and south) and the magnetic field starts and the north pole and ends at the south pole.








So if you have two magnets next to each other, and their north poles are facing each other, you will feel them repel. And when you place a north pole next to a south pole, they will attract. Science.

15. Why do we have eyebrows?



You have to pluck them and prune them, so why do they even exist? Aside from being a very distinct feature on your face that helps you communicate, there's actually a very good reason eyebrows exist. If you've ever run longer than to catch a bus, you know just how sweaty your forehead can get - sweat can even drip down into your eyes and cause temporary blindness. And that's why your eyebrows exist. Consider them a built-in headband!

Tuesday, 17 March 2015

Rigging models in Blender 2.64 - a workflow

This is a run-through of the workflow I would use to get models rigged for Second Life upload. It doesn't include details on weight painting or modelling, and I assume the reader knows their way around the Blender interface.

This tutorial owes a lot to AshaSekayi's excellent youtube video series, but quite a few things have changed since then, so I wanted to give a clear and more current overview of how the rigging and export/import processes work in a recent Blender version.


Requirements:
  • Blender 2.64 installed (since the bone weight copy script apparently doesn't work with 2.65) (and please note that you can have more than one version of Blender installed at once - just use a different install location)
  • The free Bone Weight Copy script correctly installed (instructions on that page)
  • Download the free Avatar Workbench file - choose the Blender 2.63 version.
  • A ready-to-rig model


1. Preparing the file and models

Open the avatar workbench file in Blender. It has several elements on different layers:
  • Layer 1: Unjoined SL avatar model (i.e. head, upper body and lower body are 3 separate meshes)
  • Layer 2: A makehuman avatar, rigged correctly for SL
  • Layer 6: Default SL avatar hair, skirt, eyes etc.
  • Layer 10: SL armature

Only layers 1 and 10 are required. You can either ignore the models on the other layers, or delete them for tidiness. I also prefer to join the SL avatar into one piece and move it to a different layer, so layer 1 is free for my model. (To join the models, select them all and press Ctrl-J. To move, press m and then choose the target layer.)

Import the model(s) to be rigged using File > Append.

e.g. I browse to test.blend, double click to open it and there's a list of folders containing all the information in that blend file. To import a model, open the Object folder and choose the correct item from the list.

The model should now show up in your active layer. (N.B. if it was hidden in the original file, it will be hidden here too. Check the outliner or press alt-H to reveal it.) Ensure that it is positioned correctly. If necessary, activate the SL avatar layer to check this.

At this point, save the file with a different name to keep the main avatar workbench file clean for later use.


2. Parenting the model to the SL armature

Ensure that both your model's layer and layer 10 are both showing. You can shift-click in the layer panel to have more than one active at a time.

Select your model, then shift-right-click the armature to select it also. (The armature must be selected last.) Press Ctrl-P to parent the object to the armature; choose "Armature deform" from the list.

Now select the model by itself. Go to the Object Modifiers panel (the wrench icon), and you should see that an armature deform has been applied. Uncheck "bind to bone envelopes" - this is automatic weighting applied by the armature modifier that does not work in SL. It can be confusing because if we leave it checked and pose the armature, the model will appear to be weighted already. We will keep vertex groups checked, and apply our weighting that way.

Deactivate the armature layer and activate both your model's layer and the layer with the joined SL avatar.


3. Bone weight copy

We will now use the bone weight copy script to apply the correct vertex groups to our model. Select first your model, then shift-right-click select the joined avatar.

In the toolbox on the left (press t to show/hide it) at the bottom should be a section called "Bone weight copy".

Interpolation: higher = better weight copy quality, but if you're just testing then leave it at 1, because it will take longer at higher numbers.
Both checkboxes should be ticked.

Press "Copy bone weights". This will take some time depending on the complexity of your model, and it might look as if Blender has crashed. Leave it for a few minutes; when it's completed, the objects will no longer be selected.

To check that the weights have been copied, select your model and open the Object Data panel (the inverted triangle icon). Under Vertex groups there should now be a list of bones, e.g. mHead and mNeck. You can also open weight paint mode, select each bone in the vertex group box and see the coloured weights.

At this point you would normally begin to tweak the weighting and clean it up. There are some good tutorials in Asha's video series (Primer 1 & 2) and in the Avastar tutorials (video 6: Mesh Weighting). If you're just testing the process, move on to the next step.


4. Checking the rigged model

Activate the armature layer and the model layer so you can see them both at the same time. Select the armature and go into pose mode. Rotate the bones to make sure that the model is moving with the armature.


5. Exporting as Collada / Importing to SL

Select the object and choose File > Export > Collada

Select the following export options (in the panel on the left)
- check Selection Only
- check Include Armatures
- check Export for Second Life

Export the file and save.

In the Second Life mesh uploader, select the model as your highest LOD. (Usually, you would go through the above process for all the lower LODs, but you can let SL generate its own for a test upload.)

Under Upload Options, check "Include Skin Weight"

In the preview options on the right, select "skin weights" and "joints" so you can see that the model is positioned correctly on the SL avatar.

Upload and wear the model.

Monday, 16 March 2015

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