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Fizz Savira

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  1. Changing the LOD doesn't help (tested in standard linden viewer and Firestorm). It seems to me to be alpha related...
  2. I grabbed this demo of a mesh hair and the result was awful. I've seen this sort of thing before, but most of the time it's a minor issue, not glaringly bad. Showed it to a friend and they say it rendered fine for them.... So... Curious as to where the issue might be.... Suggested changes to my viewer settings would be appreicated! My computer, if this helps, is an iMac with Nvidia 680MX graphics running Mountain Lion. Thanks
  3. I'm happy (like really happy!) to report that my inventory has been fixed since I last tried the beta grid. Woo hoo!
  4. Thanks for the solution I logged into Morris and it worked. Now to see if my inventory is still a wreck or not...
  5. Just tried to use this avatar to login to the beta grid for the first time in awhile - I usually use my alt because this avatars inventory has been totally messed up. Instead of the usual working login, but having a messed up inventory, instead I got a new message: "Cannot connect to a simulator". This error occurs with the Linden viewer and with Firestorm. Any ideas? Last time I tried to file a support case I recieved the useless reply of "that's the beta grid, we don't support it". --||-
  6. If you are using blender 2.64, you don't need to remove any modifiers before exporting, including shape keys. Try it out
  7. Fizz Savira

    BLENDER Question!

    There are several solutions to this, but the one I use is "JASS" which is a nice set of software that extends blender to support making sculpties. The easiest way to get it is to go to your map viewer in second life and search for "JASS". Go to JASS island and there you can find the different versions available. I suggest you start with the free one and test the waters out, and if you like it and plan on doing more sculpting, buy one of the versions that suits your needs. I say that because the group behind JASS has contributed a great deal to blender for second life, and they deserve our support. In my opinion of course Good luck!
  8. I have the same issue - my main cannot get a usable inventory there, but my alt works fine. Oh well. There is a JIRA about it, for what that's worth (which is something near zero I think).
  9. Thanks for the reply, and I'll see if I can hopefully figure out how to do this. I'm using blender, so I'm wondering what you mean by "add morph points to rigs as bones". I can weight it after that, that part should be easy enough I hope.
  10. Hand size works. Torso length, etc. In other words, all the various "bone length" sliders work great on my mesh avatar. Except for that niggling foot size "bone". Any ideas? My mesh is fully rigged, animates wonderfully (well, as wonderful as one can do with SL's limited weighting system), but refuses to adjust the foot size.
  11. The Collada exporter in the 2.6 blender series will triangulate your faces for you automatically.
  12. The drop down on the physics page should include a "From file" option (or whatever the precise name is)... Use that to load in your cube and hopefully you'll be set
  13. I use Firestorm for all my mesh work, and have no issues with it at this time...And, Firestorm and the official viewer, at least on the Mac, do not share any common files, so you shouldn't need to get rid of one to make the other work right. One thing you should consider making is a simple mesh cube, export that as a DAE and use that for your physics when you need some trivial physics. I suspect if you do that, and apply that physics to your rug, you'll be happy I'd also suggest the beta grid is a great place to try stuff like that out (when it's behaving...) because you can get it wrong a few times without feeling upset about wasted lindens
  14. I was testing out the latest deformer project viewer, and was trying to solve a problem with my mesh avatar sinking into the ground by adjusting the Z offset during the mesh upload. No luck at all :( So I'm wondering what the proper approach to making something with a Z offset is? Do I have to do something to the model armature? Thanks!
  15. I'm guessing here -- What that looks like to me is that your AO map is too strong... Trying dialing down it's effect in your final texture bake (I use multiply and vary it's strength depending...) Note, I'm assuming that you saved the lengthy AO bake to an image for later use in your texture stack
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