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Sabanco

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  1. You said: All that seems to me to be completely normal behaviour for SL. A few weeks ago I uploaded a lot of houses with different physics shapes. Some of them use only boxes, others more accurate physics shapes. None of them hughe buildings and parts reacted like this. 15 Li for this little piece is absolutely inacceptable. As I wrote: this building is old. I already uploaded it a few times in the past. And it went all good, not like now. What I also wrote: I tried it with different settings, different objects, old objects, new objects, used Blender and Maya to determine if my converter, my scene, my object is cranked up or not. Did a restart of my pc, checked my internet. All the testings were not good enough and also the older buildings I uploded, had not the same Li as before.
  2. Yes thank you. I am not new to the uploader and to mesh nor 3d nor whatever. something changed on the servers. I was asking if anyone else might have this problem. A clean install ist not so often a solution to any occuring bug in sl. A few days before I was oploading a chair with its more or less complicated physX. It worked out as every time before. But this time from the 10. on I'm having this issue. Not so nice when trying to make a christmas gift for a friend (((((((((( Anyone?
  3. Hi there. Since the last Server Rolls (with the Old Viewer on 12/10/14) and later with the new Viewer Update yesterday, there is a slightly difference between the physX calculus of my mesh and when I do rezz it on the land and change the shape to Prim. I was working on a little house for a friend of mine. Low Poly and Lower Poly PhysX. The Uploader shows me 1.240 Li of the whole thing, PhysX 1.240, Download 0.266. When rezzed it has one Prim. When I change the Shape to Prim = up to 27. I tried it a couple of times with different Objects, PhysX Objects and different Specs for the PhysX Uploader Tab. I had all the tested Things already uploaded months before, so I could compare them. I use Maya or Blender. Nothing changed there. Anyone else having that issues now? -Sabs
  4. Hey yeah alright but the thing was it happened with both llviewer and firestorm. Ive found out they use shared files somehow. it was not the viewer by 100% but a file ive created with blank maya 2012. what was buggy at this time. uploaded it and uploading it caused sth to be writen in the cache files or other files in your roaming folder. and these files inherit you to upload any further mesh dae files without glitches, although they are ok. weirdo stuff iknow but im not a programmer at all so i cant tell whats exactly causing that probs. llviewer told me yesterday to download newer version. perhaps that bug will dissappear then but in firestorm it stays for they do not realease so many versions at all. Edit: in Firestom you can delete the graphics cache. this will also do it.
  5. Ive found sth interesting. I updated my Maya version to Service Pack 2 build a cloth and rigged it and get glitches and holes again when uploading it. Then I gave my .MB file to my colleague to see hows her export into dae and what if she and I upload that file. She got sucessful, me not. So I came to the conclusion that its sth with my system or the viewer. I renamed the Firestorm folder in C: "User"/AppData/Roaming and tried again to upload any files i made and everything worked fine! Renaming the folder back and trying to upload the dae files will result again in glitches. So here we go: I suppose that some files created in maya will corrupt a file in your "Users" folder and this will cause a bug that will affect every dae file you try to upload after that. Everytime this happens: delete your Firestorm folder in "User"/AppData/Roaming. Im not a programmer so idk whats wrong with maya and dae files but i would like to know if i could prevent sth or not. So I opened a ticket in Firestorm. I will do the same for LLViewer. Cheers!
  6. Bout the mapping. Thats the right way. Testing, testing, testing...screaming. Tried to import my 2012 Scene files and all ended up in maya 2011 crash or reporting an error.(Before you ask, yes ignore version is on^^). Theres sth strange about 2012. Never seen that happening before although I worked with it since Alias depolyed it. I managed to import it via export into OBJ and also in FBX. Going to tell you more when I found a solution thats working for the uploader.
  7. Aww Jack. The first one telling me Maya 2012 is crap. I was searching in the CGSociety this night and foung interesting bugs refering to extrude and smooth. Other bugs than I have but it sounds to me theres sth mathematically going wrong with smooth and extrude in maya 2012. One was telling he extruded some parts of his char and after closing and reopening his file this parts were totally broken. he gave his file to someone else having 2012 and he also encountered that problem. opening it in 2011 everything was ok. also someone mentionend that maya, although having the hotfix 1, he could not save clearly everything he made. Yesterday i got another weird bug with some poly ive tried to smooth. everytime i saved it or made an export all into fbx my object resets to the lower version. although im not a beginner these bugs in maya 2012 would drive someone crazy. In first place the randomness of that glitches sounded to me that theres a problem with the uploader not with the DAE generated.:matte-motes-sick: Thank you Jack for telling me you also had some problems with the newer maya versions. I switch then to my other license. Hope i will get quite good results then. For UVW unwrapping i dont need a plugin for im working in a way that i start with low objects unwrap it and do then my cuts merges and so on always switching between 1 and 3 to see where im getting. when its finished i check my mapping again(mostly quite before ill do my smoothing) to see if it needs to be worked over(after being smoothed some borders need to be worked over). most time i dont need to do all the unwrapping again(except when doing belts or anything else sticking to the middle part of the body). Maya also has some quite good tools for unwrapping, like snap tool or cut tool or layout or letting my map be colored so i can see if my normals are right... err im happy with that. But ive heard the new ZBrush has a nice retopo tool build into This would be interesting. Mudbox is ok for sculpting but all in all its crap.
  8. *sigh* yes, truly yes. I did it before. And the artifacts come and go where they want - bound or not bound, maya nor blender nor meshlab. thats the thing. Did anyone else have this problems? *saaaad panda*
  9. Hey folks! I started a few months ago with mesh and tried some nice builds but till today I got some really bad upload glitches and artifacts shown. These glitches and artifacts do not show on every mesh I made. Since Monday I tried to figure out what happened to my object and also tried to find sth about that problem in this forums. The thing is when I build a complex model (ie not only a tube or sphere) that has only one side the upload works for me. It does not depend on if I do a rigged version of that or simply upload a model. The UVWs are layed out right and relaxed, only one material on that model, vertex count low to high(does not make any difference), no nonmanifold faces etc., topology right, scaling is small to high(same it does not make any difference), normals softened and correctly towards the viewer. But if I try to extrude and or do a smooth on that fine working model the upload preview shows me weird glitches and artifacts - also inworld and also seen by other Residents. I do my upload where I work and where our inworld shop is, not on a mesh testing sim or so. Ok further when I watch the model in the preview after an extrude and or a smooth it shows me UWV distortion. (At this point again: UWVs correctly layed out) And when I give it a try and check the skin weights some vertices were pulled into the pivot point of my model and a few faces get lost. This is not the only weird thing. When I got only one DAE file and never change anything but load it a few times into the upload preview the UVW distortion wanders on my model and so do the verts and holes - for everytime when Ill try uploading that file. I did try save my model into a separete file (ma, fbx and obj) checked it in another program, did a freeze trans, del history, optimize scene file, mesh cleanup, average vertices, another UWV unmapping, imported it into my rig file and rigged it, but its still the same when Ill try to upload that. Oh and I did save it as 2011 FBX and converted it into DAE. This could not be. really. I mean my model is correct, my UVWs are correct, my skeleton is correct but when I do that extrude and or smooth it becomes weirdo. That means when I wand to do a really good mesh I simply could not do it. Today im thinking of importing it into blender or so. It seems the uploader hates me or mayas fbx export is getting nasty. If anyone has a suggestion or a faint idea what Im doing wrong PLS make it! Edit: Did a quick import into blender and tried a few exports. It did not work at all. I still got that artifacts. Edit#2: Tried extruding and smoothing other objects. Same case, it will not upload correctly.
  10. Actually I got the same problem with my rigged mesh(maya 2012), thanks for this post
  11. To Chosen few: You wrote: 'I can't that simply subdividing arbitrarily is ever a good idea (except for purposes of texture baking, normal mapping, etc., which is a whole other topic, no relevant to this discussion). To rephrase the example I gave in my last post, if I subdivide a simple plane from one quad to four, but it still remains just a simle flat plane, I haven't increased the level of detail. I've just wasted polygons.' You can simply do Sub-D. But you are right with your example. Sometimes it does not make sense to subdivide a simple plane. OK. In film you need to subdivide that plane, bute were in SL and the Viewer may render it like Unitiy or other game engines, so it does not matter. The only thing that counts is the Polycount. But the original question wasnt about 'hey guys Im doing a castle, ship, clothing, a model, toothbrush - am I applying too many vertices for LOD?'. His Q was more general. Youre right to quote me for writing some tipps down that were more for doing clothing and models and more expensive things in SL. Everythings ok with that. But If someones does not know what hes doing and he wants to do polygonal modelling for his first time, I would say go to google hit the button and watch tutorials till you do so. With these Sculpies people could do a lot and there were not so many things they can do wrong with that esp to polycount. But now they have the power to do everything in poly. Everyone can do a wrong mesh with thousands of polys, upload it and bomb SL with that. This is what I care for. I dont want people to get over... over.. oh man I did not get the word for it. I mean I dont want the people to be too much enthusiastic about that new feature. It took me a few years to get to know maya, wire loops etc. etc. pp. and in these years some things went wrong to worse and of course you need to have the experience to know what went wrong and why. Polygonal modelling is not the same as nurbs modelling. All the beginners should know this. When you, like I already wrote, do polygonal modelling, extrude faces, do more edges, your UV map is going to be some crappy crazy lines. And if you forget to stitch some verts together your mesh gets worse. Same with freezing transformations and working in bad units. You wrote: 'My point is simply that we need to know WHAT we're modeling before we can determine what is or isn't a reasonable poly count for it.' Thats also right. In my humble opinion that counts a lot to your working techniques. If we are talking about a small castle 20k verts may be too much. It will always be a matter of definition and detail how many vertices you need to distribute what you want to. But guys, not everyone has a powerful pc and 6k+ bandwidth, so try not do increase the polys where its not needed, if you do so you may bomb other habitants or self crash. You wrote to another guy: 'In most cases, I'll create the low LOD version of a model first, with the fewest polys I can get away with, to suggest the general shape of the object. Then I'll add refinements to create the higher levels. Sometimes, though, it's more practical the other way around. Again, it depends on the model. In every case, the important thing is it's the real details that drive the poly count, rather than the poly count driving the details.' This is absolutely right. And for everyone whos not an artisan in polygonal modelling: this is law. *hands Chosen Few a cup of coffee out* (Sorry again for my bad english)
  12. Sincerly, this looks really bad to me. Everytime you build up a mesh in Blender, Maya or e.g. the first you do is build it in lowpoly, the lowest, the better. Start with a box primitive and then extrude or cut it until you get a cheap look of what you want to achieve. When you do so, ALWAYS check whats the looking of it in Sub-D-View. If it looks exactly like you want it to be, then hit the Sub-D to give your mesh more Polys. Sometimes hitting Sub-D once will do it(esp for SL cuz u dont want to crash or let ur pc smoke in flares). Best is to come to approx. 6 to 20k. 20k is really highpoly for the SL Viewer and also for many PCs of the users. After subdividing your mesh model, you can tweak it to refine the structure or giving more detail bugles or so. Alternatively you can save your lowpoly(thats before you Sub-Ded your model) to the disk for further exporting it as lowest LOD into SL. Another tip: If you are messing with UVW Unwrapping and are getting bad results, just try Unwrapping your lowpoly mesh before you Sub-D it.
  13. Hi Leute, ich wollte hier auch noch mal einen Thread eröffnen in dem jeder mal seine aktuellen Mesh upload und anzeige bugs und Probleme beschreiben kann. Ich selbst habe zur Zeit diverse Probleme beim Hochladen: - Skelett fehlt - Faces korrupt - Vertices nicht zugewiesen und hängen am Mittelpunkt - diverse Rotationen - mehrfaches Hochladen einer einzigen DAE Datei führt zu verschiedenen Ergebnissen und Bugs jeweils - Anhaken von Skin Weights rechts im Uploadfenster unter der Modellvoransicht führt bei allen Modellen und Objekten zum Absturz von SL - Gewichte & Preis berechnen Button aus unerfindlichen Gründen manchmal ausgegraut (Bug ist reproduktiv) Edit: Ich benutze Maya 2011 und das Skeletton.ma von Linden
  14. Ok. After a few tests today, I got also the same problems as you have. Also another problem coming up: when I try checking skin weights on the right side (not on the left) SL is always crashing. Ive also tried with a few other models. I does always crash. After that crash Im not able anymore to check skinweights(left side) for a simple box model that i uploaded and wearing since yesterday. oh boy.
  15. I got the same problems with maya yesterday and tried everything, import/export, normals set to face, unlock normals, unbind shape, rebind, checking everything. but astonishigly when i tried to upload my model that never had problems now it has that weird rotten faces and vertices stuck in the middle. ive changed nothing to my dae file, but everytime i chose the model the fails happen in another dimension or on another location. i presume its not the fault of the maya dae exporter but a problem with the viewer not importing correctly my files.
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