Jump to content

Jackal Ennui

Resident
  • Posts

    26
  • Joined

  • Last visited

Reputation

3 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Bumping this thread in the hopes of some answers - has anyone successfully gotten a rigged character from modo into SL? (with the correct orientation, no spiky mesh etc) If so, would you be willing to share some pointers?
  2. A bit late, but perhaps you're still evaluating options? I've been using modo since 301 (now on version on 601, never upgraded after) and I really like this tool. The interface is super clean, and their idea of tool pipelines is pretty clever. I use it for modelling, UVing (love the tools there) and sometimes for rendering textures. The scripting API is not too bad either. Never quite got friendly with the painting or retopo modes, never tried the sculpt modes, since I use other tools for these. The collada exporter works fine with SL, as long as you stick to unrigged meshes. For the negatives: updates are paying and expensive. I have no idea how to get a workable rig for SL. The modo userbase in SL is extremely small (as you saw from this thread *cough*cough*) which makes it extra hard when you're stuck on an SL-specific problem. Luxology (the company that made modo) was bought up by The Foundry a few years back, and modo is now just one part of a larger product portofolio that focusses on film FX and design rather than games, so who knows what the future will bring for modo in the long-term.
  3. Thank you, that's exactly the bit I was missing. It's working nicely now!
  4. I'm trying to have an attached prim rotate around the avatar body. According to the table in http://wiki.secondlife.com/wiki/Rotation#Single_or_Root_Prims_vs_Linked_Prims_vs_Attachments llTargetOmega should do the trick, but it's always rotating the prim around its own axis, not around the avatar itself. I haven't been able to find a working example of an attachment spinning around the avatar, anyone have an example they'd like to share? Also, I've been using the "avatar center" attachment point, is that okay for this usage? Thank you kindly for any help!
  5. Uninstalled iCloud, and I can upload stuff again. THANK YOU!
  6. Wow, thank you SO SO SO much. This is exactly my issue. Hopefully there's a way to uninstall iCloud.
  7. Since sunday, I've been having weird issues with mesh and image uploads. I'm using the official viewer Second Life 3.7.16 (294015) with Windows 7 64 bit (up to date with all patches) When I try to upload a mesh, the uploader will indicate the triangles and vertices count as being 1, or 3, or 5, even though the mesh is a couple hundred or thousand tris, and the preview window doesn't show a preview. Forcing it to re-load the same mesh (by clicking "Browse" and selecting the same DAE file) will set the triangle count correctly, but "Generate normals" fails, and uploading fails. This happens with known good meshes, that I uploaded successfully last week. This happens with a simple 8 verts / 1 material cube, and both on the beta grid and the main grid. When trying to upload an image (TGA, PNG, doesn't matter) the preview works, but then I get the error message "Couldn't convert the image to jpg2000". I've successfully uploaded these same images last week. I've tried: - uploading the same files with the same account and same viewer version from a different PC with a fresh Win7 install: works. so it's clearly not an issue with my account, nor the DAE files themselves, nor the viewer - doing numerous clean viewer reinstall, following the instructions in the KB (http://community.secondlife.com/t5/English-Knowledge-Base/How-to-uninstall-and-reinstall-Second-Life/ta-p/1375231) - didn't help - tried the Kokua viewer, which I hadn't ever installed previously - it worked until the next reboot. Now it will still upload images, but shows the same errors with mesh files - tried the most recent official viewer version, and the one before (from the wiki) - updated my graphic drivers, did a malware / virus scan Other than updating iTunes and Flash, I didn't install or patch any software recently. I'm really at my wit's end with this. Has anyone had a similar issue? Any ideas how to resolve this?
  8. Thieves are usually lazy and bad at graphic design. If you see professional quality work with an ad that looks like your 3 year old niece made it with MS Paint - very bad sign. If things smell fishy, google the seller's avatar name and / or store name, to see their reputation in the wider internet. Have they been called out for ripping meshes, on other SL forums that allow naming? New creator? I would suggest getting a blog as soon as you can, and posting not only your new releases, but also one or two work in progress pics or some inspirational sketches or heck, just write about how your favorite kitten video was the biggest inspiration ever - after the new release, if you fear someone would copy your idea. Yes, someone selling ripped meshes *could* possibly fake all that, but I've never seen any go to that much trouble. (Also, it's a good way to drum up interest in your new venture!)
  9. Glad to see more modo users around here! I'm still on 302, just haven't seen the need to upgrade so far as 302 does all I need, and then some
  10. There's the option of sharing Collada files via notecards, but of course this is limited by the maximum amount of text possible in a notecard (64kb afaik?), so I agree, the option to distribute Collada files over the marketplace would be very welcome.
  11. I have a mesh which shows a slightly weird behavior on upload. The mesh itself is at 10k tris (still need to optimize, I was just doing upload tests) and when I upload it with autogenerated LOD, here's the issue that happens: - if I don't use generate normals, the mesh uploads fine - if I use generate normals (flipping "crease angle" from 75 to 74.9 and back) on high and medium LOD, the mesh uploads fine - if I use generate normals on high, medium, low and lowest LOD, the upload fails with MAV_TOO_FEW_UNIQUE_VERTICES error, and the debug console message indicates this is an error with the lowest LOD: INFO: llWholeModelFeeResponder::completed: llWholeModelFeeResponder content: {'error':{'Blockname': 'lowest_lod, Context: validateCompessedFaceIndexVertexData, ErrorCode i25, FaceIndex i0, MeshIndex i0, SubBlockName: PositionUniqueVertices:i1, identifier: NewAgentInventory_InvalidAsset, message: MAV_TOO_FEW_UNIQUE_VERTICES, state: failure (I was on a slightly older mesh viewer when I copied out this error [by hand ;)] hence the format is a bit different, but it happens on 2.7.6 (234668) as well) This is a rigged mesh exported from Blender 2.49b, the error happens both if I upload as rigged mesh or as regular mesh. So .. is this kind of error to be expected because my mesh is too tri-heavy or whatever? I was under the impression that generate normals only affects the in-world display of the mesh. Is it worth filing a JIRA for this?
  12. It's been a month since the last post, so I wanted to ask if anyone has had any success with importing rigged mesh from Messiah? I gave it a few more tries but never managed to get it to work right, unfortunately.
  13. Oblong, that skeleton looks good, and does upload when rigged, though I'm still trying to figure out how to rig it so that the result is not a mess. So far I've only been using the automagic "bone deform" method, but of course in the setup tab the rotated bones do not correspond to the mesh anymore, so the result is a pretty wacky mesh. I suppose one could weight each vertex group individually, or perhaps rig first then rotate the bones, but I'm still going through the docs to learn more about the rigging process. One ugly gotcha with the DAE export: if I export a scene as DAE and then save the same scene as fxs (native messiah format), the resulting fxs file is corrupted, with all decimal points being replaced by decimal commas. Luckily this can be fixed in a text editor, if one happens to have such a corrupted file, but the easier workaround is to quit / restart messiah after each DAE save. (How annoying ..)
  14. Oblong, indeed, looks like it's exactly the same problem. Still no progress getting a correctly rotated skeleton imported, but your pointer was very helpful, thank you! Now back to learning more about Messiah, and hopefully figuring things out.
×
×
  • Create New...