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OgDuck

Blender Particles To Secondlife?

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created some realistc fur using the blender hair particle emitter even converted it to mesh with the "convert" button found in the modifier section but when uploaded to secondlife I get the "Dae Parsing error" message is this possible what am I doing wrong? 

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Most likely you're attempting to upload a too high poly mesh, which is exactly what a conversion particle-to-mesh does. Triple A games don't use this method as it generates an overkill amount of polygons that SL is not built to manage and display. Games like TheWitcher3 show that https://www.youtube.com/watch?v=1Fs6rle_IbE in this video they use planes to put hair textures.

 

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The point is about converting particles into mesh geometry. Particles can be emitted from geometry though. By definition, particles are points in space with a series of math generated construction to simulate a visible-but-non-existent geometry that follows some physics rules. Most fluid simulations run starting from a enormous amount of particles, but anyway depending on the type of simulation you want to run, they can vary in amount, behavior and dynamics.

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4 hours ago, Love Zhaoying said:

I’m a bit confused, can you actually use mesh for particles? I thought particles were just textures.

Particles in Blender are not the same as particles in Second Life.

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1 hour ago, OgDuck said:

anyway to convert these particles to a form secondlife can make sure of?

I have seen it done (assumption here but that certainly LOOKS like what was used) on some clothing. BUT what they did was USE THEM VERY SPARINGLY to give the "look" of hairiness. So you might be able to take your high poly file and take very small parts of out out after it has been turned into mesh --- then add those on top of a garment that will have matching fur texture. That's my only thought. 

 

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1 hour ago, OgDuck said:

anyway to convert these particles to a form secondlife can make sure of?

Yes and no.

Blender can convert the particles to mesh and mesh can be imported to SL. But there are two problems:

One is that they won't move like real hair. The only flexible mesh if SL is fitted mesh and fitted mesh hair has that typical "tentacle monster on your head" effect and doesn't look like realistic hair at all.

The other problem is what Optimo already mentioned, the polycount. You're essentially talking about making a hair from indvidual stands of hair here and uploading something with a geometry as complex as that to SL would be sheer lunacy.

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The only way to "convert" them to something usable in SL is to have a set up of polygon planes onto which , ideally, you should bake the particle generated fur as texture.

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second life is an outdated and downright ridiculous platform in which sl's responsible idiots do not understand that blender users want to be creative by limiting their uploading ideas (particles, 4000 * 4000 textures, and vertices restrictions, etc.) to second life not stay. That is why SL only consists of today 1200 active users, of formerly millions. also animesh comes 7 years too late. what 2018 sl offers to its community is stone age graphics, stone age server issues, and a network of fraudulent avatar bots that lie to the users; they're real people.

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5 hours ago, Raelah said:

second life is an outdated and downright ridiculous platform in which sl's responsible idiots do not understand that blender users want to be creative by limiting their uploading ideas (particles, 4000 * 4000 textures, and vertices restrictions, etc.) to second life not stay. That is why SL only consists of today 1200 active users, of formerly millions. also animesh comes 7 years too late. what 2018 sl offers to its community is stone age graphics, stone age server issues, and a network of fraudulent avatar bots that lie to the users; they're real people.

Being creative doesn't mean unlimited resources. computer graphics resources aren't unlimited on ANY platform, your ignorance about platforms architectures and network streaming is what drove your idiotic comment. I work on Unreal engine4 in RL and even there, with all the cut-edge technology that this engine features, there are established limits. SL in comparison IS stone age, but the difference is that it runs realtime on network as opposed to a pre-installed game. If the real professionals can be creative within the restrictions they face on a modern platform with better results, is not because of higher limits, it's because they are creative to another level in order to give the illusion of that much.more detail when in reality they're using less resources than the average mesh content in SL.

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6 hours ago, Raelah said:

second life is an outdated and downright ridiculous platform in which sl's responsible idiots do not understand that blender users want to be creative by limiting their uploading ideas (particles, 4000 * 4000 textures, and vertices restrictions, etc.) to second life not stay. That is why SL only consists of today 1200 active users, of formerly millions. also animesh comes 7 years too late. what 2018 sl offers to its community is stone age graphics, stone age server issues, and a network of fraudulent avatar bots that lie to the users; they're real people. 

This is easily the most ignorant post i've seen on this forum in 2018. But thank you for using your first post to indicate everyone that nothing you have to say has any redeeming value.

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