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As usual Jira is not perfoming its obligations - Blender Precision difficulties emulating a Prim Slice with a mesh object.

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Hmm .  am still not being provided with a work around just criticism and help from one person of on their own not replicating what i was seeing in SL  which sounds a little wrong to me anyone wanting to help me please try the following  I would be grateful of screen shots as i don't think i am going to get any help at all just ridicule.

I hope this clarifies my points

1) to replicate go to link
https://pastebin.com/A520xee1

2) copy the content into notepad and save as beam.dae

3) upload to LSL 11L$ and rez in world duplicate the re-zed item and move so its has its end the same as other but separated

4) click one of the items and increase z to 50 m

5) Please inform me if the other end moves like mine has by .0100m?

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1 minute ago, VirtualKitten said:

Hmm .  am still not being provided with a work around just criticism and help from one person of on their own not replicating what i was seeing in SL  which sounds a little wrong to me anyone wanting to help me please try the following  I would be grateful of screen shots as i don't think i am going to get any help at all just ridicule.

I hope this clarifies my points

1) to replicate go to link
https://pastebin.com/A520xee1

2) copy the content into notepad and save as beam.dae

3) upload to LSL 11L$ and rez in world duplicate the re-zed item and move so its has its end the same as other but separated

4) click one of the items and increase z to 50 m

5) Please inform me if the other end moves like mine has by .0100m?

The problem isn't on SL's end the problem is that your model is garbage, and this was told to you by people who have been modeling for longer than SL has existed.

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Hmm , more of the same now garbage , Hmm  .  Am still not being provided with a work around just criticism and help from one person of on their own not replicating what i was seeing in SL  which sounds a little wrong to me anyone wanting to help me please try the following  I would be grateful of screen shots as i don't think i am going to get any help at all just ridicule.

I hope this clarifies my points

1) to replicate go to link
https://pastebin.com/A520xee1

2) copy the content into notepad and save as beam.dae

3) upload to LSL 11L$ and rez in world duplicate the re-zed item and move so its has its end the same as other but separated

4) click one of the items and increase z to 50 m

5) Please inform me if the other end moves like mine has by .0100m?

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If you cant provide me the same test under the same properties as i showed you how can you expect to replicate this issue ?

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Posted (edited)

I would point out another member has detected a  fault of  two meters you encountered in pictures why would you not show this and why would this be completely different to my results?

Now i have already informed this forum the size of my objects .0914 and the result of it doubled as being .018388  the same as imported into SL

f3c8d0882f97df7f3c6ed54e89e67c5d.png.e8cb39e6cc6d9b9efc5e86b3fa09aaad.png20d86f4594321456f17cbe95db29fea1.thumb.png.6e4323d73dbbd5f02e1b2af98e60d244.pnge013cf91437eba23cda43c0e4be0d99b.png.b2b03eea53b6cd684c739ec374001fdd.png

I do not understand why your figures are different did you kindly repeat my steps 1 - 5?

I don't understand why anyone is having so much difficult replicating this ? Perhaps its my imagination but is this being done purposely?

I hope this clarifies my points

1) to replicate go to link
https://pastebin.com/A520xee1

2) copy the content into notepad and save as beam.dae

3) upload to LSL 11L$ and rez in world duplicate the re-zed item and move so its has its end the same as other but separated

4) click one of the items and increase z to 50 m

5) Please inform me if the other end moves like mine has by .0100m?

Kind Regards
Denise

Edited by VirtualKitten

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4 minutes ago, VirtualKitten said:

5) Please inform me if the other end moves like mine has by .0100m?

I'm not going to but that's not because I doubt you, it's because I believe what you say and don't need to check for myself.

But, as Kyrah just said, you model is flawed before you even upload it. That's what you need to fix.

 

1 minute ago, VirtualKitten said:

HAm still not being provided with a work around

Here you are

dae for all LoD mdoels:

<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
  <asset>
    <contributor>
      <author>Blender User</author>
      <authoring_tool>Blender 2.78.0 commit date:2016-09-26, commit time:12:42, hash:4bb1e22</authoring_tool>
    </contributor>
    <created>2019-07-13T20:34:54</created>
    <modified>2019-07-13T20:34:54</modified>
    <unit name="meter" meter="1"/>
    <up_axis>Z_UP</up_axis>
  </asset>
  <library_images/>
  <library_effects>
    <effect id="blinn3m1-effect">
      <profile_COMMON>
        <technique sid="common">
          <phong>
            <emission>
              <color sid="emission">0 0 0 1</color>
            </emission>
            <ambient>
              <color sid="ambient">0 0 0 1</color>
            </ambient>
            <diffuse>
              <color sid="diffuse">0.64 0.64 0.64 1</color>
            </diffuse>
            <specular>
              <color sid="specular">0.5 0.5 0.5 1</color>
            </specular>
            <shininess>
              <float sid="shininess">50</float>
            </shininess>
            <index_of_refraction>
              <float sid="index_of_refraction">1</float>
            </index_of_refraction>
          </phong>
        </technique>
      </profile_COMMON>
    </effect>
  </library_effects>
  <library_materials>
    <material id="blinn3m1-material" name="blinn3m1">
      <instance_effect url="#blinn3m1-effect"/>
    </material>
  </library_materials>
  <library_geometries>
    <geometry id="o2jm1Mesh-mesh" name="o2jm1Mesh">
      <mesh>
        <source id="o2jm1Mesh-mesh-positions">
          <float_array id="o2jm1Mesh-mesh-positions-array" count="39">-25 0 0 -1.50502e-6 -0.216504 -0.124996 -1.50502e-6 0.216504 -0.124996 -2.5034e-6 0 -0.2499949 2.5034e-6 0 0.25 1.49012e-6 -0.216504 0.125001 1.49012e-6 0.216504 0.125001 25 0 -0.25 25 -0.216504 0.124996 25 0.216504 0.124996 25 0 0.2499949 25 -0.216504 -0.125001 25 0.216504 -0.125001</float_array>
          <technique_common>
            <accessor source="#o2jm1Mesh-mesh-positions-array" count="13" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="o2jm1Mesh-mesh-normals">
          <float_array id="o2jm1Mesh-mesh-normals-array" count="18">0 0 1 0 -0.8660317 0.4999893 0 -0.8660317 -0.4999893 0 0 -1 0 0.8660317 0.4999893 0 0.8660317 -0.4999893</float_array>
          <technique_common>
            <accessor source="#o2jm1Mesh-mesh-normals-array" count="6" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="o2jm1Mesh-mesh-map-0">
          <float_array id="o2jm1Mesh-mesh-map-0-array" count="48">0.5 0 0.666667 0 0.666667 1 0.5 1 0.666667 0 0.833333 0 0.833333 1 0.666667 1 0.833333 0 1 0 1 1 0.833333 1 0.333333 0 0.5 0 0.5 1 0.333333 1 0.166667 0 0.333333 0 0.333333 1 0.166667 1 0 0 0.166667 0 0.166667 1 0 1</float_array>
          <technique_common>
            <accessor source="#o2jm1Mesh-mesh-map-0-array" count="24" stride="2">
              <param name="S" type="float"/>
              <param name="T" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <vertices id="o2jm1Mesh-mesh-vertices">
          <input semantic="POSITION" source="#o2jm1Mesh-mesh-positions"/>
        </vertices>
        <polylist material="blinn3m1-material" count="6">
          <input semantic="VERTEX" source="#o2jm1Mesh-mesh-vertices" offset="0"/>
          <input semantic="NORMAL" source="#o2jm1Mesh-mesh-normals" offset="1"/>
          <input semantic="TEXCOORD" source="#o2jm1Mesh-mesh-map-0" offset="2" set="0"/>
          <vcount>4 4 4 4 4 4 </vcount>
          <p>4 0 0 5 1 1 8 1 2 10 0 3 5 1 4 1 2 5 11 2 6 8 1 7 1 2 8 3 3 9 7 3 10 11 2 11 6 4 12 4 0 13 10 0 14 9 4 15 2 5 16 6 4 17 9 4 18 12 5 19 3 3 20 2 5 21 12 5 22 7 3 23</p>
        </polylist>
      </mesh>
    </geometry>
  </library_geometries>
  <library_controllers/>
  <library_visual_scenes>
    <visual_scene id="Scene" name="Scene">
      <node id="Root" name="Root" type="NODE">
        <matrix sid="transform">1 0 0 0 0 0.02309426 -8.74228e-10 0 0 1.00948e-9 0.02 0 0 0 0 1</matrix>
        <instance_geometry url="#o2jm1Mesh-mesh" name="Root">
          <bind_material>
            <technique_common>
              <instance_material symbol="blinn3m1-material" target="#blinn3m1-material"/>
            </technique_common>
          </bind_material>
        </instance_geometry>
      </node>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#Scene"/>
  </scene>
</COLLADA>

Dae file for physics (you have to set it to Phantom or physics shape none inworld of course:

<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
  <asset>
    <contributor>
      <author>Blender User</author>
      <authoring_tool>Blender 2.78.0 commit date:2016-09-26, commit time:12:42, hash:4bb1e22</authoring_tool>
    </contributor>
    <created>2017-11-06T00:11:11</created>
    <modified>2017-11-06T00:11:11</modified>
    <unit name="meter" meter="1"/>
    <up_axis>Z_UP</up_axis>
  </asset>
  <library_images/>
  <library_geometries>
    <geometry id="Plane-mesh" name="Plane">
      <mesh>
        <source id="Plane-mesh-positions">
          <float_array id="Plane-mesh-positions-array" count="9">-1 -1 0 1 -1 0 0 1 0</float_array>
          <technique_common>
            <accessor source="#Plane-mesh-positions-array" count="3" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="Plane-mesh-normals">
          <float_array id="Plane-mesh-normals-array" count="3">0 0 1</float_array>
          <technique_common>
            <accessor source="#Plane-mesh-normals-array" count="1" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <vertices id="Plane-mesh-vertices">
          <input semantic="POSITION" source="#Plane-mesh-positions"/>
        </vertices>
        <polylist count="1">
          <input semantic="VERTEX" source="#Plane-mesh-vertices" offset="0"/>
          <input semantic="NORMAL" source="#Plane-mesh-normals" offset="1"/>
          <vcount>3 </vcount>
          <p>0 0 1 0 2 0</p>
        </polylist>
      </mesh>
    </geometry>
  </library_geometries>
  <library_controllers/>
  <library_visual_scenes>
    <visual_scene id="Scene" name="Scene">
      <node id="Plane" name="Plane" type="NODE">
        <matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
        <instance_geometry url="#Plane-mesh" name="Plane"/>
      </node>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#Scene"/>
  </scene>
</COLLADA>

 

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1 hour ago, ChinRey said:

But, as Kyrah just said, you model is flawed before you even upload it. That's what you need to fix.

Unfortunately it was checked without the same parameters or my steps i gave so the outcome is under terminable not flawed

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Posted (edited)

Here is the blend file to the beam

If you are suggesting it is flawed  and garbage are you suggesting the Blender Mesh Support Group gave me flawed garbage advice? I really hope you are not as they have given me brilliant advice.

I would point out another member has detected a  fault of  two meters you encountered in pictures why would you not show this and why would this be completely different to my results?

Now i have already informed this forum the size of my objects .0914 and the result of it doubled as being .018388  the same as imported into SL

f3c8d0882f97df7f3c6ed54e89e67c5d.png.e8cb39e6cc6d9b9efc5e86b3fa09aaad.png20d86f4594321456f17cbe95db29fea1.thumb.png.6e4323d73dbbd5f02e1b2af98e60d244.pnge013cf91437eba23cda43c0e4be0d99b.png.b2b03eea53b6cd684c739ec374001fdd.png

I do not understand why your figures are different did you kindly repeat my steps 1 - 5?

I don't understand why anyone is having so much difficult replicating this ? Perhaps its my imagination but is this being done purposely?

I hope this clarifies my points

1) to replicate go to link https://pastebin.com/A520xee1 alternatively  here is the Here is the blend file to the beam which can be opened from blender

2) copy the content into notepad and save as beam.dae

3) upload to LSL 11L$ and rez in world duplicate the re-zed item and move so its has its end the same as other but separated

4) click one of the items and increase z to 50 m

5) Please inform me if the other end moves like mine has by .0100m?

image.png

Edited by VirtualKitten
Getting fed up with same denial from Linden paid staff

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Posted (edited)

I'm still being provided no workable solution or committal to check to see if this same error can be replicated I have to wonder why this is not happening.?

Is there really no other avatars in this forum that are not linden paid staff?

Perhaps you don't give technical 1:1 personal support either in a timely manner like Jira.Second life. 

Its been 76 posts and 3 pages of forum thread and its is beginning to become clear to me that you don't want to provide any support?

I am out of here too as, I give up, clearly there is something wrong with this forum too! and this is not possible to make this in blender.

Good Day

Denise

Edited by VirtualKitten

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3 minutes ago, Kyrah Abattoir said:

@ChinReyYou are way too patient.

It's a one minute build.

And re-reading this thread, we may have found a significant error we should keep in mind here so in the end it may be well worth the time and effort.

If I understand correctly, the dodgy rotation and scale values VirtualKitten got was caused by Mesh Generator. If that is the case, it is indeed a bug - not in Blender or in the SL software but in Mesh Generator - and it's a potentially serious one.

I pointed out earlier that SL's mesh uploader and mesh rendering code have no way of knowing the original prim parameters so there's no way they can take them into account when resizing the obejct. Mesh Generator does have the raw prim parameters though and it should take them into account. If it doesn't, people can get into far more serious than this. Imagine working in Blender on a mesh object compiled from several prims, each with its own rotation and scale values. Scaling or UV mapping something like that will be a nightmare!

Solution: Either make it a habit to always apply scale, rotation and loction before doing any editing or maybe, even better - use Mesh Studio instead.

 

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1 minute ago, VirtualKitten said:

Is there really no other avatars in this forum that are not linden paid staff?

Noone here is Linden paid staff or Linden unpaid staff unless they have the last name of Linden.

ChinRey very kindly fixed the problem for you & provided the dae files, yet you still complain?

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2 minutes ago, Whirly Fizzle said:

Noone here is Linden paid staff or Linden unpaid staff

Sometimes I wonder about that. Certainly not paid or officially appointed volunteers, but... ;)

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1 hour ago, Whirly Fizzle said:

Noone here is Linden paid staff or Linden unpaid staff unless they have the last name of Linden.

ChinRey very kindly fixed the problem for you & provided the dae files, yet you still complain?

Well when did she do that she did not inform me that is what she had kindly done.

Right I believe you no linden staff:)  I forgot you work for firestorm

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Posted (edited)
10 minutes ago, ChinRey said:

It's a one minute build.

And re-reading this thread, we may have found a significant error we should keep in mind here so in the end it may be well worth the time and effort.

If I understand correctly, the dodgy rotation and scale values VirtualKitten got was caused by Mesh Generator. If that is the case, it is indeed a bug - not in Blender or in the SL software but in Mesh Generator - and it's a potentially serious one.

I pointed out earlier that SL's mesh uploader and mesh rendering code have no way of knowing the original prim parameters so there's no way they can take them into account when resizing the obejct. Mesh Generator does have the raw prim parameters though and it should take them into account. If it doesn't, people can get into far more serious than this. Imagine working in Blender on a mesh object compiled from several prims, each with its own rotation and scale values. Scaling or UV mapping something like that will be a nightmare!

Solution: Either make it a habit to always apply scale, rotation and loction before doing any editing or maybe, even better - use Mesh Studio instead.

 

The object-mode properties have negligible effect on the final import. See my original .blend file (in my FIRST post in this thread), which has object-properties set similarly as VirtualKitten's (using exact values given here). It works perfect in SL. Also read Aquila's posts in this thread (page 2). The center of the model VirtualKitten has created is not in the intended location in Blender, at the end of the pole. It's way off.

For VirtualKitten to pretend that I haven't tried to help (even having given her a working example as the first thing) either means that she's trolling or just doesn't listen or try anything. She doesn't need a "workaround," she just needs to build the model correctly.

Edited by Wulfie Reanimator

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5 minutes ago, Whirly Fizzle said:

ChinRey very kindly fixed the problem for you & provided the dae files, yet you still complain?

Once comprehension is attained, I expect we will get an, “oh, I see!” and a, “thank you”. Don’t we always get those eventually?

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**************************************UNSOLVED*********************************************
This is my last post here as you just don't want to give help. And i have given up after  asking this Wednesday at 08:47 PM in Mesh  and it is now Saturday  with no answer how does that make me inpatient.  I have no idea why perhaps you don't provide 1:1 support like jira

Hmm fixed the problem how so? This looks nothing like my project and was imported from ChenRay's dae attached bye have happy times don't create memes all the time :0

1ca2b82a2bb8f5083b9d98eb067985d0.thumb.png.37e495c44a379c893b8d7ebdf88356c5.png

1 hour ago, ChinRey said:

I'm not going to but that's not because I doubt you, it's because I believe what you say and don't need to check for myself.

But, as Kyrah just said, you model is flawed before you even upload it. That's what you need to fix.

 

Here you are

dae for all LoD mdoels:


<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
  <asset>
    <contributor>
      <author>Blender User</author>
      <authoring_tool>Blender 2.78.0 commit date:2016-09-26, commit time:12:42, hash:4bb1e22</authoring_tool>
    </contributor>
    <created>2019-07-13T20:34:54</created>
    <modified>2019-07-13T20:34:54</modified>
    <unit name="meter" meter="1"/>
    <up_axis>Z_UP</up_axis>
  </asset>
  <library_images/>
  <library_effects>
    <effect id="blinn3m1-effect">
      <profile_COMMON>
        <technique sid="common">
          <phong>
            <emission>
              <color sid="emission">0 0 0 1</color>
            </emission>
            <ambient>
              <color sid="ambient">0 0 0 1</color>
            </ambient>
            <diffuse>
              <color sid="diffuse">0.64 0.64 0.64 1</color>
            </diffuse>
            <specular>
              <color sid="specular">0.5 0.5 0.5 1</color>
            </specular>
            <shininess>
              <float sid="shininess">50</float>
            </shininess>
            <index_of_refraction>
              <float sid="index_of_refraction">1</float>
            </index_of_refraction>
          </phong>
        </technique>
      </profile_COMMON>
    </effect>
  </library_effects>
  <library_materials>
    <material id="blinn3m1-material" name="blinn3m1">
      <instance_effect url="#blinn3m1-effect"/>
    </material>
  </library_materials>
  <library_geometries>
    <geometry id="o2jm1Mesh-mesh" name="o2jm1Mesh">
      <mesh>
        <source id="o2jm1Mesh-mesh-positions">
          <float_array id="o2jm1Mesh-mesh-positions-array" count="39">-25 0 0 -1.50502e-6 -0.216504 -0.124996 -1.50502e-6 0.216504 -0.124996 -2.5034e-6 0 -0.2499949 2.5034e-6 0 0.25 1.49012e-6 -0.216504 0.125001 1.49012e-6 0.216504 0.125001 25 0 -0.25 25 -0.216504 0.124996 25 0.216504 0.124996 25 0 0.2499949 25 -0.216504 -0.125001 25 0.216504 -0.125001</float_array>
          <technique_common>
            <accessor source="#o2jm1Mesh-mesh-positions-array" count="13" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="o2jm1Mesh-mesh-normals">
          <float_array id="o2jm1Mesh-mesh-normals-array" count="18">0 0 1 0 -0.8660317 0.4999893 0 -0.8660317 -0.4999893 0 0 -1 0 0.8660317 0.4999893 0 0.8660317 -0.4999893</float_array>
          <technique_common>
            <accessor source="#o2jm1Mesh-mesh-normals-array" count="6" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="o2jm1Mesh-mesh-map-0">
          <float_array id="o2jm1Mesh-mesh-map-0-array" count="48">0.5 0 0.666667 0 0.666667 1 0.5 1 0.666667 0 0.833333 0 0.833333 1 0.666667 1 0.833333 0 1 0 1 1 0.833333 1 0.333333 0 0.5 0 0.5 1 0.333333 1 0.166667 0 0.333333 0 0.333333 1 0.166667 1 0 0 0.166667 0 0.166667 1 0 1</float_array>
          <technique_common>
            <accessor source="#o2jm1Mesh-mesh-map-0-array" count="24" stride="2">
              <param name="S" type="float"/>
              <param name="T" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <vertices id="o2jm1Mesh-mesh-vertices">
          <input semantic="POSITION" source="#o2jm1Mesh-mesh-positions"/>
        </vertices>
        <polylist material="blinn3m1-material" count="6">
          <input semantic="VERTEX" source="#o2jm1Mesh-mesh-vertices" offset="0"/>
          <input semantic="NORMAL" source="#o2jm1Mesh-mesh-normals" offset="1"/>
          <input semantic="TEXCOORD" source="#o2jm1Mesh-mesh-map-0" offset="2" set="0"/>
          <vcount>4 4 4 4 4 4 </vcount>
          <p>4 0 0 5 1 1 8 1 2 10 0 3 5 1 4 1 2 5 11 2 6 8 1 7 1 2 8 3 3 9 7 3 10 11 2 11 6 4 12 4 0 13 10 0 14 9 4 15 2 5 16 6 4 17 9 4 18 12 5 19 3 3 20 2 5 21 12 5 22 7 3 23</p>
        </polylist>
      </mesh>
    </geometry>
  </library_geometries>
  <library_controllers/>
  <library_visual_scenes>
    <visual_scene id="Scene" name="Scene">
      <node id="Root" name="Root" type="NODE">
        <matrix sid="transform">1 0 0 0 0 0.02309426 -8.74228e-10 0 0 1.00948e-9 0.02 0 0 0 0 1</matrix>
        <instance_geometry url="#o2jm1Mesh-mesh" name="Root">
          <bind_material>
            <technique_common>
              <instance_material symbol="blinn3m1-material" target="#blinn3m1-material"/>
            </technique_common>
          </bind_material>
        </instance_geometry>
      </node>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#Scene"/>
  </scene>
</COLLADA>

Dae file for physics (you have to set it to Phantom or physics shape none inworld of course:


<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
  <asset>
    <contributor>
      <author>Blender User</author>
      <authoring_tool>Blender 2.78.0 commit date:2016-09-26, commit time:12:42, hash:4bb1e22</authoring_tool>
    </contributor>
    <created>2017-11-06T00:11:11</created>
    <modified>2017-11-06T00:11:11</modified>
    <unit name="meter" meter="1"/>
    <up_axis>Z_UP</up_axis>
  </asset>
  <library_images/>
  <library_geometries>
    <geometry id="Plane-mesh" name="Plane">
      <mesh>
        <source id="Plane-mesh-positions">
          <float_array id="Plane-mesh-positions-array" count="9">-1 -1 0 1 -1 0 0 1 0</float_array>
          <technique_common>
            <accessor source="#Plane-mesh-positions-array" count="3" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="Plane-mesh-normals">
          <float_array id="Plane-mesh-normals-array" count="3">0 0 1</float_array>
          <technique_common>
            <accessor source="#Plane-mesh-normals-array" count="1" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <vertices id="Plane-mesh-vertices">
          <input semantic="POSITION" source="#Plane-mesh-positions"/>
        </vertices>
        <polylist count="1">
          <input semantic="VERTEX" source="#Plane-mesh-vertices" offset="0"/>
          <input semantic="NORMAL" source="#Plane-mesh-normals" offset="1"/>
          <vcount>3 </vcount>
          <p>0 0 1 0 2 0</p>
        </polylist>
      </mesh>
    </geometry>
  </library_geometries>
  <library_controllers/>
  <library_visual_scenes>
    <visual_scene id="Scene" name="Scene">
      <node id="Plane" name="Plane" type="NODE">
        <matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
        <instance_geometry url="#Plane-mesh" name="Plane"/>
      </node>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#Scene"/>
  </scene>
</COLLADA>



 

 

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Posted (edited)
55 minutes ago, VirtualKitten said:

Unfortunately it was checked without the same parameters or my steps i gave so the outcome is under terminable not flawed

Yes but it's those parameters that are flawed, VirtualKitten. GIGO - Garbage In, Garbage Out - that is one of the most fundamental principles of computing. If you're not willing to correct the errors before you export the model from Blender, there is nothing that can be done.

 

11 minutes ago, VirtualKitten said:

Hmm fixed the problem how so? This looks nothing like my project and was imported from ChenRay's dae attached bye have happy times don't create memes all the time :

 

Not dae, daes in plural - there are two of them in that post. What you show is the physics model, it's not supposed to look like the visual one. It's interesting though. What you tried to do, was include two complete dae files in a single document and it turns out that Blender then ignores the first one and only processes the second. That can be useful to know.

To finish this off - for my part at least - here are four rules of good mesh modelling in Blender for SL:

  1. If the values in the location fields in Blender are anything but 0.00000, there is something wrong with the model.
  2. If the values in the rotation fields in Blender are anything but 0.0°, there is something wrong with the model.
  3. If the values in the scale fields in Blender are anything but 1.00000, there is something wrong with the model.
  4. If you model a mesh in a wildly different size from what it's going to have and rely on in-world scaling to change it, you do so at your pwn risk and neither LL nor the SL software nor the SL community can take any responsibility for any unwanted results.

I can't think of any exceptions to those rules.

Edited by ChinRey
  • Thanks 1

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Posted (edited)
15 hours ago, VirtualKitten said:

**************************************SOLVED*********************************************

VirtualKitten can't model or take advice

There is no point in doing your test by uploading the file to SL as just looking at it in a modeling package we know what the outcome would be. The issue is INHERENT to the model itself BEFORE exporting, let alone after upload to SL. If i scale it in Maya i get the same exact results you show you're getting in SL.

So the provided solution can be detailed as follows:

  • Learn how to model
  • Learn to freeze transforms/apply rotation and scale
  • Listen to more knowledgeable people
  • Stop ranting
  • Quit the assumption that you've done all correctly.

Reason for this solution: the provided model is trash left to rot alternately in the rain and summer-hot sunshine for 3 months and stinks from 100 miles away.

Edited by OptimoMaximo
  • Like 3

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15 hours ago, VirtualKitten said:

inpatient

The inpatient treatment facility has computers with Blender and Second Life?

  • Haha 2

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