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Coby Foden

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Everything posted by Coby Foden

  1. Kwakkelde Kwak wrote: Phoenix WILL have a mesh based version, you can read about it on their website. Last time I checked they will release a mesh enabled one and a non-mesh one for some reason. The reason why they will do mesh enabled version and non-mesh enabled version of Phoenix is that some people still have antiquated computers having only SSE capability. Mesh code requires SSE2 enabled computer. Computers having only SSE cannot run mesh enabled viewer. Thus anybody using those ancient computers cannot see mesh. Click this link to see more info about SSE2: http://en.wikipedia.org/wiki/SSE2 "SSE2, Streaming SIMD Extensions 2, is one of the Intel SIMD (Single Instruction, Multiple Data) processor supplementary instruction sets first introduced by Intel with the initial version of the Pentium 4 in 2001." As SSE2 was first introduced in 2001 it clearly shows how outdated the computers having only SSE are. (Please folks, no complaints about "but I cannot afford to upgrade yet". Thank you. It leads nowhere but to useless arguments. Usable computer lifetime is rather limited, especially in graphics intensive 3D programs. It's an unfortunate fact but nothing can be done about it.)
  2. Brooke Portilo wrote: .. the ease of viewer 1 .. its just simple.. YES i cant see any mesh.. i suppse oneday all of SL wil be invisible to me but i for one wont change ..:matte-motes-bashful-cute-2: Once the SL invisible thing happens to you, please do post some photos for the rest of us to see how it looks. Thanks :smileywink: :smileyvery-happy:
  3. Yeah I understand that. Kudos to TPVs what they did earlier. Anyway, now as Linden Lab has done the right thing, all viewers use the new wearer controlled physics. The voyer controlled jiggling is thing of the past. Just like in real life, where we use our bras to control the jiggling. Now we can do the same in SL with physics layer.
  4. Are you sure that you use "Add" and not "Wear"? If you use "Wear" it will replace anything that was in that attachment point. If you use "Add" it adds the item without removing anything which already was in that attachment point.
  5. To have our voice heard, please go to: Bring Back Last Name Options! Click both "Vote" and "Watch". Note: It is very important also to click "Watch" as that is what Linden Lab considers more than the plain "Vote". There is a good chance that they will do something about it. Surely they also see by now that the single name system is not good at all. All good single names have run out a long time ago already and the only option for new accounts is to create some silly hard to remember user name. I would also be very glad if they took the useless display names off. It wasn't so cool thing after all what they were thinking of. It just adds some senless clutter and junk.
  6. WolfBaginski Bearsfoot wrote: The USA ends DST on the 30th October, and the time in Second Life will follow this, since it matches the time in California. Europe makes the switch on the 6th November /me bangs WolfBaginski's head for giving misinformation... :matte-motes-dont-cry: What you should have stated is: The USA ends DST on the 6 November, and the time in Second Life will follow this, since it matches the time in California. Most of the European countries make the switch on the 30th October. [EDIT] /me gives soothing kiss on WolfBanginski's aching head ... :matte-motes-kiss: :matte-motes-smile:
  7. Iren Tinkel wrote: Please, Linden Lab, could you set back opportunity to choose surname? maybe display names are ok for somebody, but same surname for everyone may fill our world with really ridiculous names. That's what we are hoping for. The present "no last" names for new accounts is a mess. Please go to: Bring Back Last Name Options! Click "Vote" and "Watch". Maybe Linden Lab will do something, or not.
  8. Medhue Simoni wrote: lianna Garnet wrote: This may be a silly question, but is there an empty version of the TDK HUD available somewhere, that I can simply load without buying a prefab-set of animations? Thanks! Sorry, but no. It is exclusive to my AOs, and the coder (Roberto Salubrius) wants it that way. An empty version would require some tweaks, and I would personally be handling way too many support requests. Not because it is difficult, but different. Plus, it gets updated on a regular basis. That's a pity that TDK HUD is not sold empty. The problem with prepacked AOs is that they always have some animations what one does not like. So the question is, why to pay for those if one is going to remove them from the AO? So for me it will still be ZHAO-II HUD on which I load separately bought animations. This way I get exactly what I want and pay only for those animations what I like. Only bad thing in ZHAO-II is that it does not have the timing possibility. It would be handy if one would like to cut off something from the end of animation. Anyway, as it works well else, I will stick with ZHAO-II. [EDIT] PS I wonder why many AO animations, even expensive ones, have animations which break the avatar body mesh very badly? :smileysad: When making animations, do check how the mesh deforms. Trash the ones which break the body, they look really bad. Quality guys, quality please! Thank you. :smileyhappy:
  9. Sun Ziplon wrote: Do i have to make them sperately as upper part and down part? Thanks for reading. Mesh avatar (and any mesh) can be one single mesh, no need to make it from separate pieces. When rigged correctly it moves and deforms with the avatar bones.
  10. Monti Messmer wrote: Hi, didnt´t one here on the forum said - Blender 2.5 and newer has problems with export rigged mesh ? Monti Blender 2.59 exports rigged mesh all right. If you use joint offsets then you must use Blender 2.49b. Look at this thread for more info: http://community.secondlife.com/t5/Mesh/Are-we-still-useing-2-49-blender-to-rig-mesh/td-p/1076343
  11. Lear Cale wrote: Concerning your jiggling, that is set by THEIR settings, not yours. Let me make this clear, since several posters above seem to have it wrong. The "physics" settings in your browser affect what YOU see. They affect how everyone you see looks on YOUR screen. They do not affect in any way how others see you on their screens. I'm sorry Lear but like to correct your idea. Actually it is you having the wrong idea how the body physics work now. :smileytongue: What you describe is how the jiggling worked earlier in some TPV viewers. The settings were voyer controlled not wearer controlled. Which pissed me off as I had no control how others saw MY body parts jiggling. When Linden Lab implemented body physics, they did the right thing and they made it wearer conrolled. So I set my physics in certain way and then everybody will be see exactly how I have set my body parts to jiggle. I will also see how others have set their body parts to move. I can disable my body parts to jiggle and then nobody can see them jiggle. This is how it works now, which is very excellent thing. PS. Lag can play havoc with the physics. If fps drop somewhere below 15 fps the jiggling can go crazy. :smileysurprised: Edit: This link explains the the whole story: http://community.secondlife.com/t5/English-Knowledge-Base/Enhanced-Avatar-Physics/ta-p/798525
  12. Good tutorials and instructions how to rig in Blender: http://www.youtube.com/user/ashasekayi#g/c/11D6E99BB51A2BB2 http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/rigg-your-avatar/ http://www.squidoo.com/BlenderCharacterRigging
  13. Ariel Vuissent wrote: I have a pair of mesh one-piece boots that attach to the lower leg, and quite like them. They do move with the ankle, which is nice. (Slink has a pair that are thigh-high, and presumably also move with the leg, but I don't know how many pieces they are or where they attach.) Ok, this shows that naturally bending mesh boots must be rigged. Rigging makes them to follow the avatar bone movements and rotations. As a side note, rigged items can be attached anywhere on avatar, the rigging takes care that they always appear in the right place when worn. Rigged mesh boots: They bend with the avatar skeleton, they cannot be resized. Non-rigged mesh boots: They are rigid, they don't bend (just like sculpted boots), they can be resized. PS The problem that rigged items do not fit all avatars will be solved quite soon as the Mesh Cothing Parametric Deformer Project has reached its funding goal.
  14. Chelsea Malibu wrote: You really can't put them on your foot as they will move through your legs when you walk. How about if the mesh boots are rigged? It would be nice if the boot would bend naturally with the ankle, just like in real life. If it would go above the knee, then it needs to bend with the knee too. Rigid non bending boot is not very natural after all.
  15. Definitely this one. :matte-motes-big-grin-wink: [Edit] ... or this one, which I just found. :robotsurprised: :smileyvery-happy:
  16. New UI looks promising. Woot, way to go. :smileyhappy: Mind you, there are still issues with it. Many windows don't remember their location where one drags them for example.
  17. The tiger looks super cute. Nice work Max. :matte-motes-big-grin: Nice firm bottom too. :smileywink: (Hey, do you provide it with a loin cloth or "rear fur" too in case one goes to PG areas wearing it?)
  18. My guess is the only reason that the thread got deleted is because there was a link to other web page "offering product or service". http://wiki.secondlife.com/wiki/Linden_Lab_Official:Community_Participation_Guidelines states: "Do not reference other websites offering any product or service." :smileyindifferent:
  19. Ya Adder wrote: Sorry you still havent manage to fix the memory leek issue. I really dont understand why you cant fix it, as the firestorm viewer has made a stable viewer that dosent crash at all, why cant Linden Labs do the same with there cut down mesh viewer, When i crash after 1 minute of installing the prog it send a crash log to Linden lab with the reason it crashed. dosent it. If not why not. Any way can you please have a go at fixing the memory pool problem when you've got 5 minutes thanks bye Ya, please read here so have an understanding what the forums are for: http://community.secondlife.com/t5/help/faqpage/faq-category-id/posting#posting
  20. Try this: Before any rigging, duplicate, flip normals, then do the rigging. What I do (in Blender) is that after the single sided garment is ready I solidify it (i.e. givin it some thickness). I check that the normals are ok, and then I do the rigging. If I rig the single sided garment and then add thickness the rigging for the inner side does not come out correctly.
  21. ShyBirdShy wrote: ... For me the facelight fixed the issue and I was satisfied. I for one enjoy looking at other people's avatars! So saying nobody is looking might be incorrect for some. ... Yesterday I made observations of people in a busy ball room. It was night and the ball room was nicely softly lit with dim lights. There were some avatars wearing facelights, some bright, some less bright. But all of them totally destroyed the ball room's own lighting effects. And it looked really silly as the facelights were going on and off. OpenGL has a limitation how many lights it can show simultaneously. Just a reminder, even if you are wearing a facelight, don't be fooled to think that everybody will see the effect of your facelight on you. In the viewer there is option: "Render Attached Lights" what one can turn on and off. All those who have turned it off in their viewer (I believe many have done so) don't see the effects of any facelights at all on anybody. Very handy feature when there are many facelight wearers ruining the environmental lighting. :smileyvery-happy: Facelights are just a kind of self deception after all. But if wearing a facelight makes oneself happy, by all means use it. It's just worth remembering "what you see is not necessarily the same what I see". :smileywink:
  22. ShyBirdShy wrote: Eeerrrr...please explain why I shouldn't wear a face light? A lot of this game is customization and without a facelight I look like a puffy blowfish. Is there a reason NOT to wear a facelight? The person who first invented face lights should be tarred, rolled in feathers and put on display in a busy market place. Six extremely bright face lights shining on them. :matte-motes-evil: Facelights are newbie thing, like lots of bling is. They destroy the environmental lighting effects. The avatars wearing them look silly as all can see that they are moving in the center of light circle. The light shining on the ground destroy the beauty of the ground textures. At night the facelights are the most horrible slap against environmetal lights. During the daily cycle the light varies in RL, so it does in SL too. Sometimes we look good, sometimes not. That's natural. One hint how your face looks good without facelight: Turn you back towards the sun, or any bright environmental light. Now as your face is evenly lit in the shadow by reflected light, your face will look excellent, soft without any harsh brightly lit areas and bad shadow areas. Sun shining from the side tends to make the other half of the face bright and the other half will have bad shadows. It's like in RL. Side lighting does not render the face nicely. Nor straight on light. Experiment with this backlight thing. When in a crowd always try to select a position where the sun shines from your back. Then your friends will see your face in its best. :smileywink: :smileyhappy:
  23. Unfortunately any high graphics intensive program is really not ment to be run in low end computers. They are resource hogs and run well only in computers which have the resources needed. What you can do though is: Use V1 based viewer (Phoenix for example http://www.phoenixviewer.com/). Lower your graphics settings in the viewer to the bare minimum. Put the draw distance low (like 64 meters). These steps will help to some degree. There is not much else what can be done.
  24. Ishtara Rothschild wrote: Soon everyone will wear glasses with heads-up displays that show all our personal information floating above our heads. Name, relationship status, occupation, interests, biological / birth gender, criminal record etc. Wow, that's what I've been missing in RL as I'm a constant profile peeper in SL. Now we only need a minimap in RL too... and TP would be cool too... :smileytongue:
  25. Mayalily, please do stay. Nobody wanted to hurt you in any way. I'm so sorry to hear that our actions hurted you so much. Anyway, I think that this was the only way to show to you that there is no privacy in Second Life. Your house is very beautiful, the neighbourghood seems very peaceful. Even without privacy, I'm quite sure that you can be in peace there. People really are not very interested in peeping into other people's houses (except some random peeping Toms perhaps). Enjoy what you have created. The best privacy in Second Life is: The only way how we can prevent anybody camming or entering in our properties is to buy full region without any neighbouring regions. One can set the region so that it is not available for public access. Then one can grant access to selected named avatars, or none at all - if none at all then only the owner can enter. Nobody can cam, nobody else but the owner can enter. That's the best privacy what Second Life can offer. Unfortunately it costs a lot.
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