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Loki Eliot

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Everything posted by Loki Eliot

  1. Thank you SO SO much for your help. I have managed to apply your example to my objects to get exactly what i've desired
  2. I would like if possible to have it so the HUD will work with any staff i make, so if i make a green on or a blue one, the user can use the HUD with either. Thanks your your response although you lost me at 'here are ways to make integer dynamic but yet predictible'. Can you point me towards any script examples already available either in script library or on market place?
  3. Thanks for that. Looking at your approach, what would stop the HUD controlling someone else's staff. As in if i give a copy of my staff to a friend, would my HUD control his staff as well?
  4. I want to make a HUD button that when pressed activates an animation from an attached object, eg. Weapon, wizard staff, etc. I'm only a basic scripter as in I cut and paste and hope it works. Can any script ors point me in a direction to achieve This function? What sets of actions should I be concentrating on?--||-
  5. I have been actively learning the Mesh stuff since April, and archiving my progress in this thread. For many it's not a simple thing of just uploading your 3D objects to the mesh beta viewer. A lot have to learn a totally new and far more complex way of Modelling. And then you have to use viewer2. Quite a few have shrugged mesh off and said 'i'll wait until firestorm ads it", bonkers i know but thats they way it has gone. On the plus side, it means us small few will have a good position in the new Mesh based market.
  6. Ok its been a while. During the last month i got as new iMac and LL fixed shadow, lighting and general performance with the mac viewer, Kudos to them. I still need to perfect my t-shirts and start on a pair of shorts, but in the mean time ive been playing around with how MESH can be used to create environments. In many computer games the surrounding buildings are low detail and you cant enter them, they are for show an create atmosphere. Using Blender i created some real basic buildings and textured them in photoshop. I made about 3 different shaped Buildings each with one 1024 texture. I also created a cobbled street and started placing the buildings around it to create a tudor style village. It's amazing how suddenly atmosphere appears after placing a few objects, the magic of creation . I also looked at creating a cave with ONE mesh. One of the things im most interested in is how Mesh can be used to create more natural enclosed spaces such as caverns. The result was a floating rock which was hollow and filled with crystals. A single hole allows you into the cave. Here i ran into something that is either a bug or i lack understanding of. Its inplied during the upload that Convex Hulls are more accurate and efficient form of Mesh Physics and there is an option to have the mesh holes CLOSED when uploading. At the moment it seems during upload all holes in a meshes physics are closed no matter what. The only way to allow your Mesh to have a hole in it is in 'features' tab set from 'Convex Hull' to 'Prim. This allows the holes to exist but the trade off is that the Physical shape of the Mesh is less accurate. Anyway here is a video of my Mesh Tudor Village and the Floating Rock. Total Prim equivalence count for the whole setup is just under 200 prims. But could be less with more practice. You can visit this project here secondlife://Aditi/secondlife/Mesh%20Sandbox%207/88/92/23 on the beta grid
  7. Convex HUlls are a totally new topic ive not come across untill now
  8. Im trying to upload a Mesh and i get this error message "Mav_Max_Hulls_EXCEEDED NewAgentInventory_InvalidAsset" Is this a bug or am i doing something wrong? I'm trying to test out Physical Shapes.
  9. Hello all. Im just starting a thread to try and understand the process that goes on with textures on the Mac viewer. It maybe the same with Windows users but i dont use windows so cant comment. Now that i have a super iMac machine i can now see clearly some issues occurring and wondered if anyone out there can shed more light. It is to do with OpenGL Vertex Buffer Objects. On the Mac when OpenGL VBO is enabled you get extremely high frames Per Second, but only if your complete surroundings have loaded. If you walk to an area that needs loading into cache the Mac viewer will slow to under 1FPS. Only way to get around this is to switch OFF OpenGL VBO and run with less than average FPS until cache is loaded. Why technically is this? 1. Is it due to my slow 2MB connection speed? would having the textures download quicker improve the FPS of OpenGL VBO? 2. Is it because MacOSX uses OpenGL 2.1? will OSX Lion with OpenGL 2.3 possibly improve this issue? 3. Why does the downloading of Textures under OpenGL VBO slow the viewer right down compared compared to when VBO is switched off?
  10. OSX 10.7 Lion will be released next month and i will be upgrading. I want to know if there is any known Issues currently found on the Dev release of Lion?
  11. any updates on SL performance on OSX Lion?
  12. ok this is my last post on this topic. The Minions working on Viewer2 have just made some leaps in improving mac support leaving me very cheerful and confident that ill be able to view and film some amazing things very soon. Below is a video of Shadows and Depth working on Escapades Island in Cutterstone path. As soon as i get more money ill be grabbing some extra ram to up from 4GB to 16GB and will see if that helps. This was taken using the latest MESH developer build
  13. OK here is a video of my iMac in action with SL Viewer 2 Before today i would have to speed the video UP x2 to get the sort of film i've just recorded, so its a fast improvment (which is only to be expected really). Click the video to enlarge it so you can see the Stats bar in HD. At the time of publishing it's audio swapping so some of you might not be able to see it yet. Shadows and Depth are not yet supported and you can get quite a bit of performance difference from turning on and off OpenGL VBO.
  14. OK so i took a look at that video on weight painting and i think i understand more about make the joints in my rigged mesh more organic. So thats a shirt done, next up is the pair of shorts. A friend asked me what happens when someone with a bigger avatar wears the same shirt. The Answer is the Mesh scales to avatar size. There are a few discrepancies witch need fixing but otherwise one size fits all I also noticed today that the latest Mesh development viewer for Mac no longer does shadows and depth even though all the tabs are clicked.
  15. Well ive ordered the New iMac, and ill do a proper video next week showing How SL performs on it for me.
  16. "edge/face flow in the mesh, and the density of the mesh in the defomation areas is key for rigged meshes, as well as getting the weight painting absolutely right" Hugh????:-p yeh you might need to explain what all that means hehe
  17. Not quite over yet. next i want to see if i can make actual replacements for T-shirts and pair of shorts using the skills learnt over last week or two. Its more of an experiment to understand what sort of products could be made and whats needed to give others mesh clothing. For instance this first t-shirt i created. I've learnt that you would have to be an absolute expert to mesh a shirt over your Avatars mesh without bits poking through. So when selling a mesh shirt you also need to sell Alpha Clothing to wear under it. Alpha clothing as Torley makes part of your Avatar mesh invisible. When making Mesh clothing that will go on top of your avatar mesh, people will also need to learn how best to Alpha their avatar mesh underneath... i think that all makes sense.So Goals are. 1. Make a Mesh T-shirt. 2. Make mesh pair of shorts 3. create Alpha clothing to wear underneath. 4. give to someone else to wear. So this is the T-shirt, created in Blender 2.5, Rigged in Blender 2.49 and Texture created in Photoshop extended edition. I used a small tutorial on how to bake an Occlusion map (renders shadows cast by your object for use in texturing). As yet i have not made my pair of short in mesh yet As you can see i have not yet created Alpha clothing to wear under the T-Shirt. Thats my next area of experimentation. One thing i have noticed is how the Mesh Shirt maps the rigged parts to your avatars body. Where you have rigged say the pelvis to the torso depending on your avatars shape settings, things can look a bit bunched up. I need to learn how to combat this if i can at all.
  18. Awesome, Thanx Trilo, your words alone have convinced me the iMac is a better option than the Macbook Pro. I wanted a macbook because i used to take it with me to clients, but now i have an iPad which does a good job of showing clients work. So maybe this iMac will improve my Sl world I'd love to be able to film New Babbage again.
  19. I see Apple released New iMacs with Sandy Bridge quad core i5 processors with up to 16GB ram. They can have AMD Radeon HD 6970M with up to 2GB of dedicated ram. Would SL even recognise this tech and use it? would 2GB of ram make any difference to the SL Viewer? the texture memory slider only goes up to 512mb so does buying a computer with a graphics card with over 1gb ram pointless for SL viewing?
  20. Ok the final problem was that i had not assigned all the verticies to a limb on the simplebot rigged skeleton. This either made me spikey or not upload at all. Right, so i learnt alot while trying to achieve rigging mesh. The hardest part did in fact turn out to be rigging. Most of the pages ive read make it sound like its simply a third step but the reality is that you have to learn how to assign vertices to parts of the body, and alot of care is needed to be learnt on how to efficiently and correctly rig parts of your mesh to the right parts of the body. Although not very detailed my wolf costume has shown me just how huge the workflow and process is to getting Mesh clothes created. Now that im aware of it, i will now move onto making a pair of shorts and a shirt to see if there is a massive improvement that can be achieved over standard default SL clothing. Thanx everyone who helped me on the forums and i hope this Topic helps others.
  21. Thanx for the tips, it turned out i had Mirrored my object at some point inside out. Mirroring back seemed to have fixed that but it meant i had to re-rig left and right body parts again. After uploading the Costume was the right way around but .. well as you can see , spikey. I read or saw somewhere on machinimatrix about spikey rigging so i shall look into that again Im almost there !
  22. Ok you Awesome Mesh Monkees, i started up Blender 2.49 which has the vital 'make real' so that i could rig the mesh i had made in Blender 2.5. I used the Wight paint technique to Rigg it all neatly. Unfortunately something rather odd has happened. When i attached the rigged mesh to my avatar it's inside out! i had no idea where to start in order to solve this problem. Can i fix this by pressing a button in Blender or do i have to start ALL over again? Note: When i rezz the Mesh costume on the ground it appears upside down, does this give a clue to any Mesh Monkees?
  23. Right simple question, where is the 'MAKE REAL' button needed to create a rigged object compatible with SL in Blender 2.5?
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