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Codewarrior Congrejo

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Everything posted by Codewarrior Congrejo

  1. There are several things that could have gone wrong so let me list some general pointers for you: Phoenix: If you use Phoenix Viewer 1.5.2 (1185) there you have the Meshes and 'Morphs' sections. (Morphs is what you want to expoprt - along with the mesh itself - because they represent the shape settings. If you only export the meshes, then you wont have any morphs.) Advanced-->Character-->Meshes and Morphs headMesh-->headMesh-->currentMesh-->save OBJ The exported (shape applied) file is in the Phoenix install directory-->Character folder, and will be named avatar_head.llm_current.obj Wiz-Daxter: Here is a video on how to use the commercial plugin of WizDaxter. Maybe watch it to see where u possibly did a mistake in the export. (Its for blender, but the export steps are the same and the handling in the software is similar) Another tip: Also sometimes it helps to create a new empty shape and enter all the numbers / values from your former shape. And then export the morph again. Avastar: As far as i can see it people are pretty happy with Avastar. And i am sure Gaia Clary personally is always willing (as she does every day in these forums already) to give you help and advice with the product should any help be needed. Its a ghood product that offers way more then just working with your custom shape.
  2. I so agree with Nyll's statement. There is almost nothing more bothersome then hvaing to deal with a teleport invite every second. You feel spammed, it interrupts your activities because you have to click the decline button all the time, and you really wonder if any of these people who are sending these have manners...at all. Stick with Nyll's advice and ask your close friends first if they would be okay with that. And refrain from doing it with people in your friendlist you only know a little. They for sure will start deleting you - just as Nyll i did the same with every person in my list spamming me with those invites. brrrr...
  3. As also dazhazit already stated in the JIRA, to avoid this issue you you have to move the origin of your rigged meshes generally to ZERO (0,0,0) (same as rootbone / pelvis), then they also will stay conform with the underlaying avatar and it's armature while the LOD-reloads are happening when zooming in/out. (And don't forget to apply it.) But i can not see how the transparency state of the material face would be in relation to this. SInce this is a general mesh issue. Might just be that you notice it stronger because you can see through certain parts, and the edges connecting to the invisible face might look stronger jumping /bending due to being seen on their own/without the adjacent faces.
  4. just as a sidenote / and in addition to Gaias answer: every pose/posing you have made you can store in the armature properties tab in the pose libraby. and easily play it again with one click. This way you can create a whole librabry for your skeleton / armature so you can later easily test everything you rigged to it. PS: be aware for creating animations or using imports of BHV files that have been made for SL purposes you need an armature / skeleton conform to the animation skeleton in SL. The bones are named different. but for testing you can as said above easily create your own library and reuse it with any parented object to test : )
  5. That's why i askedf if it only happens when being worn - always the best sign for wrong weights being the "bad guys" =) glad i could help. Cheers!
  6. ...but god knows it fills up fast as a creator, ... @.@ .. i hear ya ! you don't want to know the size of my inventory... proud 80 K.. and that is 'after' spring-cleaning it *Sigh* PS: glad rebooting solved it for you. Could have been a spazzed connection, or firewalls acting up etc.
  7. Heya Cybob, in this forum users are helping other users. Linden Lab Employees will most likely not answer your request here. You will either have to create a case here : https://support.secondlife.com/create-case/ Or if you are a premium / or VIP member you can make use of the lifechat: https://support.secondlife.com/start-chat/
  8. Hey Tenly. The complete solutions / packages still need a bit own work since you have to change the face numbers and so on. but mostly they are listed so that it is understandable what to change and where. here seems to be a solution such as you search for: https://marketplace.secondlife.com/de-DE/p/BoSH-Mesh-Texture-Changer/3779108?lang=de-DE And here is a demo of an even more advanced version : https://marketplace.secondlife.com/p/HeZ-R3-Script-30d-with-HUD-DEMO-retexture-recolor-resize/1617742 But in general all you need to do (for a start) is to make a script that sends a Regionsay message with a certain command when a button is being pressed, and then have a script in the object to listen to this and know what to do with this command. ( and turn it into something like llSetTexture, or llSetColor etc) The button script String texture_1 = "XXX-XXX-XXX-XXX" (your texture Key here) default{ state_entry() { llListen(-1000,"","",""); //channel -1000 } touch_start(integer total_number) { llRegionSay(-1000, texture_1); } } The listener in the object: default{ state_entry() { llListen (-1000,"","",""); } listen(integer channel, string name, key id, string msg) { llSetTexture(msg,ALL_SIDES); // All sides you surely would want to change into the facenumber of a certain material area. }} Of course you would like to add an owner-key check so that not one HUD would accidentally control other meshes of you as well. (should 2 people in the region have the same objects on or use products made by you) And some other functionalities. But just as an example how the very basics of it would work =) But for starters i hope the suggested HUD is something of the type you were looking for. Without learning to script first =)
  9. Could also be that cookies ate not enabled , your flash version is out of date, or any firewall software or browser plugin (like script blockers etc) is preventing the page from orderly loading. Make sure to check all these possibilities. And if nothing helps stay with Karen's advice and try another browser for a moment. (Chrome, Mozilla/firefox will be fine)
  10. accordingly to the LSL wiki this is the new Forum library: http://community.secondlife.com/t5/LSL-Library/bd-p/LSLScriptingLibrary (eventhough i think that having it in forum-form isn't really the most optimal way) Also independ ones like this have always been helpfull : http://lslwiki.net/lslwiki/wakka.php?wakka=HomePage
  11. @ Miranda: yeah that's how it works for me and why i was so confused. Maybe LL should state more clearly in the messaging / infos that also debit cards are a solution to get the veryfied status for your paypal account and not only credit cards.
  12. Seems Rolig found the issue already ( have a look at her answer again). I just had a fast look and just pointed out what popped me in the eye - so to say. But seems Rolig had a closer look and answered it already on your older Post. But yes in general its best to keep these things in the LSL forum section. Good luck with fixing your script =)
  13. is this in the wrireframje view the final resolution ? or is there a deeper subdivision applied when exported? Cant see much being wrong. except for the rather wild bushes of normals on the rim / waistline. Could also maybe be non manifold edges but thats hard to see. Does it only appear when the pants are worn? then it would be easy to determine that the vertices are being possibly pulled off oddly due to wrong weighting. Or does it also look like this when the object is rezzed on the ground? I'll send you my mail addi in a PM here in the forum. If you want you can send me the file. Then i'll have a look at it directly.
  14. PS: in addition to Roligs absolut correct answer. To make it a bit easier for yourself. Stuff as much of the Items that have transfer rights into boxes (primboxes), or pur them at least into the same folders. So you don't have to send and accept every item separately. That will shorten the process a bit. And don't send too many at once, things can get lost at times and its easy to loose track especially when it was a no copy item.
  15. In that case you would be the direct owner of the CR on your name But only if the name is a signed trademark. Or if it would be your RL name. (virtual names are able to be chosen freely so aslong as this isn't a trademark you will have a hard stand fighting this) However : Through our IP complaint process, IP owners may notify us of Resident content in Second Life or on Xstreet SL that they believe infringes their IP and want removed from our services. For more information on our IP complaint process, please visit our DMCA Policy and our KB help page on Intellectual Property. You can file a DCMA and ask Linden Lab to look into it. Chances are the shop owner recieves a warning, when LL sees valid proof of an infrigment. (see DCMA Link above) For evereything else just the regular legal ways (contact an attourney / lawyer) are open for you to take action against the person.
  16. Heya Sarrah12, you might have more luck with posting LSL related questions and help requests in the appropriate forum: http://community.secondlife.com/t5/LSL-Scripting/bd-p/LSLScripting There are many scripters around willing to help and guide with good tips and solutions. But after flying fast over it. The menupoint is 'Female' (capital letter at the beginning) Try changing the --> else if (message == "female") into --> else if (message == "Female") Cheers!
  17. in the first place i'd also say it's a normals issue. Might even me the vertex normals, maybe check those too (in the 3D viewport panel you can enable their visability, next to the face normals) due to this odd light influence. Apart from that, could be a material related problem, try to assign just one material and upload again and see if it does the same. Or also a too dense mesh (which is hard to determine without seeing a wireframe screenshot) N-Gons could be another issue. Maybe add a blender wireframe screenshot to your post, might make it easier ti get a hint what could be wrong on this exact spot on the mesh. PS: is it rigged or static ?
  18. of course ! *shakes a tuedsay's pinha collada for you*.. there ya go, even with ice !
  19. Welcome to happy hour-tuesday. Logins for the half price, and served with a little umbrella and a straw. huzzah ! but yeah just as the others explained so nicely already: rolling restarts are going on =)
  20. As Freya already said nobody can 'rez' a script on your land. But they can rez an Object that contains scripts. In case you are afraid that one of the objects on your land does things you do not approve of, simply rightclick and 'return' this object. (you need administrative rights for the parcel though - if you don't have them talk to the landowner and have him/her remove the questionable object) The Fact that certain furnitures and poseballs / menues only work when you are near. Might be a wanted feature which was made by the crerator of the items, because many customers actually request their furnitures to stay 'private' and to avoid others being able to use it when you are not around, or even only allow you to operate them. Please read carefully the descriptions and manuals that came with the furniture and poseballs or contact their creators to find out more. Often their menus offer to either enable or disable this kind of 'lock'.
  21. i am not 100% sure what you mean by 'matching procedure inworld' but i assume you are talking about exporting your texture maps along with the model and having them included and assigned by the uploader ? In case this fails it can be that the assigned textures within blender already aren't completely conclusive and need a little re-assigning to fix it. Go to your object in blender Enter Editmode Select first material Hit the 'select' button in the material panel open a Image/UV editor window Inspect which texturemap is shown for this UV part. Look at the little field that displays the textures name, should that be highlighted in red then the texture is internally stored in blender but the file-link is broken, or internally the link to this texture is lost. In that case: switch back to your material, and into its Texture Tab (Properties Panel) and make sure to 'reload' the correct image from file / folder. Sometimes renaming the image and reloading it here helps. Now select the polygons of your material again, look again into the UV/Image editor and make sure the right image is also here selected. These steps repeat for the other materials and their images. Sometimes the assigned textures become in-conclusive. It's a bit bothersome but repairable. Another Method would be to inspect the Collada.DAE file with a text editor and change the assigned imagemaps there. But trying it insides of blender is a better fix, and also fixes the file in generally. If this wasn't the case, try what Gaia suggested and make sure to apply rotation / scale and location before exporting. If none of this helped, try to describe your problem more closely or maybe even add a screenshot . Cheers! Code
  22. I am not entirely sure what exactly your problem is, due to the slightly unclear description.. But I'll give it a shot and try: Ok I know now you are wearing glitchpants - which are texture based layers to cover up for avatar skin peaking through prim/sculpt/mesh attachments - normally by having the same pattern / material as the worn skirt or pants. But since a texture layer can not 'ride, nor dip' into your hips I am not sure what the issue is. The 'waistband' you are talking about' is that an object or part of the texture (as referring to the upper rim of the pants) ? If it's the texture and you feel it would behave oddly with your avatar's shape (the skin btw has no influence not for the shape, nor for texture layers on top of it) you could try a reset of your avatar with a character test : - Ctrl-Alt D (or Ctrl-Alt Q) for the Develop menu and then Avatar > Character Tests. This will set your avatar back into the default secondlife avatar. And from there you can attach all your things new. Like skin, Shapes etc. (Note: make sure to save your outfits and current items before doing this step, and I prefer also to detach everything at first before doing the character test) Maybe start with a fresh shape ( create a new shape in your inventory from its menu and wear that) to see first if the issues still appear. Also try to turn of your AO (animation overrider) it might be that the animations maybe move your bones in rather disadvantageous manner and create those folds in the avatar's body. Should you still have issues, try to describe your problem in a support ticket: https://support.secondlife.com/create-case/ PS: just to be mentioned, some things have always been not 100% optimal in SL including textures stretching rather un-nice or distorted to a certain extend, especially in certain animations etc. Means: some degrees of 'distortions' are unfortunately normal.
  23. You only have a limited amount of objects you can put on your parcel /home (measured in Landimpact / land capacity values). Your Linden Home provides you with a land capacity of 117 on a 512 m2 parcel. To find out how much landimpact an object uses you have to inspect it in its edit window: (more info here : http://community.secondlife.com/t5/English-Knowledge-Base/Calculating-land-impact/ta-p/974163 ) test ...Can I get mare capacity and is there a charg? The linden Homes also are very strict in what you can do and what not : You are not allowed to: Terraform Linden Home land, sell it, deed it to a group, join it with another parcel, or divide the land. Modify the structure. For example, you can not move or eliminate individual components of your Linden Home such as the fireplace or a window. Move or rotate the structure. Your Linden Home must remain as it came on its 512m2 parcel. If you want both a Linden Home and more land for your premium account, you can upgrade on the Land Use Fees page. For more information about Linden homes have a look here: http://community.secondlife.com/t5/English-Knowledge-Base/Linden-Homes/ta-p/700103 If you should still have more questions, you can make use of the livechat since you are a premium member and have access to it, and get direct help from there. (https://support.secondlife.com/start-chat/ )
  24. ok. after you weren't sure- i reread your first post.. There was a group message just now about people letting the coordinators know if they were putting down any mesh walkways for an event so that the sim could be rebaked right after that and so that people (*) could "walk on them". to be honest.. i do think that 'sim expert' misunderstands what pathfinding is for (*): At a high level, pathfinding provides tools and functions to enable smoother and smarter movement behavior for non-avatar entities in Second Life (for example, monsters in a game, rats in a haunted house, wisps in a fantasy forest). We refer to these entities as characters; in gaming terminology, they are sometimes called NPCs (non-player characters) or mobs (mobile objects). Up till now, content creators had to use resource-intensive scripting workarounds to emulate intelligent character movement. With the addition of pathfinding, content creators will have a much easier and better performing way of creating characters that can move around in the world. Characters can use LSL functions to avoid obstacles, move around corners, climb inclines, and move across region boundaries: things that were very difficult or even impossible before. Pathfinding will also enable new gameplay mechanics, such as creating food that attracts monsters. Note: Pathfinding is not an animation system. It does not provide a way to animate a biped or quadruped in conjunction with the new movement functionality. You must use existing methods to animate characters. Nevertheless, pathfinding enables more dynamic movement and provides a better system for controlling character movement than was previously possible. For more information on creating animations, see Animation.
  25. Heya Chic, the correct term is called "Region Rebake" and has to do - as Trinity already stated correctly - with the (still quite ) new Pathfinding in SL. It's a kind of 'reset' which reloads the nav-mesh*. (* which is the representation of the pathes / points and surfaces in the region so to say) i could imagine what they were trying to do is to remove and take off all obejcts that 'affect the navmesh, before doing their rebake. But this is Mesh-independant and can be any primtype as well. Before i break down here the whole content of Pathfinding, i'll offer you the link for more information : http://wiki.secondlife.com/wiki/Pathfinding_Tools_in_the_Second_Life_Viewer#Introduction and here : http://wiki.secondlife.com/wiki/Pathfinding_Quick_Start_Guide In this case you can decide on your own if you want to digg deeper into that subject, or not - and i don't write a half book again as usual .. hehe =).. Cheers, Code!
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