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Codewarrior Congrejo

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Everything posted by Codewarrior Congrejo

  1. How would I go about making sure the texture applied to the UVs is what I have set to materials? I have that problem often - because i cut down objects in lots separate materials and different UVs while creating and baking textures and before finalizing it to just a few maps. You can do it the following way: - pull one panel open with "UV/Image editor" so you can see the UVs and Textures all the time. - Go into editmode of your object - select the material you want to set the right texture to , and click the 'select' button on the material panel. So that all polygons assigned to this material are selected (make sure everything else was deselected before). The texture you see now in the image/UV editor is what Blender has assigned to this part of your UVs / to this Material. - now move into the Image/UV editor panel and from the Image-button select the correct image (the same that is assigned in the image tab to this material) - now switch to object mode (don't unselect yet), and again in the image/UV editor panel select the same Texture / image once more. - Repeat those steps for the other material-parts as well. (possibly turn on 'textured shading' in the viewport' to see if the texture is taken correctly) - should the image be shown in red highlighted in the UV image editor, or the UV-image editor reject and always swap back to another texture: that means that the linking to it is broke and it can't find it. In that case switch to the properties panel of your object first and open / load the correct file again. (or create a new one) sometimes it get's messy when working with lots different textures. And then repeat the steps from above.
  2. The good Old Cloud Factory Water pack still does serve a good solution for this: https://marketplace.secondlife.com/p/Fire-Sale-CFD-Water-Pack-295-Full-Perm-Landscaping-Water-River-Wave-Pond-Sculpts/451400 it's only 99 linden and contains over 250 Sculptmaps. Which you can pull on either normal prims or onto megaprims, if you want to cover a larger area or even whole sim with it. It contains also a basic water anim script to get you started. If you want to look for different water textures you can use google and look for CG sharing services where you'll find textures to work with. (i.e. http://www.cgtextures.com/) But you should make sure they are seamless : like here http://www.interlopers.net/index.php?page=tutorials&id=8062, in case you want to animate them and not have them just static on the prims. More expensive solutions are things like this : https://marketplace.secondlife.com/p/Real-Waves-model-Ocean-Wave-Newest-Version/3395196, but if i was you i'd give the cloud factory pack a try. It did a good job for many people who can't or won't create own mesh or sculpts for that matter
  3. I guess you mean Adult / Mature settings ? Log into Second Life, then follow these steps in the Viewer to set your maturity preferences: Choose Me > Preferences (or Ctrl-P) and click the General tab. Choose General, Moderate, Adult from the I want to access content rated: dropdown menu. Click OK. (for more info look here: http://community.secondlife.com/t5/English-Knowledge-Base/Accessing-Adult-land-and-content/ta-p/805975 ) Your account birthdate has of course to have a date that would show that you are above 18 years old. Should you still have trouble changing the settings for adult content, you can file a support ticket here: https://support.secondlife.com/create-case/ PS: should you have meant 'Alt' instead of Adult please use the 'edit' button on your original post and correct the spelling so that it is more clear what exactly you wanted to ask, and try to describe your problem more precisely, plus add information about the viewer / version and your hardware. The more we know the better tips we can give =)
  4. For starters you might want to watch this tutorial series : It's for an older Blender version (2.49) but most of it still applies. What you need to fix your texture mapping on your shirt - is to do propper UV-Unwrapping. For that you might have to learn a bit more about UVs and Unwrapping merthods: - - http://cgcookie.com/blender/2011/01/21/intro_uvmapping/to have an evenly spread of the test-pattern /grid texture, it is very important how you set your UV Seams and how you unwrap your model (in your case the shirt) and how much UV Texture space each of the polygons will get.
  5. you don't know about 42 ??? be prepared to recieve the answer to all of your questions in life ..and everything else >>> https://en.wikipedia.org/wiki/Phrases_from_The_Hitchhiker%27s_Guide_to_the_Galaxy#Answer_to_the_Ultimate_Question_of_Life.2C_the_Universe.2C_and_Everything_.2842.29
  6. https://jira.secondlife.com/browse/VWR-29033 <--- that one looks really pretty much the same to whats going on here, And would also explain why it seems almost not to matter what kind of file he uploads (density, structure of the mesh etc) when the issue appears. The #1045 was unfortunately again one of those 'permission violations' so couldn't read it.
  7. ok. let's try this.. in regards to the really barely understandable question, the following answers are possible: I am new to this mesh things - As rahkis said Mesh is just a word for an object of polygonal gemoetry, you can call it 3D model as well. (Eventhough i may add - that this naming is not secondlife speciffic and is a general term for polygonal structures) Have a look here: http://en.wikipedia.org/wiki/Polygon_mesh ans now i wonder if i can use all mesh things in blender ? - okay well here we have to 'guess' now what you meant, so let me separate that into the possiblities: > If you create a 3D model yourself then the answer is yes. If you got a hold of a blender compatible file containing any 3D models, then the answer is yes too. (both count as far as opening / editing/ altering goes) > but the question still remains what this 'use' would exactly be? editing, creating, animating, rendering, rigging, well the list goes on.. and the answers really would depend on what exactly you are planning to do. I think it would make it way easier for people to help you if you'd take a bit time to desripe your questions more explicitely. You know even a doctor can't help you if you tell him: "there is that thing, that makes me hurt somewhere" : )
  8. And again second time for today, and in addition to the answer right before this one - so, hello there again : ) I tried the mirror vertex group functionality to see if there is a faster way. But I am kind of getting to the same workflow, eventho i'd break it down in a few steps less when writing it (but if you count each selection step then it's almost the same amount of steps) while in Object mode: 1 - Select Armature > R> Z > -90 (to rotate) 2 - Select Armature > Ctrl+A > Rotation 3 - Select Lower body > Ctrl+A > Rotation (4) while in Weightmode (for better visablity if it works): 5 - delete group: mHipLeft 6 - copy vertex group: mHipRight 7 - rename mHipRight_copy to mHipLeft 8 - mirror vertex group mHipRight (9) Back in Objectmode: 10 - Select Armature > R> Z > 90 (to rotate back) 11 - Select Armature > Ctrl+A > Rotation 12 - Select Lower body > Ctrl+A > Rotation Can't really find any faster way then this- at least not with the mirror-vertex-group function.
  9. Heya Gaia, sorry it took me a while to see your question: Yes the X-Axis / X- mirror tool need correct naming ( sticking to the conventions: .L, .Left, _Left, and so on ) to work oderly and being able to determine how to 'flip' the weights to the opposite bones. (but X-Mirror tool is a 'painting' tool no copy-tool like 'Mirror' - edited former post to make that more clear. Whilst X-Axis is a Copy Tool for bones.) X-mirrorUse the X-mirror option for mirrored painting on groups that have symmetrical names, like with extension .R/.L, or _R/_L. If a group has no mirrored counterpart, it will paint symmetrical on the active group itself. You can read more about the naming convention in Editing Armatures: Naming conventions. The convention for armatures/bones apply here as well. http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Weight_Paint But the 'Mirror' tool (which is equals to the mirror-vertex-group function, doesn't need the conventions) Bit annoying since they are named so much alike. Would be nice if the Mirror Button was Named: Mirror Vertex G. (or something like that) PS: when enabling X-Mirror 'and' Topology-Mirror for the workbench avi you can nicely paint on both sides in the exact same way (even with the missing naming conventions, and without rotating the armature and mesh at first)
  10. Just to answer that quick: JIRA is a webbased bug reporting system. The Jira for SL you can find here: https://jira.secondlife.com/secure/Dashboard.jspa Thirparty viewers often have their own JIRA such as: http://jira.phoenixviewer.com/browse/FIRE
  11. Let's hope it won't happen again Maybe you just had too much other demanding programs open at the same time, opr your memory had a hiccup , hehe But yeah as written above rendering and baking is still a intense computation, and can eat up easily all your available memory. And when baking objects with several UVs and images / materials applied it doesn't always refresh and jump to each of them. Sometimes it first shows up when reaching the last image in the stack- so to say. So might have been as well just that. If it happens again, yes please do note down the error message =) Cheers! code
  12. as being said it only works in a small amount of cases / and very randomly. The only 'cure' so far is really just a quick relog. One thing you could try (I've never tried it because a quick relog doesn't bother me much, and when it happens i mostly forget that i wanted to try that just to see if it works : )) is to use an un-deformer. I've always wondered if that may 'uncramp' messed up jointpositions from worn rigged meshes as well, or just squish your avatar around even more. Basically why our eyes mostly aren't visible is because they often vanish somewhere insides your head due to messed up or altered bonepositions- so technically the undeforming should fix it. But still might not work in all cases (when body crushers have being used etc) If your up for it, try it and let me know if that worked. (If you don't have one in your inventory - there are several ones on the marketplace for free: https://marketplace.secondlife.com/p/Lindatool-undeformer-HUD/2126730)
  13. A few more infos would be helpfull: - which viewer are you using, and which version. - what exactly have you tried to do to update your items (using the Merchant outbox ? or did you try to assign a new version from within the marketplace website?) i can't find any entry similar to this error message (maybe someone else ran into that, and knows more?) but it sounds like you are trying to update an object that is already in the list. In any case here a link with more info on how to manage your marketplace items (including the new Direct Delivery method): http://community.secondlife.com/t5/English-Knowledge-Base/Managing-your-Marketplace-store/ta-p/700191#Section_.1.6 To add more info please use the 'Edit' button on your original post.
  14. Yes, not very comforting PS: for other readers - continiues from Post: http://community.secondlife.com/t5/Everything-Else/why-i-cant-hear-music-now/qaq-p/1986843 But you can still try what i suggested in my other reply and just shut down other internet services such as Skype/ Browsers / VOIP programs, messengers etc to lower the drain on your bandwidth and have more left for SL and music streams. You could also ask your provider if you could have a package with more bandwith. (Since your music streams 'do' work at times, hope still is it's just the usual fluctuations in the satelite connetion giving you these troubles. ) Some additional tips to try: You can also try to 'listen' to a parcel's stream with a music player (such as VLC or Winamp) instead of using SL's inbuild streaming service. Just open the 'about land' information and look at the parcel media to get the 'streaming adress' then open this address with your musicplayer. With simple Cast or Winamp you can also stream the music independend from SL and create an URL to put into your parcel media info to stream from. (http://wiki.secondlife.com/wiki/Streaming_Music) You can also try to increase your maximum bandwith usage in SL (viewer preferences - me - advanced) this will grant SL more bandwith (but might drain on other services) And some more tips here: http://community.secondlife.com/t5/English-Knowledge-Base/Parcel-media/ta-p/700097 PS: In future if you want to reply to an answer don't start a new thread, just use the 'edit' option on your original post, or post a comment =)
  15. There are several things you can try at first: Try to login to a silent location, such as Pooley. And wait for your inventory to fetch "fully". With 144 K items that can take quite a while. If this did not help at all, you can try one of these procedures: Do a cache -cleaning for your viewer/s: Use the file manager (Windows Explorer) to locate the settings folder. In its default location, the folder is hidden on most OSs. To find it, you will need to show hidden folders. Now you need to locate the settings folder: Windows XP: C:\Documents and Settings\[uSERNAME]\Application Data\Firestorm (or Secondlife Folder/ Other Viewers) Windows Vista, 7, or 8: C:\Users\[uSERNAME]\AppData\Roaming\Firestorm (Or Secondlife Folder / Other Viewers) Or in addition you can also try a full Clean Install - instructions here: http://wiki.phoenixviewer.com/fs_clean_reinstall With your amount of Inventory, you also might want to change the Disk Cache size to Maximum in your preferences. Otherwise it can of course run into trouble when running out of space to write all the info into. (but be aware the bigger the cache the more data the viewer has to read through, so things can slow down a tick, depending on the read/write speed of your disks) After you hopefully fixed your issue you might want to consider doing: - a spring cleanup of your inventory http://community.secondlife.com/t5/Tips-and-Tricks/GUIDE-Spring-Clean-Your-Inventory-for-a-Happier-Second-Life/ba-p/784123 144 K items is not just a lot items it also leads to lag for you and draining your all over SL experience. Because it continously has to refresh parts of this database or fetch items. you don't need to delete them all, stuffing them into prims can also help to greatly minimize your inventory count. - Stick to one or two viewers only. (it has been noticed that a lot viewer jumping can lead to cachee and inventory troubles) If none of the regular procedures to solve the problem has helped, you can at any time submit a support ticket to LindenLab here: https://support.secondlife.com/create-case/
  16. ..but my ADSL is very slow.. you might have your answer right there. The music streams in SL are a 'streaming' function, means they are send / recieved via internet. (Your graphic card has nothing to do with it ) Regarding the satelite connection: * Second Life is not compatible with dial-up internet, satellite internet, and some wireless internet services. (See here https://secondlife.com/my/support/system-requirements/index.php?) So this might be most likely the source of your troubles. Especially the fact that it gets worse at weekends. Due to 2 things: more users using their satelite connection so the stream is drained a bit. And also in SL more users online and possibly more in your area, means more data to process (when being i.e. in a Club with lots avatars) . For some people it works, or works partially then suddenly stops working at all, or bringing troubles of various types. (certain services not working correctly or even SL continously crashing) I assume since you have satelite, you are most likely in an area where you possibly can't get a regular internet connection. Since your SL and music streams seem to work at times, i'd suggest trying to shut down your browser and everything else that would drain your connection (Skype / VOIP services, Webbrowser, others messengers, etc.) and see if it works better in that case.
  17. Try selecting the parts where you assume them to be. SL is about to introduce server side baking, and visually dissapearing objects seems to be a common problem at the moment. Selecting them often brings them back into view. Could also be that the Region needs a restart or similar. In addition you could try to manually clean your cache. In case the cache is corrupted. Delete Cache Windows XP: C:\Documents and Settings\[uSERNAME]\Local Settings\Application Data\Firestorm (or Secondlife) Windows Vista, 7, or 8: C:\Users\[uSERNAME]\AppData\Local\Firestorm (or Secondlife) Should the problem continiue, and if you are Premium member you can contact at any time the livechat. In all other cases you could submit a ticket here: https://support.secondlife.com/create-case/
  18. I am trying my best to do so... lol ^.-
  19. .. yeah it is a memhog, but rendering itself generally is =) people often underestimate that. even 16 gigabite RAM and 3.4 GHz can be like nothing depending on what your rendering /baking etc and a CPU can also only process so much data at once. Hence why there are 'renderfarms' .. =) Like netbased cloud renderfarms i.e. RenderRocket for MR, VRay, 3DS, Maya, C4D, or NetRender for Blender. In case you can't build your own cluster render farm. (just for the fun of it: eventhough an AO bake shouldn't be as extensive to need a renderfarm - then you can clearly consider your settings being totally overboard and wrong lol ) That's why i thought i'd mention that for her. What's also an option btw is to change to GPU as computing device. (If you have a CUDA enabled Nvidia Card that is) the AMD / 'Open CL' (not GL) support kinda died off since 2.65 , i do hope it'll come back (maybe Gaia popps in on that sidenote : )) For certain things the GPU is way more powerfull due to how it operates compared to a CPU. But its case dependend, for when to gain advantage from either CPU or GPU.
  20. hehe yeah Tenly, there are 'other' terms with that abbrivation: what Rhakis and i were talking about is a render term named : AO = Ambient Occlusion. -> In computer graphics, ambient occlusion attempts to approximate the way light radiates in real life, especially off what are normally considered non-reflective surfaces. If you want to look into it: http://en.wikipedia.org/wiki/Ambient_occlusion http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake and a little tutorial: http://www.katsbits.com/tutorials/blender/baking-ambient-occlusion.php Ambient Occlusion maps are often baked and used for the texturing of objects, to save rendertime insides a game engine. Or to add a general feeling of shapes, depth, and lightindependend shading to an object. Second lifes Rendering Engine also has the capability to run Ambient Occlusion, and some other typical functionalities like DOF (Depth of Field), and shadows - for more info look here: http://community.secondlife.com/t5/English-Knowledge-Base/Lighting-and-shadows/ta-p/997819
  21. Here's another suggestion for you 'lazy' person (hehe just taking your own words =)) With rendering your model out (fully with fur or the hair depending on what your about to do) from top/bottom/all 4 sides, and with Viewport based UV unwraps and aligning these Uvs of your hairprop/or Body to the rendered images, you can basically 'paint' this down onto your model - with projectional painting & cloning amonst the UV layers,. For fur, a nice method to think about.
  22. it's not really 'so much' work ; ) Still less then making a full new body, and when you 'plan' it right you won't have that much work to do. i.e. make a clear cut at the feet's ankle and just select and UV unwrap this new part = foot and toes, again after they are done. then the UVs for the legs stay unchanged and you just need to adjust your texture map to the newly created feet. Adding weights to the toes and the new feet shouldn't be much more then a 1-5 minutes step either. So as you see the most 'intense' part of this is making the feet, and repainting textures to fit to these. Unfortunately as always there is no 'click-and-done' button and everything requires a certain amount of work =)
  23. One of the childhood-deseases of mesh : ) Another one is the fancy bug where it stops reacting to altered bonepositions when you switch directly from one mesh avatar to another. relogging normally fixes all of these (and in some cases sitting and standing up, or flying and landing).
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