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Leviathan Flux

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Everything posted by Leviathan Flux

  1. Is it possible to script a rental box that would follow real time and go by the same day every month rather than every 30 days or every week? So a script that would know when it's the first of every month or the 10th or whatever? I feel like this would be easier for me since SL land tiers are always the same day each month.
  2. Actually, it seems it was the scale as well as the vertex order. The layers of the hair on the bottom and inside needed to be lower in the vertices list. If you use Maya, for a single piece of mesh, you can do this with the vertex order tool, or what I did, it just depends on what order you select each mesh when combining them, so I selected the lower layers first then the outer and combined them.
  3. For anyone interested, seems to be working now. I tried sorting the vertices order though that didnt seem to help. It seems that it may have been a scaling issue as I had brought it into SL in centimeter scale then multiplied it by 100 in the SL upload window. I am guessing it wasn't doing a good job since it worked after I adjusted the scale before trying to upload it.
  4. These two models/textures are identical, but the one on the right is static, while the one on the left is rigged. I am using alpha blending for both, but the rigged one is showing edges differently for some reason, which I would like to get rid of. Any idea why or how to go about fixing it? I would rather not have to use alpha masking on it.
  5. I have been playing SL for 10 years as an active content creator and dedicated RPer and leader in RP community. I have been attending meetings with Lindens for developing Bento and Animesh, and those that are actually working at making SL better don't seem to have a lot of support. Linden Labs always seems to be focusing on trying to make new projects that don't go anywhere instead of trying to help SL achieve something greater. LL has always had a vision for what they wanted SL to be and ignored what it really was. Instead of maintaining sims that have been unchanged and unused for 10 years, why doesnt SL stop worrying about backwards compatibility for garbage models from 10 years ago and update the materials, lighting, and physics to compete with other games. Why wont SL support it's user base and help provide RP/combat continents, sims for fashion/shopping events, building/scripting education, and other active communities?
  6. I have been trying out Substance Painter recently and loving it, but cant seem to find a way to make the textures SL ready. I have seen some posts but looking to see if anyone has figured out a good workflow. You can light bake in Substance Painter now, but now with the shadows, and the bump/height detials dont come out well with the only workaround for it I have found there. In maya, I havent been able to produce good results with mental ray. It looks great with redshift renders but wont bake properly. Anyone have any advice?
  7. Thanks a lot, Cathy, for the suggestions. I ended up trying to delete some of the nodes that had been attached and managed to get it to upload, though I was having trouble again with the weights in SL not working properly. For that I ended up starting fresh with your skeleton from the wiki again, and I just got it working right again. Would just be great if I could pin down exactly where it's going wrong to avoid it in the future. I will check out those 3rd party plugins though cause I am sure this will probably happen again.
  8. Thanks Cathy, though I am actually sure the bones are all right as I can export with the skeleton with different weights on the model or the same weights on a different model. I am also not going over the bone limit as I am removing the legs, arms, hind limbs, wings, etc and just including the head bones and also trying them parented through the neck and chest to the pelvis, though that does not seem necessary. The probelm is a parsing error, not just no option to include skin weights. Typically, I woudl think parsing error would indicate a problem with the geometry, but seems to only occur when there is a combination of it being rigged and painting the skin weights as opposed to simply binding it to the skeleton and exporting before adjusting the weights.
  9. Has anyone else had issues with parsing error on trying to upload a mesh head with bento? It's been a while since I have been focusing on the mesh head since there had been issues with the skeleton for a while, and now that I am, I have been getting errors over and over. I am working on a mesh head, rigged to the bento skeleton, and here are my results... Unrigged Head = upload Rigged head without custom weights = upload Rigged Mesh head with custom weights = parsing error Default SL head with the same weights = upload So, the model will upload fine both rigged and unrigged, but I get a parsing error when uploading with weights I painted that I copy to it. So it must be an issue with the skin weights, right? Well, if I copy those same weights to a different model, like the default SL head, that will upload as well.
  10. I know it's super late to be bringing this up, but I am finding trouble with the positioning of the overlapping joints like mFacelLipUpper and Lower joints. Also the extra spine joints, I know I can move the joints to more convenient locatoins for myself, but I am trying to keep in mind working with the standard so that people can buy other animations that will work with my model. I think would have been helpful to have the joints in the face and spine that are currently overlapping have their own positions for the sake of having a standard for the spine joint locations that make more sense, but also because having joints overlap makes copying and mirrioring skin weights a pain as it tends to copy or mirrior weights to the wrong joints. I know how to workaround this, but just be a lot easier to hit one button and be done with it than to have to transfer skin weights to the correct joints every time.
  11. This is the first update that has given me this issue though there have been other recent updates that did not include the Fitted bones that I was unable to try with. It is the fitted bones that are trouble though I think as I was able to upload a model that was not rigged with the fitted weights just fine. I should probably just try to figure out how to do this on Blender and see if I can export a clean skeleton because I am not as familiar with Blender to know what may be different. I noticed there was a setting that changed that the updates since have had "Segment Scale Compensate" off in Maya. It was easy for me to switch it on though I am not sure if there are other settings that have been changed now. The Segment Scale Compensate I only noticed when I entered in the values for the skeleton to fit the SL Male dimensions and noticed if I scaled any of the joints, it was also scaling all parented joints. It's just odd that some of the joints are shrinking in SL and some are expanding, or one arm will be much thinner than the other so there is not much consistency. Have others been using the Fitted bones with success? I know everyone been working with the face joints and hind legs and tail and all that,
  12. I am using Maya 2016, and I just export using Maya's Dae. No converter or plugin. This has worked for me for a while and not given me any trouble so far.
  13. I am having all kinds of issues with the latest skeleton update. I am using the same skin weights as previous versions. As far as I know, there have not been any changes to the bones for the body. On the left is an earlier version that I can still wear and looks fine. On the right is what happens if I upload the same model with the same skin weights and everything else the same. I also had this issue with the previous skeleton, that with the same weights, the shoulders are scaling out significantly larger. I have gone through everything over and over to make sure I was not missing something that was different. I am using Maya. I removed bones I was not using like the extra spine bones, hind legs, wings, etc. I also removed unused influences. I am using the Fitted bones as well. Is anyone else experiencing anything like this? Whatever I am doing, I can't find anything that is different on my end from when the model was working properly. 
  14. I am not sure how it might affect the skeleton in Blender, but in Maya, I noticed this version of the skeleton has "Segment Scale Compensate" turned off on all the joints. For Maya, this means that when you scale a joint, it affects all the parented joints, so if you adjust the scale to widen the shoulder, the lower arm and hand will also go wider. I would imagine that if this is carried over to uploads into SL, could cause lots of issues. Also the skeletons dont have the fitted bones.
  15. Vir would it be possible ot update the skeleton files on the wiki so non-blender users can use them? For some reason, the current dae files have no collision bones so I can't do the fitted weight sliders on the body and am getting all kinds of problems trying to upload. I was told Avastar has the most up to date version though I am not as familiar with Blender. Otherwise, woudl be great if someone could email me the file and I could message you my address. Thanks in advance
  16. Can someone please update the skeleton dae's and/or maya scene files on the bento wiki? For some reason, the current dae files have no collision bones so I can't do the fitted weight sliders on the body and am getting all kinds of problems trying to upload. I was told Avastar has the most up to date version though I am not as familiar with Blender. Otherwise, woudl be great if someone could email me the file and I could message you my address. Thanks in advance
  17. I tried to clean up the model, triangulate, tried different options with the dae export options, tried exporting and reimporting as obj, tried every possibility I could for days, and I tried uploading different sections of the model without any success in identifying a piece that had an issue. With the help of a friend, we were able to determine that I could upload the same model I was having trouble with on Singularity. The most logical explanation to me right now is that it must have been some sort of update or glitch with SL viewer because even the mdoesl that were working a week ago were not working on it now. There did also happen to be something about the model I was working with that was not working with the SL viewer, and still not sure what that was. Thanks for the help. I am not sure if there is a solution to this, but maybe we will see it occur with others and will know for sure if it's a new glitch with the SL viewer.
  18. Thanks for the response, Drongle. I am pretty sure it's not the slm as I have tried resaving with different names in different folders, and I deactivated the MeshImportUseSLM as well and still have the same issue. The model is 36777 verts, and 73234 tris (I know, very high) I had uploaded it while rigged a week ago, and tried to re-upload a few days ago after making a few adjustments to the skin weights and got the error. I then tried to upload as a static object with the same problem. The error message pops up immediately so I cannot make changes to the LODs, physics, rigging, or try to calcuate upload fee or see exactly how may verts SL is calculating it has. If I delete some of the faces on the mesh until it's under about 25k verts, I can upload it and SL gives an accurate vert count (adds about 1k to the count) I tried reinstalling Maya and SL, and tried to install the OpenCollada plugin but get the same result. I was also able to import the model into Blender and export from there and upload to SL, so it seems something going on in Maya, but odd because I can export and upload other models. . I reset the export settings in case I had accidentally ticked something, but nothing seems to be working. This is making my brain hurt
  19. I am stumped with this one. All of a sudden, I have been unable to upload a number of models and get the message "Error: Vertex number is more than 65534, Aborted!" but the verts is actually less than half of that. I can upload some other models with more verts AND I was able to upload the same ones that are giving me errors now a few days ago, and I can still upload different sizes of the same model (same vert count) that I exported from Maya before. Anyone else experiencing this? I am using Maya 2014, exporting directly as collada (dae) and uploading with the standard SL viewer. I also tried with Firestorm and was unable to upload as it just froze. I know there are some factors that can increas the vert count in SL compared to how it's represented in Maya, but these models uploaded fine before so I dont see what could be different. I even tried loading an older version from a backup saved two weeks ago when it was working and had the same problem if I export them now and upload. I also tried reinstalling SL and reinstalling Maya.
  20. You could do it in pieces but I would recommend just lowering the poly count. It will allow more people to render it and help preserve the LODs better if it's a larger object. As far as I know there aren't any tutorials I have seen for mesh hair, and since I know a lot of people are interested in learning how, I am actually working on making a series of videos for it now. I am busy with a few other projects so I am not sure when I will get it done, but shouldnt be more than a couple weeks.
  21. There could be a number of things going on with your export process. It sounds like you may be working with a file that is too large. What is the poly count of the model you are having trouble with, and is it usually with less complex models that are the ones that work fine? For rigged items, have you been able to get any models to work with weights? You may just be missing a step there. Are you making sure to select the model, then shift+click on the pelvis joint o fthe skeleton and exporting together? With multiple objects, I would always recommend importing them separate so you can control the LODs and for architecture, the physics models. If it's just a matter of having multiple texture faces, you can always apply different materials in maya to the faces you would like ot have a different texture surface, and then overlap the UVs and bake to separate maps. To get the models the proper scale in SL, you can either work in meters in Maya, or if you work in cm as I do, open the dae file with a text editor, and then you'll see a few lines down, it will say ><unit meter="0.010000" in the middle of a lot of text. Just change that to ><unit meter="1.000000" and your model will be in the correct proportions, making pieces multiple pieces together much easier.
  22. If you want to make a pair of boots that are identical, you can make one, then dupliate across the center axis with a scale of -1.0, then freeze transformations to set scale back to 1.0 and then reverse normals as this should invert the faces (unless you have it set not to). You should end up with the UVs inverted and shaded red in your UV Editor. Then you can combine the boots and the same texture should fit each of them. When you rig it, you can rig one then mirror the weights to the other, then export as one object.
  23. I have been seeing this issue quite a bit. Even if you apply a new lambert material, your object can still carry properties the zbrush material. I have been trying to figure out exaclty how to fix this, but for the easiest workaround I have right now is simply to export the model from Maya as an OBJ and then re-import it into the scene. When things get screwed up with materials or normals, this is an easy reset. I do this now and then as it can solve quite a number of issues. If this doesn't help though, let me know.
  24. Not sure if this is the only issue, but one thing I see, you are exporting by clicking your model and then exporting. When you export, you need to export with the skeleton. Try clicking the model, then shift+click the pelvis of the skeleton, then export. Also if you are using the fbx converter, you should export as fbx instead of dae_fbx. If this doesnt work. Another common issue can be if the skeleton has any of the joints changed, either their name, rotation, etc, and can be an easy problem to overlook as sometimes you make a change and save over your original file not realizing.
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