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Napili Sands

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Everything posted by Napili Sands

  1. Turn out the updater message is misleading. " If your version is older than 2.8: " should now be " If your version is 3.5 or older: " now. We had to take it to the shop updater. The website started working again and we were able to get instructions.
  2. Got the SHX updater, Trying to update board, but it's not working Product: 'SHX-SRC-F200', PID: 2900, GID: 2900, Version: 3.3 22:43] SHX-SRC-Receiver update to 3.5 - SRC-F200: Searching... [22:43] SHX-SRC-Receiver update to 3.5 - SRC-F200: Starting update, please wait... [22:43] SHX-SRC-Receiver update to 3.5 - SRC-F200: Product is not the right version or type. Check that the updater is in the dead center of the product you want to update. If your version is older than 2.8: Goto the SHX Main shop and rez your Receiver on an update station to exchange it for a new one. SHX main shop: SHX (128,128,1025) The shx website is broken "Infinite loop detected in JError" http://www.shxonline.com/en/support/updates/versions-and-updates and also http://www.shxonline.com/
  3. " MIstahMoose wrote: you should go : Edit ---> delete by type ----> history. Did not make a difference. Model still imported to SL in the :"T" pose
  4. I'm not quite sure what you mean by "apply the skeleton first".
  5. I rigged a skin shape, then used the armature to pose it. I was also able to do it by selecting the skeleton hierarchy, then the mesh, and parenting them. The skeleton dissapeared, there was no longer an option to include skin weights during upload.
  6. Hi, I'm trying to make a posed mesh statue in Maya. I got my skin bound to the skeleton and posed it the way I want. When I upload it, if I include skin weights, the preview shows the correct pose. After I rez it, it goes back to the T position. If I don't include skin weights it only shows the T position. Detaching the skin in Maya results in it going back to the T position. My question: How can I lock the skin in position so it keeps the pose?
  7. What I'm trying to do is trigger a couples animation (two avis, (one myself) two animations synced) without sitting on a prim, just by the other avi touching my attachment.
  8. You can only have one timer for each state in the script. You'll have to keep track of the time in one timer and set/check a flag when it's time for each event, then reset the flag.
  9. I'd like to start a couples animation when someone touches an attachment I'm wearing. Is this possible? Is there an example script I could adapt? TIA
  10. No-copy objects I had rezzed in a private sim are dissappearing, gone, vanished without a trace. This is at least the second time this has happened. First, my DJ board, which I had rezzed over two years ago just dissapeared. Then my Intan couples dance ball vanished without a trace. It was loaded with almost L$30k of dances and animations, most all no-copy. It's been rezzed for over 5 years. In both cases, they were not in my lost+found or anywhere else in my inv, not shared or deeded, nobody has rights to edit my objects, either. No trace using Area Search or Pathfinding. LL tech support says I'm basically SOL, and a sim rollback it out of the question. I've talked with other friends who've had the same thing happen. This is turning into a serious, expensive problem. I'm now afraid to leave out any expensive, no-copy objects. I wonder how common this problem is and what, if anything, is being done to fix it?
  11. No-copy objects I had rezzed in a private sim are dissappearing, gone, vanished without a trace. This is at least the second time this has happened. First, my DJ board, which I had rezzed over two years ago just dissapeared. Then my Intan couples dance ball vanished without a trace. It was loaded with almost L$30k of dances and animations, most all no-copy. It's been rezzed for over 5 years. In both cases, they were not in my lost+found or anywhere else in my inv, not shared or deeded, nobody has rights to edit my objects, either. No trace using Area Search or Pathfinding. LL tech support says I'm basically SOL, and a sim rollback it out of the question. I've talked with other friends who've had the same thing happen. This is turning into a serious, expensive problem. I'm now afraid to leave out any expensive, no-copy objects. I wonder how common this problem is and what, if anything, is being done to fix it?
  12. Thanks ti the Firestorm wizards, the fix is: Goto Advanced menu with CTRL+ALT+D Then Advanced -> Debug Settings -> MeshImportUseSLM -> Set to TRUE. No more Maya mesh upload errors (so far)
  13. It looks like the issue here acutally is a Firestorm problem, since the LL viewer works fine uploading the basic test file. I opened an issue on the FS Jira
  14. This certainly was a learning experience for me. Before this, I thought the DAE file processing was all done by the server. I'm now uploading all my mesh using only the latest official viewer. Nothing has failed yet and I'm having no problems texturing my uploads. I add a new material for all groups of polygons, never exceeding 8. Looking at my polygon creation settings, I see "Create UV map" is selected for all.
  15. My sample file above fails to upload using the latest Firestorm. The official SL viewer does seem to accept it. The SL viewer also accepts my work in progress and it seems to cost less to upload. Resetting my preferences doesn't seem to reset the options for creating polygons or Combining. I usually put a large cube around my jewelry and give it a new material, then set it to transparent. Thanks for your help.
  16. Create UV maps option is enabled when creating the cubes. I didn't even have to create new ones. I changed the Combine options for Merge UV Sets from No Merge to Merge By Name, and the 2 cubes upload OK after a Combine. Whew! Thanks so much for all your help. Now back to my jewelry project, which I'm going to restart from scratch, since messing with UV maps and changing the combine options didn't fix my work in progress.
  17. Your sample works just fine. I tried making a new scene as you described, same problem. When I try to import into blender, it complains about: Schema validation error: Error: ERROR_TEXTDATA_PARSING_FAILED Element: p, Line: 174, Column: 698, Additional: -1 10 37 -1 8 38 -1 Line 174, is labeled below. is a <triangles.... line. Compairing your sample with my file I noticed that mine has no <polygons></polygons> section. If I import your sample and export as dea, if uploads ok, and has no polygons section either. If I separate and combine your file, exporting as obj/import/save as dae, it fails to upload. This is what my exported file looks like: <?xml version="1.0" encoding="utf-8"?> <COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1"> <asset><contributor><author></author><authoring_tool>FBX COLLADA exporter</authoring_tool><comments></comments></contributor><created>2013-07-29T08:44:12Z</created><keywords></keywords><modified>2013-07-29T08:44:12Z</modified><revision></revision><subject></subject><title></title><unit meter="0.010000" name="centimeter"></unit><up_axis>Y_UP</up_axis></asset> <library_materials> <material id="test_initialShadingGroup1" name="test_initialShadingGroup1"> <instance_effect url="#test_initialShadingGroup1-fx"/> </material> </library_materials> <library_effects> <effect id="test_initialShadingGroup1-fx" name="test_initialShadingGroup1"> <profile_COMMON> <technique sid="standard"> <lambert> <emission> <color sid="emission">0.000000 0.000000 0.000000 1.000000</color> </emission> <ambient> <color sid="ambient">0.000000 0.000000 0.000000 1.000000</color> </ambient> <diffuse> <color sid="diffuse">0.400000 0.400000 0.400000 1.000000</color> </diffuse> <transparent opaque="RGB_ZERO"> <color sid="transparent">0.000000 0.000000 0.000000 1.000000</color> </transparent> <transparency> <float sid="transparency">1.000000</float> </transparency> </lambert> </technique> </profile_COMMON> </effect> </library_effects> <library_geometries> <geometry id="test_polySurface1-lib" name="test_polySurface1Mesh"> <mesh> <source id="test_polySurface1-POSITION"> <float_array id="test_polySurface1-POSITION-array" count="48"> -2.961813 0.057623 0.000000 0.988959 0.057623 0.000000 -2.961813 0.057623 3.562910 0.988959 0.057623 3.562910 -2.961813 4.180178 3.562910 0.988959 4.180178 3.562910 -2.961813 4.180178 0.000000 0.988959 4.180178 0.000000 -3.915738 -3.027903 0.000000 -0.010819 -3.027903 0.000000 -3.915738 -3.027903 3.308194 -0.010819 -3.027903 3.308194 -3.915738 1.072091 3.308194 -0.010819 1.072091 3.308194 -3.915738 1.072091 0.000000 -0.010819 1.072091 0.000000 </float_array> <technique_common> <accessor source="#test_polySurface1-POSITION-array" count="16" stride="3"> <param name="X" type="float"/> <param name="Y" type="float"/> <param name="Z" type="float"/> </accessor> </technique_common> </source> <source id="test_polySurface1-Normal0"> <float_array id="test_polySurface1-Normal0-array" count="216"> 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 </float_array> <technique_common> <accessor source="#test_polySurface1-Normal0-array" count="72" stride="3"> <param name="X" type="float"/> <param name="Y" type="float"/> <param name="Z" type="float"/> </accessor> </technique_common> </source> <source id="test_polySurface1-UV0"> <float_array id="test_polySurface1-UV0-array" count="28"> 0.375000 0.000000 0.625000 0.000000 0.625000 0.250000 0.375000 0.250000 0.625000 0.500000 0.375000 0.500000 0.625000 0.750000 0.375000 0.750000 0.625000 1.000000 0.375000 1.000000 0.875000 0.000000 0.875000 0.250000 0.125000 0.000000 0.125000 0.250000 </float_array> <technique_common> <accessor source="#test_polySurface1-UV0-array" count="14" stride="2"> <param name="S" type="float"/> <param name="T" type="float"/> </accessor> </technique_common> </source> <vertices id="test_polySurface1-VERTEX"> <input semantic="POSITION" source="#test_polySurface1-POSITION"/> </vertices> ***line 174*** <triangles count="24" material="test_initialShadingGroup1"><input semantic="VERTEX" offset="0" source="#test_polySurface1-VERTEX"/><input semantic="NORMAL" offset="1" source="#test_polySurface1-Normal0"/><input semantic="TEXCOORD" offset="2" set="0" source="#test_polySurface1-UV0"/><p> 3 0 2 2 1 3 0 2 0 3 3 2 0 4 0 1 5 1 5 6 4 4 7 5 2 8 3 5 9 4 2 10 3 3 11 2 5 12 4 7 13 6 4 14 5 4 15 5 7 16 6 6 17 7 1 18 8 0 19 9 6 20 7 1 21 8 6 22 7 7 23 6 5 24 11 3 25 2 1 26 1 5 27 11 1 28 1 7 29 10 2 30 3 4 31 13 6 32 12 2 33 3 6 34 12 0 35 0 11 36 -1 10 37 -1 8 38 -1 11 39 -1 8 40 -1 9 41 -1 13 42 -1 12 43 -1 10 44 -1 13 45 -1 10 46 -1 11 47 -1 15 48 -1 12 49 -1 13 50 -1 12 51 -1 15 52 -1 14 53 -1 9 54 -1 8 55 -1 14 56 -1 9 57 -1 14 58 -1 15 59 -1 13 60 -1 11 61 -1 9 62 -1 13 63 -1 9 64 -1 15 65 -1 10 66 -1 12 67 -1 14 68 -1 10 69 -1 14 70 -1 8 71 -1</p></triangles> **end line 174 *** </mesh> </geometry> </library_geometries> <library_visual_scenes> <visual_scene id="test-from-obj" name="test-from-obj"> <node name="test_polySurface1" id="test_polySurface1" sid="test_polySurface1"><matrix sid="matrix">1.000000 0.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 -1.000000 0.000000 0.000000 0.000000 0.000000 0.000000 1.000000</matrix><instance_geometry url="#test_polySurface1-lib"><bind_material><technique_common><instance_material symbol="test_initialShadingGroup1" target="#test_initialShadingGroup1"/></technique_common></bind_material></instance_geometry><extra><technique profile="FCOLLADA"><visibility>1.000000</visibility></technique></extra></node> <extra><technique profile="MAX3D"><frame_rate>24.000000</frame_rate></technique><technique profile="FCOLLADA"><start_time>0.041667</start_time><end_time>2.000000</end_time></technique></extra> </visual_scene> </library_visual_scenes> <scene> <instance_visual_scene url="#test-from-obj"></instance_visual_scene> </scene> </COLLADA>
  18. The mesh objects are still polygon objects after combining them right? Yes, they are You say even if you take two simple polygon cubes and combine them you get the same error? Yes, I start a new scene, add 2 simple polygon cubes, combine, export, upload fails. You can export each cube separately as a DAE file and upload them OK I believe you said? The separate or uncombined polygons upload fine. I wonder if it could be the Collada Plug-in for Maya that has a fault in it. None of the older plugins will load in Maya. Error is: Error: Line 1: The specified procedure could not be found I exported as FBX and tried 2011, 2012 converters, same problem. I stll suspect I've done something do mess up the export settings, but resetting preferences doesn't help and settings keep coming back even after uninstall, delete all directories, appdata and registry entries.
  19. I uninstalled per autodesk, removing all directories and registry entries, rebooted. After reinstalling Maya remembered all my settings and preferences. They must be well hidden somewhere else. The problem persists: "Error: Element is invalid" and there are no LOD values. Trying to import into blender give more error info: Schema validation error: Error: ERROR_TEXTDATA_PARSING_FAILED Element: p, Line: 224, Column: 898, Additional: -1 0 11 39 -1 2 8 40
  20. I'm just making a simple unrigged mesh objects. I'm using Firestorm, I looked at the firestorm.log, but didn't see any mesh upload errors in it. I had looked at that mesh troubleshooting page, but it doesn't mention the error I'm getting with combined polygons, "missing required level of detail". I've been happily making jewelry and other goodies in Maya with no problems. All of a sudden, combining seems completely broken. Any combined objects fail to upload. They don't import into Blender without erors, either. As a test, I made 2 simple cubes, which when combined, fail to upload to SL and fail to import into Blender. As another test, I exported my uncombined, complex jewelry from Maya as dae, imported into Blender, did a join, exported as dae, and it uploaded fine. Somethings horribly broken with Maya combined objects now for me, but at least I have a work-around.
  21. Ty, I had read that post. I forgot to mention, when I try to upload it also says, "Missing required level of detail"
  22. There's only 6 polygons in it, 3 materials.
  23. I'm trying to make some mesh jewelry using Maya 2013. When I try to upload the combined mesh, I get Error: element is invalid. All the individual parts upload ok, if I select all the parts uncombined they upload ok. I've assigned new materials to all parts, deleted history. Combining any 2 parts gives that error. How can I resolve this problem? TIA
  24. Turns out I didn't have to mess with the vertex normals at all. I loaded the .dae into Maya 2013, selected "no lights" and saved it. It looks fine when I uploaded it to aditi.
  25. I bought a mesh dress model, but the lighting on it is horrible! It looks like the front is lit up by a bright spotlight, but the back is dull gray and featureless. The effect is consistent when I rez it and rotate the model. Needless to say, my carefully shadowed texture looks awful on it. Since the dress came with .dae files, I decided to play around with some upload values on aditi. I found if I generated normals by bumping the default value of 75.00 up or down one, the model looked much better, which leaves me wondering what the best way to fix this problem would be. I have access to Maya. TIA
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