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Quarrel Kukulcan

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About Quarrel Kukulcan

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  1. I found a Livejournal blog mentioning 1024 textures in late 2007.
  2. Thanks. I could have sworn I'd read that in the wiki. I'm thinking now it was a bad comment in an old script.
  3. According to the wiki, yes. It's arguably better, too, though there are more cases you need to test for to make sure you don't count them if you don't need to. (P.S. It's "attach", not "on_attach".) on_rez() triggers when the object goes from "not existing in world" to "existing in world". That means: dragging into the world from inventory attaching from inventory logging in with the object already attached attach() triggers when the object becomes attached or detached. That means: attaching from inventory, OR detaching into inventory attached from existi
  4. What part of your script is telling you Z is swapped for X? Are you perhaps asking for the orientation of one particular attachment relative to its bone instead of the world orientation? Z = UP is the one world direction that is consistent between Blender and SL. Also, make sure you are using the correct sim coordinates and orientation, especially the angles. These are the angles you will get if you call llGetRot() (and convert from quaternions to Euler form and then convert the Z spin from radians to degrees) to determine which way your avatar is facing.
  5. You can do it directly? Oof. I have a better idea: use the Decimate modifier instead. Then you don't have to apply it until you need to, or let it be applied on export while always retaining the original for later tweaking.
  6. My understanding is that standard sizing was aimed at specific system AV shape presets and predates mesh bodies -- or, at least, comes from when they were still quite rare. (I know standard sizing predates the Fitted Mesh feature by at least two years.) I'm not expecting them to fit anything else. Basically I'm looking to experiment with heavily modified humanoid shapes, seeing what advantages they might have over the alpha-and-attachments route.
  7. Okay. Bad question. Sorry, it was late. What mesh bodies that have 3D sources available are compatible with the 5 standard sizes or system-AV-targeted "FitMesh" clothing? I know about the Ruth/Roth project and the source files on the SL wiki & machinimatrix, and I'll probably experiment with them either way, but I figured someone here already knew.
  8. What mesh bodies are compatible with the old standard five sizes? With clothes labeled just "FitMesh"?
  9. Keep every group that has the same name as a deform bone you're using. If you remove an entire weight group, the bone with that name will stop affecting your mesh. If you click on each weight group one at a time while in weight pain mode, you will see which parts of your mesh are weighted to it. Any group that shows solid blue on everything might be safely deleteable. Can you explain what you mean by "the weight system duplicates everything"? I don't understand that part.
  10. Head would be most stable. Attaching the fire emitter to the jaw will make the angle change as the jaw moves, including shooting up through the snout if the jaw is closed. I wouldn't attach it to any part of the tongue. That's even less predictable.
  11. I followed the instructions at http://wiki.secondlife.com/wiki/Aditi. It took a couple of days. I also had to verify payment info there separately to enable mesh uploading.
  12. Model an avatar, staying within SL's technical limits on vertex & material counts. Rig it to Second Life's armature, again staying within the limits of 4 weights per vertex and 110 weight groups total. You can move bones but not add, reparent or rename them. FILE A SUPPORT TICKET TO ACTIVATE YOUR TEST SERVER ("ADITI") ACCOUNT. You don't want to burn real Lindens uploading avatars and find out they're buggy the hard way. I mean, simple, right? EDIT: It sounds like you already have the basics down. From here it will be more a matter of learning SL's hard limits and good
  13. For the fundamental material look across the entire object, there are infinity free images on the web for basic textures like woodgrain, fabric, sand and brushed metal. Just hit up your favorite search engine. You'll need to tweak your UV maps and/or rotate/rescale the image to get the details the right size and running the correct direction. Another option is custom-building your own procedural textures, which is its own rewarding-yet-nigh-bottomless pit of learning and experimentation. That won't give you burned-in shadows and highlights, though. For that you also need to learn how to s
  14. If every object used its own texture originally (which is not efficient for the renderer and something it'd help to unlearn), you shouldn't have to remap anything. And you must have UV mapped things at some point if you're using textures at all. (Unless you're modding an existing model, maybe, or using a tool that produces a default UV map for every primitive shape you add.) If the things you've joined into a single mesh each used to have its own separate material, you do need to ensure the joined version contains all of them and that you've assigned the right ones to individual faces. As
  15. Not just link it. Join it, so it's all one mesh object.
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