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Quarrel Kukulcan

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Posts posted by Quarrel Kukulcan

  1. I don't have to enable glow to activate emissive masking, at least in the default client.

    OP: If SAI can export PNGs with transparent areas (and it looks like recent versions can), you can use it. Make sure you're producing 32-bit PNGs, not 24-bit.

    EDIT: For this particular piece you could also just click "Full Bright", since every part of the original texture is either black (which won't emit anyway) or something you want to be fully bright (judging from your alpha mask layer).

    MORE EDIT: I don't see a difference between your first and second pictures. I also don't see a problem with emission levels. They look like I'd expect them to with the mask you're showing. (Dark blue will stay dark even at full emission. "Emission" is really "what would this look like if it were in the game's brightest possible external lighting", not "what if this object gave off its own light".)

    • Like 1
  2. 25 minutes ago, ChinRey said:

    As for baking normal maps as Tonk suggested, that's a very good technique to know but for something as simple as this there shouldn't be any need for it.

    Yeah. In Blender you can selectively Shade Smooth or Shade Flat individual edges, and those settings are retained through export and affect SL appearance. (I learned this the hard way after assuming they didn't since they don't when you export for 3D printing.) If you can rely on that alone, you don't need a normal map, which helps your object's Land Impact and rendering performance.

    • Thanks 1
  3. 10 hours ago, FagDragMusic said:

    I'm not using Avastar...and I'm making everything in Blender 2.8.

    I've managed to get the collision bones to work properly,

    I have no idea how to solve your problem.

    I just wanted to say that's amazing. 🤯

    Did you use one of the existing non-Avastar fitted mesh rigs or build your own?

    What bones are you weighting your mesh to? (There's a tiny chance this is relevant. Tiny.)

  4. On 4/29/2020 at 9:56 AM, Ada Radius said:

    You can find the custom bone settings here: http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh - in the armatures for BaseMale and BaseFemale, all except LEFT_HANDLE and RIGHT_HANDLE - the handle values can be found in any viewer Character folder in avatar_skeleton.xml.

    Is there a version of the extended Bento skeleton with these settings incorporated?

    If not, could things like the finger bones be copied over in straightforward fashion, or would the differences in rest poses cause incompatibilities?

  5. 23 hours ago, xenoqc said:

    So I need to hire someone to rig it?

    It will only work as a mesh body if it uses the SL skeleton bone names and relationships. You may just need some bones renamed, or you may need more extensive rework.

    But separate from that,  there's the issue of texturing it (unless you want it to be a single solid color everywhere, which you probably don't). You can't texture it properly unless it has a UV map associated with it. It might already, or it might not. That's another thing to check.

    Finally, there's body shape sliders. Even if you're making a custom AV and never intend to tweak your body shape, some sliders influence ANY mesh body. You'll have to track down the neutral settings for those and set your personal shape to them or your AV will get pulled out of shape. (This is for you to do, not the modeler.)

    Definitely find someone familiar with SL, not just someone who can export .DAE files.

  6. On 5/22/2020 at 2:56 PM, leilaangelica said:

    4) Parent the cube to the skeleton with ctrl + p

    5) Export with the above settings. Now there is an error!

    I tried this myself, using the "SL rigged" Collada export presets with no changes and LL's viewer. I'm making sure only the cube is selected before I export.

    If I parent the box to the armature with no weighting, I get this error.

    If I parent it with empty weight groups, I can upload without error but only as a static mesh (the "skin weights" option is grayed out).

    If I parent it with auto-generated weighting, I can upload it just fine.

    • Like 1
  7. 16 hours ago, Zane Skizm said:

    Thank you very much for your answer. I haven't dealt with Animesh yet. I don't know what's different about it (apart from animation possibilities) when exporting etc.

    It's not that it's animesh specifically. (I don't know why shoes would need their own, separate, internal animation skeleton anyway.) You get the same behavior from a mesh with no skeleton at all, as well as prims.

    An avatar-rigged or -fitted mesh, while worn, swaps down to its lower-detail versions at vastly greater distances than standard. Other creations drop down normally.

  8. Is there an established best physics LOD mesh for an AV? Perhaps even a stock standard one someone uploaded somewhere? I presume it's something like simple boxes around each major limb.

    The "collision bones" in the Bento skeleton aren't used for any collision purposes, are they?

  9. 1. How many materials is your mesh using?

    2. Are you generating your own LODs or having SL make them? (If you have no idea what I'm talking about, it's the second.)

    3. Do you have any vertices weighted to more than 4 bones? SL doesn't allow that. (On the one hand, this should NOT give you the error you're getting. On the other hand, it would explain why uploading as unrigged doesn't bomb out.)

  10. On 5/22/2020 at 8:23 PM, animats said:

    These are actually animesh, constructed to have somewhat reasonable lowest LODs.

    How so? I thought "animesh" referred to mesh items that have their own custom skeleton. An animesh sweatshirt wouldn't bend with the avatar as it moved its spine or arms.

  11. 6 hours ago, KT Kingsley said:

    Yup, that's how I do it too. But how would I do it in Gimp?

    Your emission mask will be your alpha layer, which normally gets used for transparency but gets used for emission level instead when you want that feature active. (SL can't do both custom emission and custom translucency at the same time with one texture.)

    1. Add an alpha channel to your image layer if it doesn't have one (Layer -> Transparency -> Add Alpha Channel).
    2. Add a mask (Layer -> Mask -> Add Layer Mask..., then select the most logical default mask to start editing from). You should see a second micro-thumbnail appear in your Layers toolbox.
    3. Edit the mask like any other grayscale image.

    You can change whether you're editing the image or the mask for that layer by left-clicking the appropriate micro-thumbnail.

    To see the mask itself, rather than the image with the mask applied, Alt-left-click the mask thumbnail. (It'll turn green.)

    To see the image without the mask, Ctrl-left-click the mask thumbnail. (It'll turn red.)

    It'll be a little confusing at first, since both options toggle but one takes precedence. And you can also control these things in the main Layer menu or the layer's right-click menu.

    • Thanks 1
  12. 8 hours ago, Miyuo said:

    So that when edit the left hand, it will symmetrically edit the right hand too. So i'm confused if the weights of the left hand is now on the right hand, yet the right hand are attached to the right hand weights?

    When you create new vertices via mirroring in Blender, the new vertices have the exact same weights as the ones they were copied from. You need to mirror the weights too.

    1. Go to Weight Paint mode.
    2. Show vertex selection.
    3. Select just the newly-created vertices.
    4. Weights menu -> Mirror.

    Any vertex group name that ends in "L" or "Left" or "R" or "Right" will get flipped to the other.

    • Like 1
  13. 16 hours ago, ChinRey said:

    I think you're confusing fitted mesh with old style rigged mesh, Animats, although it's possible that you'd get the same effect with fitted mesh if it has a very simple rigging.

    What is the difference? Weighting to collision volume bones vs. just original skeleton?

    Also, this 1 cm³ rigged mesh -- I assume it's rigged to an equally tiny armature?

  14. On 5/10/2020 at 10:38 AM, Sammi Washborne said:

    What I don't understand is what is better about mesh?

    Classic avatar clothing is all just painted-on, skin-tight textures. Accessories like belts, holsters and shoes can be add-on objects but there was originally no way to make things like a hanging vest or puffy snow pants -- articles that stuck out from the body and bent with the joints. We can make mesh clothing now that flexes with the body, but since all clothing is built for one particular base shape and because your body shape sliders affect mesh clothing slightly differently than they affect the classic avatar, you generally can't mix the two.

  15. 11 hours ago, ChinRey said:

    Well, at the moment the entire LoD system is broken for fitted mesh.

    So any mesh object attached to an avatar renders using the most-detailed mesh (if it renders at all)? At least currently?

  16. 1 hour ago, GManB said:

    So, could someone point me to any documentation or blogs or other where I can learn about LoD?

    There's a wiki!

    it hasn't been updated in eight years.

    Probably not that.

  17. How important is it to manually create your own LODs? How bad are the auto-generated ones? How much do the answers depend on the environment? On whether it's an avatar? On what viewers and settings other residents are using?

  18. On 4/8/2020 at 3:59 PM, CallieCutest said:

    I'm so sorry to keep bothering you, but how do I add [Normal and Specular maps]?

    Upload the normal and specular map images separately, rez your object in a sandbox, then assign the textures to it in the appropriate edit panel.

    You don't necessarily need a specular map, by the way. If the whole thing has the same shininess you can give the entire object one setting straight from the panel. If you've set different "faces" by using multiple materials, you can even set them individually.

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