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JustaTest

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About JustaTest

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  1. JustaTest

    Appliers

    That's great! Thank you very much for the information.
  2. JustaTest

    Appliers

    Oh interesting! How does that work though without needing to change permissions for the texture? Does it have to be at the very least no copy/no mod/ transfer? Ty for explaining by the way, I know I'm so far behind. LoL :catvery-happy:
  3. JustaTest

    Appliers

    Can someone explain to me what appliers are in regards to SL? Not sure if an applier is something specific or if it's a broad range of things that go over the mesh like tattoos, skin, clothes, body parts.
  4. Thanks for the link :cathappy:
  5. If you had some things you'd like to see implemented in SL, what would be on your wishlist? Mine would be: - 3d particles ( https://www.youtube.com/watch?v=1GpVVJIG3zo ) - Custom mesh morphs/skeleton - More fluid object animations - Feature that enables content creators to create a more attractive store page on marketplace like shopify. There's more but I don't want to be too greedy. :matte-motes-smug:
  6. That's funny you mention that. I figured it out but now the object is inside out. Luckly it's just as simple to fix as checking the Inside-Out option. Thanks for the response.
  7. +Edit: I've imported the sculptmap back into blender using the displace modifier and it looks the same as on SL. The only thing I can think of is that the UV map must be messed up. I think the 2nd step I took made everything wonky. - Made a sphere 32x33 - Shaped and UV unwrapped (Follow Active Quads) - Scaled UV to fit within the Image bounds (64x64) - Setup sculpty material and baked
  8. The sculpty looks fine in blender, the UV looks okay and the sculptmap looks fine. The problem I'm having is when I bring the sculptmap inworld (use lossless compression) and apply it on the object, the ends look weird! I tried flipping through the stitching type and all of them produce a hole from one end leading to the other eventhough they're not connected at all. I know there's the mesh import alternative but that's not what my inquiry is about.
  9. Hm, well that's pretty disappointing. It's really a shame that ways to animate a mesh outside of texture flipping and wearing the mesh wasn't implemented along with meshes. I'd like my creations to have a bit of some "life" and texture flipping just doesn't cut it for me.
  10. Really? Wow, I've yet to see that so far. My mistake then.. :matte-motes-bashful:
  11. If I'm not mistaken it's been roughly 4 - 5 years since the acquisition of XStreet (later named Second Life Marketplace). There's been a few changes in those years, however one thing remains the same and that's ease of access for customers. The category section is great, but the addition of subcategories within individual shops would be greater. Sifting through a shop with over 400 items just in Apparel will be very random because the owner might have clothing for both men and women. Quantity is nice only if it's accompanied by organization, otherwise it's just like digging through a bag of miscellaneous items hoping to find one that might interest you. The second thing that would be awesome is accessability for the shop owner to toggle whether they would like others to share about their content via Twitter, Instagram, Pintrest, Facebook, or Tumblr. This is a plus for both Second Life and the content creator in terms of exposure.
  12. Thank you for the responses. Maybe I didn't make my request clear enough or it was too long to read. I'll try to rephrase it. I'd like to be able to swap the actual meshes without cycling visible textures on a multi-posed model.
  13. I realize that animating a mesh with different bones or morphs isn't an option for content developers unfortunately but I'm curious if mesh substitution is possible. If anyone is unfamiliar with substitution, it's a process where multiple frames of a sculpt are stored as different sculptmaps and they would cycle to create an animation. There is a way to animate meshes by cycling active textures and have the same mesh posed in more than one position per frame but that's very laggy depending on the complexity of both the mesh and how many frames you have. I'm looking for something similar to the substitution, however the only way I can think of achieving this is using the llRezObject script but there's 2 issues I run into with that. One is that the script sleeps for .1 seconds and the other is it doesn't work for attachments. Any alternatives or is it just not possible to do something like this?
  14. Thank you very much Drongle, turns out I had a whole bunch of issues! There were extra edges left over from when I mirrored and separated the objects, extra verticles and faces. It was a mess. I still had an issue after sorting it the way you mentioned though, I'm not sure why so I scrapped my lods and made some fresh ones. Thanks again.
  15. Working on a project and the team leader made it clear that everything has to be under wraps.. no pictures or revealing the project. Does anything come to mind to anyone as to what it might be? Again, the issue I'm having is after submitting the Highest LoD, my Medium, Low, etc lods stretch or squish as well as swapping locations with other objects in the previewer scene when I go to import the model. The scale is 1.0, unit of measurement is metric, pivot point is set to center of mass, the rotation is at 0. I'm at a loss of what it could be.
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