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JustaTest

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Everything posted by JustaTest

  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.
  16. No, it's not confusing the medium with the high, or at least shouldn't be because they're all named appropriately......it's just in the preview panel they look weird (stretched, and swapping locations with another mesh's location).
  17. Hello, Having an issue that's really bugging me. Importing the highest quality mesh works great but the 2nd LOD morphs in weird ways, parts of the mesh are flipped around, put in other areas, and stretched out in a way I did not define. I've checked the following and it's not them: Scale (1.0m), Rotation (0), Modifiers (All are Applied), Pivot point (Center of Mass) *Added information* I'm using Blender and importing a few meshes collectively. Also, modifiers used (but applied before exporting) were Edge Split with Mark Sharp. Anyone encountered this problem and if so how can I remedy it?
  18. Hey there, I've been looking for a tutorial or indepth explanation about how to make animated meshes but haven't been able to find any decent ones. Unsure if whether UV maps/materials/textures should be made in a certain way. The program I'm using is Blender. Would appreciate it if someone can pass some knowledge my way with steps about how I might go about making one. Thanks for your time :)
  19. I just looked and unfortunately that's not what I had in mind, but thank you very much.
  20. Interesting, I'll have to check it out.
  21. To be fair, 3ds Max and the like predate Second Life by 15 or so years. In addition, their purpose was mostly for work use in the commercial industry. Building in Second Life was more recreational than anything which later turned out to be customary for residents of SL to gain profit in game and out from their creations. As I've mentioned, SL is basically the first of it's kind to provide socialization and ingame creativity that everyone can witness, not just the maker of it like most offline mesh making programs. If the developers can provide even the basics of mesh making in the builder interface as well as an export and import function for further modifications, that would be awesome.
  22. That would be a great feature for them to look into as well. --||-
  23. This is not a complaint thread, just a suggestion that I hope the developers will take strongly into consideration and work with the experienced community artists in making this happen very soon. I really believe it's time for an update to the in-world building tools. This feature inparticular is what sets Second Life apart from other games. It was very gratifying to build anything my imagination can take me and at the same time being able to interact with people, make new friends from all over the world, or even have others give feedback on how I may improve my builds. The great thing is it was all in realtime, I miss that so much. As much as sculpties and meshes are such a great addition to how things are made on SL, one big thing was unaccounted and that is the social aspect of builders. The time that would be spent in game building and such is now spent in other programs to build meshes and sculpties. So now the build feature renders itself somewhat useless, aside from the occassional flexies added or invisible bounding box. For that reason I propose that meshing options to be added in-world. I realize that this is not something that will be easily accomplished, but I have faith it can be done. I honestly don't mind doing things like photoshop or even rendering meshes outside of SL but I would like the ability to build in-world I can spend time with my family and friends and not have them feel ignored. **Edit** Giving out a suggestion with no steps or reference on how to go about in changing the building tools is a bit vague so I'll expand my point by adding visual aid. http://img694.imageshack.us/img694/5985/conceptmesheditslincomp.png Here's a quick mockup I made to help illustrate what I mean. Later if I have time I'll add some ideas of how the builder interface can be improved without overly complicating things.
  24. Thank you. I don't know what was going on, I just restarted Max and it worked how it was supposed to.
  25. Kwakkelde Kwak wrote: One thing I can think of is the global scale of one of the objects being off. If you want to know how big the objects both are exactly, go to the Utilities tab (I think it's called that, it's the wrench on the far right) and select "Measure" with one of the objects selected. Thanks. I've tried as you instructed and I see the problem but not sure how to fix it. Although under the modify tab of the Prim Composer box it allows you to change the size (in my case X: 0.5, Y: 0.5, Z: 2.0), when I did went to Measure, under Dimensions, 3ds Max recognizes it as being nearly 20m for both the X and Y axis and 78.74meters for the Z. I've never noticed this before, is there a way to change this?
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