Jump to content

Astrid Kaufmat

Resident
  • Posts

    246
  • Joined

  • Last visited

Everything posted by Astrid Kaufmat

  1. This is a test that I just made using the avatar attached to the files they sent me. in proportion in world the SL avatar would look like a tower 50meters tall. When you float of course with such a mammut avatar you would see anything fine, for grounding you'd need some hud and animations to walk properly hence legs are half buried. With a 3m tall avatar using the offset option for uploader and the floating slider in the edit shape it would be so far better. What I find relevant is that even exagerating in the height 50 meters I still get no deformations ( the avatar was rigged on collision bones system). Take the avatar from wiki unbind, then edit the skeleton selecting the root bone, scale it down to fit the new avatar size, bind again. You can see the difference between the sizes in the two screenshots that I got just detaching it and using the mountains around as meter. Maybe the distorsions are due to some third part viewer? As I often get strange results when I test other viewers in open grid.
  2. yes some sort. They sent me a fbx from modo. The FBX hadn't fix for Units so once in maya It was huge, first time I tried it without the workaround that saving weight map allows me to do, I got that dress like a giant without head and part of the torso, but arms and the long skirt. Of course it wasn't exploding. I could send you the dae, but you'd have to reopen it n maya or in "their " software. blender fbx importing as for dae from maya,blender gives me bones all smallest all put in wild positions in the avatar ( maybe that's for sure due to the fbx exporter copyright) After all one of the solutions I thought of to help my friends to rig clothes keeping using their files/softwares was just blender as converter.
  3. My question is there is a ton of notecards with everything you buy Full perm. Are you at fault if you think you know what it says and you mess up after selling it to a few people? I assume if you buy something online or even SL, its yours. No you don't have the original, but all this copyright things are greek to me. If you buy something it's not yours but it follows the SL TOS and the authors' copyright. It's more and less like when you buy a CD and you often see on its back that you couldn't play it in a public event or in a club and so on.So you could play it at home but not in public to get your profit by using it. More and less another example that could fit is the commodate : you'd get your home with a gratuitous loan, you can use it but you couldn't resell it nor rent it to third parts. As they said above look at the copyright before you use, if you don't like don't use. If you want some copyright free site there are quite a few around the net, also some that paying just 30 - 40 bucks would assure you legal cover all over the world. Another wayto make your projects been covered is to put them on 3d sites where artisyts sell their stuff, so even if used in SL they have to respect that tos as well you may open an account there and it would be like a living proof of your job.
  4. I haven't got yet mehs exploding this way. However testing friends' models to convert them in dae using maya ( hence some softwares like modo that we tested lately seemed not exporting properly) I got huge very huge clothes in world if I didn't export weights , scale and then impoort weights again in maya. As said above the mesh was huge but it wasn't exploding. When I come back with more time to be in world I would like to do this test: Take the SL avatar rigged from wiki save the weights , then scale it together with bones and import the weights again. Maybe you killed one of the two reasons what SL preferred liquid mesh ( aka fitted mesh).
  5. You might want to work on a ruth shape avatar. You could get it out from your viewer if you login in open grid using one of the viewers that still allow that or using inworldz viewers that would still allow this exporting . In alternative use plugins to convert the SL avatar xml file into mesh in your program like viz dazter or avastar. Another alternative also in oopen grid is phoenix 1.5 if you've stored some or you could download that old version, then use it in your open grid. A similar shape to ruth shape is also the one that you could find on SL wiki pages where we usd to get templates and avatars to design clothes. Download the"improved secondlife avatar for 3d texture panting http://wiki.secondlife.com/wiki/Clothing_Tutorials Working on ruth shape you might get your clothes working for deformers. My idea and what I am working with is an UNIVERSAL sizing: which is based on the following concept I take the first riggged size on the ruth shape , then I move my weights to collision bones, trying to let this first size ( the neutral size) working both with fittted and deformers. Then in the packs I try to make I do put inside also other sizes following the standard size way. This could make happy hopefully more clients ( the ones who like deformers the ones who like fitted mesh the ones who like standard size) This is because the only way ( and this is also how Daz3d characters are made) to get a good fitting wardrobe would be to have your meshes rigged on that particoular shape.This is also the reason what the SL skirts work perfectly I mean the meshes that we used to paint UV maps for before all this mesh madness came out, when SL had just Robin's and Chip's templates to make clothes.This is also the reason what Standard size is the most reasonable way,but not all love to wear standard avatars. Actually this experiment can be done only on opengrid such as in inworldz hence there you can still use liquid mesh, deformers and standard sizes more and less what I am training with is something similar to what was proposed in this thread. http://community.secondlife.com/t5/Mesh/Custom-Sliders-for-Fitted-Mesh-a-Solution/td-p/2495979
  6. Assuming that from outliner (windows-outliner) you're selecting the right mesh to paint onto,maybe it might be a matter of brush settings that you're using. Stated that a vertex can have as weight 0 or 1 or a percentage in between then if your iussue is to just delete weights fromcertain vertices yo could also use the component editor ( windows - component editor). If you click another bone for istance and you still see weight in that area it might be due to the fact that those vertices are receiving weights from different bones. To make a test and see how many bones are actually giving influence to those vertices in the area you want to modify, select those vertices then go to component editor and see how many bones are influencing those vertices and what influence each bone has.
  7. you made me remember of something I experimentted in opengrid time ago, not for normal maps but it could be used for them too ,If I have got you right and you want to use the the normal maps applied to an old style bunny tail like those flexy prim with alphas. Maybe you've seen, done this too. You may know that in open grid there are some viewers ( legal ones ) allowing to import on your pc your own prims, I've seen this done also by scripts. The reason to do all this madness was to make textures for those 3d prims and bake lights on them. Now probably your idea is appliable to those prims sculpting normal maps for them.After all before normal maps( custom ones like now) were available , the old primitives allowed the standard normal maps built in them. I would make an experiment in that way to make a fusion between old and new and having normal maps on prims keeping the flexibility. Of course maybe for a project bit bigger than a small ball where that amount of extra prims around it with extra details given by normal maps and alpha texture would count, for example hair .
  8. No,Zak, normal map couldn't fake true hair popping out from surface,as you already know, say hair the way you'd get using maya Zbrush , blender or any other 3d program hair system. That's due to limits of SL rendering engine as you know. What I suggested there, is a way to get a ball that would look like that one proposed in the pic with an irregular surface to look fuzzy furry ball like that one proposed in the photo, say like a peluche bear or a peluche ball like in that photo. It's easy to get that like when you add some noise as alpha to an object that you want to make look old and rusted or like an old stone. In Zbrush (somehow it can be done in blender too) I'd help myself also with some displacement map to give the painted textue more faked irregularities. If I get the way you want to go through is using a very dense but very dense one to make your hair like popping up spikes.I never used such a density. Even if Zbrush is good to run perfectly with very dense polygons on old machines ergo it should go like a charm on "barbecue ram grids" new machines hi density polygons become an iussue to handle.This if by faces arranged around it you meant sculpted by Dynames like spikes. If by faces arranged around the spear you mean putting tons of square polygons around it to work with normal map and alpha I can Theoretically imagine that probably in UV map you would make those polygons around it overlap so you'd sculpt just one and the effect would be reproduced over them all.Hovever a part the "titanic work" to arrange those polygons, you know that mesh wouldn't be flexy, then an old fur style ball would still like better than that mesh one.Then maybe old prim built hair faked with those alpha would still be better.Say a way like I still love old prim hair (even if many now are switching also for production to bubble-gum-mesh hair) My point of view,for what it counts, is that old way and new way should walk side by side,for some things old way is still unreplaceable
  9. The best way that I know to make such kind of faked fur texture with normal maps is using stencils or texture sculpt paint (I do it in zbrush but you can do it also in blender). It can be done using alpha textures to sculpt or using a stencil technique. If you're not used to those techniques I suggest you two tutorials that will be a start point to train with in blender. In the second video I posted you can see also the logic behind making an alpha texture a very useful ally to have when you need to sculpt details from textures. In the first video is shown how to make a fur head , first how to texture paint it in 3d using a stencil then using the sculpt tecniques to give it details.
  10. Exactly as shown above. If you've installed it properly you should see the pop up window as soon as you hit its icon in the shelf. The script wouldn't work from weight paint mode .So as shown above hit the move tool in the shelf at your left and in that mode ( edit mode) the script is able to move the weight from one source to another So hit source object you'll see a first column of bones appearing where it says "source" Then hit "Destination object" button , you'll see a second column of bones appearing in the column where its written "destination" Now click one source from your left column ( the source) click one as destination in the destination column , both would be marked by these signs => <= Now at the bottom of your window you have the buttons to copy or move weights, just hit move if you want to. Then go back in weight paint mode and edit where it's needed to give your shape better smoothness helping yourself where you need also with the "component editor" built in maya for a better weight distribution. Abweightlift is just an alternative to maya's built in weight copy tool, say just more intuitive window Just in case, if you need help to install maya scripts, look at this tutorial from simplymaya or this movie http://vimeo.com/45034839 About maya versions used , as I said above, I installed it in maya 2011, 2012, 2014 . I am using this on maya 2014. So if it's working in maya 2014 ,if there aren't bugs in 2013, but I doubt they are, it should be working also in maya 2013.
  11. That's a good puzzle. Unfortnately I use maya not max. However I've been helping some friend with transferring meshes from one program to another and when I tested their fbx files in blender I had some messy results as well. For sure I can tell you fbx would always be an iussue for blender, because several programs have an fbx eporter not compatible with blender. I also doubt that Blender community could ever fix it, because all the paid rich programs wouldn't lose some rights. Did you also try to export as obj (just simple mesh object) to blender then save the scene as blend file and then close blender and open it again loading that scene? Then rig it in blender from zero. This is the only suggestion that is coming in my mind.
  12. Translating Tools are dumb( they are computers). A computrer is powerful but limited, mankind has a lot less power but no limits. As consequence the only good way to get proper multilanguage descriptions for your products would be finding friends who speak quite fluent those other languages to write notecards for you,hence translators in many cases translate words but not concepts. Anyway if this post was in general section, maybe some linden/s could see it easier and help better, if something could be done.
  13. Jaxon Madrigal wrote: My problem is that when I upload the actual mesh into SL, it completely loses all detail and all texture. Is there any way I can fix this? Hi Jaxon. Don't worry it's alright. What you're missing there are the wrinkles done with normal maps Most of the times the best way to upload your modesl in secondlife is to upload the textures ( diffuse, normal and specular) a part from it.So what you have to do now is: a)first option a from maya you save the diffuse normal map ( eventually specular if you did one but for a shirt I doubt you would do it) b) second option right from zbrush save them on pc then upload in secondlife Anyway good choice with zbrush it has an infinite power that would enhance and pull out the monster built in your maya a part that you could make very complex structures and low weights in shortest time. Happy Zbrushing.
  14. Normally I UV map before rigging. I am not a big fan of blender ( I use it rearly few...) but for istance in some programs I used when I modify the mesh I need to unbind, do my modifies then bind again. I am not sure if blender has this crazy way of working too ( it wouldn't surprise me it has many crazy workflows for many other things), but just in case try that, unbind, edit the UV map then bind again roughly weightpainted and do your test.
  15. Several programs have a built in crease angle tool. I don't know if you used the one in your program or the one in the uploade. just in case you didn't try the crease angle in uploader give it a chance too
  16. I think that Chaty is right ,without glasses I barely can read the photo but it seems to say 3ds max and the UI is for sure not maya so I guess it's max. I also notice that on wiki page they updated the avatars it says last version April 15th 2014 .I don't know if they have done any fixing to the messy weight that the previous versions had.I have been a lot busy with other RL so I missed this new stuff, but I am going to check it later. see if that new folder can help too.
  17. Forget using games to make your SL character, the new tos is really tight also about naming your product. For istance if I make a red bike that looks like a ducati I can't call it ducati or ferrari.Same is for Game characters you couldn't make a 3d character like a disney game and pretend to sell it in world like that ( this has real referals to a case that has happened and the store was closed cause of this). making 3d character would probably be the only thing you could choose to save yourself from growing white hair with fitted mesh madness. What they say about modeling a whole character is true and not , it's relative to the approach you use. For sure you need some basics. However from my point of view making a whole character has a difficult that change s according to the method. Any program can do anything, the method changes and so does the time that yuo 'd need to make it. If you make a whole character using polygon modeling you have to spend a lot of time tweaking it. Blender is a dinosaur and a lot limited for pro game character work A good very quick job can be done in zbrush. You need to understand its interface and its logic, the way it works is a bit different , the first time you open it you'd say what the hell who has written this program ? an alien?. Once learnt it's main features and how to use it it would take you very few time to make a character 3d using Zspere to make quickly it's rough shape. Dynamesh to give it a good starrt for a better topology as you keep "extruding" and making other parts learn the final retouch retopologing it by one the different ways that zbrush offers to make your character low weight around 10 K that's good for a game . Probably you know this character from movies, see the workflow in zbrush and how ti'd be qquick compared to other ways that I might suggest modeling it by standard tools and referals. http://www.cgarena.com/freestuff/tutorials/zbrush/alien/alien.html Zbrush even if it's the best solution for this kind of job, but also to make normal maps it's just a tool not a whole 3d program so you'll need to associate it to some 3d suite for external finishing quick editing like maya, max, blender. If you use blender though you'll miss it's GOZ plugin that comes handy to switch from a software to another, but that's not a big handicap as you can manually save and reopen the work in blender. Another free alternative to get a quick rouch shape to retopo and complete in a 3d software of your choice is using Daz3d. Read well Daz 3d has its own libraries and its character with its copyright, but it also allows you to build your own 3d character from scratch or with some suits to build your own lycan character. Both ways you'll need to know the basics first of building and rigging.
  18. "Special cloothes" what do you mean by that, jumbo? maybe if you give us here some photos showing we'd help better. Anyways even if I am not a max user what you want to do I belive can be done anywhere. I do it in photoshop as in maya with the same method,what I'll give you is the tips for start your own method in max. First of all I work with a SL clothes templates for old clothes system, those lines and squares can always come useful when paintng especially if like you say the dress is special. I take one of the SL dae avatar and put on them 3 different materials loading for each of them the template that I need ( generally you'd just need lower and upper body). I use those SL clothes templates as psd cause I go to paint not straight on the template but on an invisible alpha layer put above them. once done this I load my clothes or piece of armors or whatels e and fit them on the SL avatar dae wearing those layers for clothes as told above. I start painting with a rigid brush along the lines with precision ,then on the exposed parts , the one that in world won't be covered by your dress. When finished I save export my laywers made this way and open them in photoshop or gimp. then save them as Tar or as png ( png can be used as long as you export it properly allowing for it the alpha channel , in photoshop just save them as web devices and tick where it asks you to save alpha). Done what is on your layer now as transparent area will stay that way, what is coloredwould be left from alpha layer. Torley here would clear your ideas about those layers
  19. Where you can also try to use SL primitives as physics setting the mesh physic shape to none.maybe this helps with scripts and prims count but I see last scripts set for vehicles already able at least promising to work with more than 32.
  20. An addendum to the previous post just ked now in chat. The version they used to send me the file to convert for secondlife is cinema 4d r15. probably an useless detail, but keep handy in case you try with other versions. for previous software versions this tandem seems still possible there is was a plugin not free named cdfbx that could allow you to export your rig from cinema to maya. that plugin is more oriented for exporting animations set. As long as in the method above you can transfer the weight and the rig works you can build then again the animations set in maya, so say for new versions of both softwares it's surpassed. The rig in world works same as for maya and it's quite smooth too. I can say that if it wasn't just for the damm exporter ruinining cinema maya and cinema could be equivalent From few searches it seems that can do also sculpties thanks to some materials that you can find around on web,what it lacks is a script like the one for maya, but like for maya it has a python compiler so I guess it can help you to somehow automatize the process.
  21. Last week we were reading some blog of a store and sl content creator.The maker was illustrting a way to combine cinema 4d as her favourite software to model and then to use blender to rig the boots. Well , who knows me, I am curious If I see something then I have to find alternatives.Many Bloggers . fora users and slursrs know cinema 4d as an handicapped software not able to export for sl, like few others out there. As it always happens in these cases it quite often depends on the collada exporter. For some reasons cinema 4d even if it's a very famous software in cinema studio ambient matured from amiga computers it has problem with the exporter .The possible answer to all this is that it doesn't include all the info that you need in the skin, hence it seems that SL reads there the infos, not being able to use other bones. The rigging process ( I followed my friend action on web camera is quite easy as mine in maya) I have to say sadly some tools there let my friend avoid to use abweightlifter or other tools from maya cause it has the chance to transfer weight as you keep painting subtraxcting from some bones and moving it to the others. what we've done for now is using as file format to work in a team fbx. We used fbx 7.3 2013 with pla options enabled This is the screenshot that I asked to get to show you so you could do the same settings as they were done for the model I got to play with in maya. What I noticed once that the model sent to me was loaded in maya is that it was huge, so in outliner it was there, but not visible on screen untill I scrolled the wheel and moved pan view up up. This probably is fixable getting both softwares to use the same meter units(we'll make more tests later), but not an iussue at all for the method that I ma showing you. Howevver even if huge what I did was exactly to use the elementar manual procedure to export skin weights from maya. So once selected the skin I exported it. here pay attention you may have errors according to the format you choose and the size of your weight maps .What has worked fine for me till now least for the fewq tests we did is 1024 and iff format to export. I leave here my snapshot so you could see.This doesn't mean tht other settings couldn't work either, just be adventurous and try yourself some if you like. Once exported the weights it's easy to get them on your dress in maya. All you need is a SL avatar (one of those taken from wiki page) so open it in maya, import your dress as dae but not rigged.scale and put it on the mannequine (the sl avatar properly). Bind your dress to the SL skeleton using the smooth bind.Then select your skin from outliner go to edit smooth bind and import weights .Tada one second and you have the weights that your coworker, friend, partner, client had done in cinema 4d transferred properly in maya, export and enjoy I am actually working to find also if blender could become a tandem partner, so We'll try more file formats on later. For sure I can tell you fbx fails ( due to logical iussues that you can guess the goddam gpl license, as for other fbx files from other softwares that I tried in blender. Well with this for now you know that if you are a cinema 4d user and want to keep using this software rather than learning other ways maybe harder you can, just find a partner with maya or someone who can be doing the conversions of your files.
  22. I made several tests The key for getting a good liquid seems to be gradient of distribution of weights. You can move all the weight 100% on collision bones from the mbones it works perfectly on butt, if there is a good gradient of weights covering it. Same is for belly. Say my weights over them look like more and less those circular gradients that you could do with photoshop more in the center then gradually goind down in periferal part till but properly blending with the neighbors weights I didn't use the love handles in my skeleton, just properly blended weight of belly with lower back and as surprise in world moving those handles the dress was deforming harmonically also there.Why moving the handles in world the dress followed the shape Idk This time even on tube dress the edge on the edge covering the breast was working good, not going through the SL avatar bone. The breast deforming and jiggling even with that tube was doing good. the only iussue as you can see is the breast still going through it (hence alpha is a must). The iussues on butt are easily worked out. It seems to work quite nice also when all the weight are moved 100% on the collision bones, so it's not matter of how you distribuite the weightbetween mbones and collision bones for butt iussues. Using an appropriate gradient of weight the butt as oyou can see in photos below deforms good (not always following the SL avatar shape , alpha layer would stillbe a must this is not a new) What is still giving me iussues, even if It modifies perfectly if you apply an alpha is the breast. it seems that there is no way to get a dress without an alpha.At least this kind of dresses too much exposing your body My impression is that more than focusing on finding a way to move the SL avatar weight to dresses that can have a different geometry, the tests should be focusing on getting as much harmonic weight distribution as possible. Then again some sliders like those that Cathy showed us in that thread where she tested the sliders made as Medhue thought would help a lot
  23. hi Trinity. That iussue has been discussed before.Double sided meshes are possible in blender as in any other 3d program. The logic behind making a 1 face mesh double sided is to properly use the extrude features. Extrude of course used before rigging it. For istance if from blender you create a plane or a single polygon it would be seen from only 1 side and that's natural and pacific that happens this way, it depends fdrom the directions of normals. If you select that face or faces on the plane and extrude all together your mesh will become a like a box where all the normals must be allinied outside of it, then you can see it from both side. similar for an open jacket imagine that it's like a curvy plane, selecting all the faces all together and extruding you'd get it double faced. Same for a skirt. Now the logic is that when you do this you will end also with doubling polygons and vertices. unless it's really neded you can still be cheap, avoiding double sided meshes ( a part bleeeeeep who would lookunder skirts?) of course double sided mesh double vertices to rig, it doesn't mean that the rig process would be easier... Also secondlife skirt ( the one we used for template clothes) is a mesh if you download and study it, but one sided mesh.. this iussue would have been the same that you had found there too. maybe here it's more affecting your view cause you use alpha layers to adapt your mesh skirt to SL avatar , but this would work so far better if there were sliders avoiding alpha masks. One example? for skirts you can use a skirt with a cap built at the bottom of it. of course you wouldn't find it natural, but many 3d models from games that I've analized were done this way, others just like the SL skirt without that cap under it either.You can push that cap a bit up in the skirt so it would look double sided when they sit. if you want to go for double sided then, try selecting all the face and extrude, but before that I'd first use retopology and polygon reduction on that marvelous deisgn cloth(not a must but you get easier life later). maya like zbrush is a very nice ally for poly reduction and retopology A good topology willmake your rigging and texturing job so far easier, so far less white hair growing, less head scratching. Marvelous design is nice but it is a polygon hog maker itself, no matter what LOD you'll use some want to try to justify the abuse of polygons in this way. if I am in a club with you and you're at 15 meters from me you would bust my screen no matters what,first or later people would start yelling at those meshes with too many polygons.So be careful doubling the weight of a mesh coming from marvelous designer. look at those pictures in this guide to Zbrush zremesher http://pixologic.com/zclassroom/homeroom/lesson/topology/ that batman with 14K polygons is acceptable for a whole avatar complete character .Some clothes from marvelous designer would surpass that number of polygons so far . Not all the things that are quick and easy are necessarily good. there are more ways to get the same result but with lower polygons. maya has a robust cloth maker system, blender too the logic behind is like in marvelous designer but you'd get better topology still editale . What marvelous deisgner does is this using this sewing system that all the other softwares from blender to maya use, with marvelous designer it's just more automatic, you do it skipping the logic process. It then becomes like that automatic UV mapping that is not always a good choice. Zbrush could allow you to take an avatar and paint over it the mask (like a shadow ) of your clothes then get it out like an extrusion just in one click, after that you can bring it in your 3d program and use splines to add frilly parts, if you need to make a skirt with frilly edges.With Zsphere you could make roughly your clothes or character shape then use the mask methods to poof extrude the clothes out from surface, still fastest, but under control and with logic something that would be low poly low lag. Mesh is like scripting it gives people big power, but big power comes with responsabilities. if a script works it doesn't mean that it couldn't be lame for people around you, same for meshes.
  24. Whatever software you choose the important is to use use use and overuse it.The more you know the better you do.The imperative is practice practice practice.Of course each software has its own different workflow, some have automatic tools that would save a lot of wasted time like most of them are in maya, others like blender would lead you through more steps. There is always more than one single way to get the same result, the important whatever software you use is to know all the tools to choose the faster way. in maya too you can copy rigging without losing the rig, just export the weight map that's as easy as saving a jpeg on your pc. you then unbind your model scale it then you can load again the weight map one touch and it's done , no need retouching at all as ong as you've just scaled the model and the topology stays the same (same number of vertices and polygons). You can edit single vertices by using select tool and painting on them adding or subreatcing or use a more fine tecnique which is through the component editor (window-> general editor-> component editor) For troublesome areas you can use the weight hammer (great tool) or also use the loop select of edges or vertices and then from the weight paint tool window just by the slider fix it as you please. Maya has also something useful for characters that is the interactive bind and for those who want to make mesh part that have to be partially rigid parts like an armor there is the rigid bind easier to used compared to other softares Rigid bind is also what helps you to avoid gradient of distrubuition and all the vertices around a certain bone would be rigged with value of 1 to that bone. for interactive bind https://www.youtube.com/watch?v=D_aLxI2AHsI About the retopo it's matter of taste and how you feel it you can use the new retopology tool from maya 2014 that is very nice or zbrush that has more than one way to get it retopoed. Maya sculpting tools are not great they're just same as blender more and less so if you really want some advanced sculpting tools zbrush or mudbox will be your next friend.If you chose mudbox know that it can't allow you to shape characters like you could do with zbrush and zsphere, but if you just need something for advanced brushes better than maya sculpting it's good. Zbrush comes really fun with a tablet that I've found lately so far cheaper than those pro ones but still as big as one of them if you want I PM you the link.
  25. if I read well "avMergeMeshEdges.py" that script is not mel but python? if so try to switch from mel to python in the left bottom corner of maya. where is written mel clicking on it you switch to python and viceversa clicking again you go back to mel. see if this could make that script run properly.
×
×
  • Create New...