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Astrid Kaufmat

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Everything posted by Astrid Kaufmat

  1. This is what we'd need I am with you and Medhue on this proposal. I wish that LL would be less deaf than it is to listen to us. It would make life for creators easier. We couldn't spend hours of extra job to fight with collision bones and their craziness. To rig a dress like that using the old mbones in maya you'd need 20 minutes more and less, with new collision bones you could spend several hours fighting with collision bones. Lindens should listen to makers a bit more. We should get a couple of lindens locked in a room and force them to righ a dress like this both ways. In Middle Age this was a solution adopted with some cardinals who weren't able to take a decision about who should have been next pope: they were locked in a room and were made free again oonly when the decison was taken. This system reminds me the way you'd adjust clothes in daz studio which is an amazing thing if you have ever tried their characters and relative wardrobe. I wish SL would work that same way
  2. yes,Cathy, that makes sense. :matte-motes-crying: sighs so no bikini or nice sensual dresses with fitted mesh arrrrgg still those standard sizes :matte-motes-dont-cry: Plus I agree on your proposal about making available sliders and fitted mesh, as I said above or elsewhere: it would make SL behaviour much more similar to what we reproduce in maya using rigging bones and deformers bones for creating nice effect on clothes. SL collision bones are good to approximate good what deformers tools for volume do in maya.
  3. maybe ,hence land impact comes out from download weight ,server weight and physic weight, you could cheat a bit on physics, hence it's a flower you give it as physic shape a normal cube sl primitive linked to it and make by this way your mesh not physic.The little cube modeled like a flower stick would be the shape if you really need it. if you can also tweak the geometry making it very essential and simple and using normal maps to exchange what displacement should do.
  4. one of the downloadable SLavatars without that messy topology as it is proposed by those avatar on wiki for the fitted mesh folder(they are full of triangles) messed topology plus the torso and legs seem roughly joined together without a fine works on edges.Though what counts are vertices. Any avatar would work also those on wiki if you give them a better weight paint,cause their weights actually are really a mess and you can see it rotating bones like mbones, or mchest and others. I suggest you to use the SL avatar optimized that we already knew and used for making clothes layers. downloadable from sl wiki. It has a wholòe all square mesh perfect topology to work with. you can fint the improved secondlife avatar on wiki,click here If you also want to add it some sizes and deformers I suggest you to read in that book for blender I showed you above the little chapter about shape keys To see better also how this could be applied to a mesh to get it in different sizes see it also here This should help you to get in blender a kit similar to the one that I made for myself in maya.
  5. try baking your texture at higher resolution like 4096 or if needed also 8192 if you really need a lot of details, then before you upload it you can downsize it (otherwise the uploader would anyway do it setting it to 1024x1024). Hovewer that seems an ambient occlusion map or a specular map , isn't it? Generally those maps don't need many care or details .You can also edit later your ambient occlusion map in photoshop and blend it with your diffusemap to get your details better while you paint.
  6. There was a post not long time ago with same iussue. I show you in case it might help you too click here How they said it's not a good idea to upload both together as long as you can do it later in world. Mesh texture after all are not that big pain like sculpts where you'd ned to adjust and make them fit better once uploaded. In some cases also the 3d exporter of your programs could be messing that and uploading a mesh with text on it would't be working (dae is one but if you check all the dae exporters there are many) About the fact that yo'd need to reupload again the texture in case you need it, well that's not completely true (unless LL has made some changes) when I uploaded my models with textures already on them I was able to drag the texture from the object in my texture folder.(it's not a true drag say it works more like a locator the same way as for the other textures when you edit your textured prims,leading you to the folder with that texture). In my case the object had a changed name once uploaded but then I still click it and then go to texture tab ,clicking on the texture tab in building box then click on texture square field it opens a window where it shows me a copied texture to my texture folder (subfolder named cylinder for istance or any other name according to the name of your mesh for istance another model I just tested now that I uploaded already with texture would lead me to its texture folder in my parent texture folder named leaf). Of course if you want to sell your item full perm and give your client the ability to customize the texture this won't work for them. Only the maker of that mesh (as its creator could get the texture in inventory).In this case you'll have just to take that texture and add it together to your prim in the folder box that you sell. The price would be the same that you upload it linked to your mesh or sepatrate it's the same. Though I still prefer to upload all my diffuse, normal and specular maps separated then I put them on my prims.
  7. Np, to answer your questions about workflow yes you've got it. A) about the workflow question 1) I would first make my model in clo3d or marvelous designer 2)Transform those bad oriented polygons and triangles into some organized beautiful topology using the maya thing.Maya is not a must of course, as I said you could do it in blender too, and in other programs, though maya tools for me are unrepleaceable , you see the speed. 3) reduce the polygons and that new feature just added in maya 2014 is just faboulous. Blender indeed has a feature like that as well but hmmm the result not comparable to maya so far. 4) once that your model has a perfect topology easy to use and low polygons we can go on with skinning( UVmapping). Just an extra tip in case you want to make wrinkles using normal maps on low polygon avatar, when you UVmap it don't get overlapping polygons, this just to avoid to paint what you do to one polygons also to other polygons where you don't want it( ie for istance if you want wrinkles or a special normal map effect like a zip only on one thigh and the other not). B) About the templates question Not sure about your meaning of premade template. I can imagine of templates for automatic rigging feature that many 3d programs use such as maya or even blender itself (if you check for the plugin named rigfy). As in maya automatic rig Rigfy also in blender would allow you to rig your character in automatic way using a template/s. However rigfy is not written to use SL bones names so you should recompile its source written in python to allow it to rezz the bones with the exact name you need for SL. This was also explained a while ago in blender forum as the rigfymaker himself told. If by template you mean using SL avatars on wiki to transfer their weight to your clothes the way we could have done with other clothes for old way of rigging using the tools to transfer weight from a mesh to another. well that would be a bad idea unless you get very well rigged avatar (that are not those on wiki if you move them you see the rough weight on torso and pelvis especially) To use this feature I would first make a perfect rigged avatar, then cutting its polygons yo could also model your clothes or armors starting from it and transfer weight then going on with the workflow that would need that you move those weight to collision bones ( extra step to add to the old way we knew to rig). C) About the liquid mesh rigging question About the Liquid mesh workflow sadly no other way than doing it this way in all the software whatever yuo use. rig to SL mbones then move your weight to collision bones(the ones with capital letters children in hierarchy of the mbones). As bit extra help to rig in maya you could look at this post I made before click here As I said even if some softwares would allow you to use sliders (that can be emulated by other features in other software lacking of those features) .The workflow, once done the binding smooth binding, the automatic binding, would be the same you'd have to rig on mbones then fix and adjust the weight to be on collision bones and that's where it becomes longer and much more boring than before. Old way of rigging mesh (with their standard size and then deformers) would have taken less than half an hour to get a dress rigged. Here you'd need a few steps more. Though standard sizes were not liked by all. The deformers would have made life easy for many makers and also for shoppers somehow, saving also a lot of created content. Now Who would buy standard size clothes? I mean there are liquid available and would anyone buy anymore a rigged outfit that would ask you to wear a standard sized avatar (maybe not your kind of body)? P.D Liquid mesh is not new thing those makers who introduced it have been working with it for a year or so before SL definately launched this feature killing Quarls hard work to make a working Deformers tool also not at all laggy as said around. The most common excuses you could ear about Deformers are that they would not allow good result on mice size avatars or on giant avatars and a bit of lag (discutable and opinable thingy), as we all would use in SL jerry size mouse avatar or Elohim ultra tall giant avatar. The last versions of Quarls were not bad atall for lag. Even better working in inworldz (maybe cos inworldz use nvidia physics or maybe cause inworldz has much more lower ping for me). My personal opinion is that lindenlab to make things easy for all ( as long as their motto is your world your imagination) ,they should think again about their decision on Deformers that were so far easier to handle. Cause as it is now I see a good future just for corporations and majors who could come here and bring their pro builder rigging tons of meshes with this pain in the butt that is liquid mesh. Both (deformers and collision bones) would be really good for ultra realistic effects and easy building. D) About getting maya AS I Told before elsewhere maya is not cheap, not for all but if you want to start making 3d models maybe also sell them out from SL (there is so much to do on 3d models marketing) It would be a nice choice. I have been harsh critic to LL when they first didn't release enough working avatars on wiki page to allow any 3d software to work with them, hence first zips had a lack of dae.Anyone should be able to work using what they can afford or have. I have tried blender( the old versions were not even the ones with this new interface), by then I was not in love with it. With its new interface maybe also cause fed up well by momma Maya I can work better. However maya is all another planet for easy workflow and better feature unreplaceable software I wouldn't exchange it with blender
  8. Just forgetting. I don't get from your post if you're having iussues with UV mapping too or no. However to learn how to easy use UV mapping aka skinning aka unfolding you can use this free book from blender wiki that I already posted somewhere else. it would show yo in a couple of pages the foundamentals. look here For the book it's here to download Then you can also look at recent created threads in mesh forum and you'd find a good unwrapping guide for blender made by medhue click here
  9. Hello,Bria. Marvelous designer and Clo3d (which is the same just with more features) are great tools to make a good looking speed dress. However the speed is not always a good friend. I mean when you have finished your garnments there you'll get a mesh with a disaster topology. Topology is very important not only to unwrap easy and better your mesh, but in case of normal maps and stuff to easy and better paint your normal maps without getting unwanted glitches. A beautiful topology would also make easier your job later for weight painting your clothes, especially if in trouble some areas you need to loop select vertices and create gradients of distribution of your weight and don't want ust to use the brush , as till now it has been possible somehow for old mesh clothes rigged just on SL standard bones I suggest you after you've finished your dress in marvelous designer to use a tool to convert tris in quads,which is what your 3d rendering software and also what SL prefers. remember SL is hungry for quads polygons and hardly digests trigons. There is a video that would show you how to get this result and a beautiful topology in maya. Blender has in surface also the commands to convert tris to quads, but blender compared to maya is a toy less lots less efficiency. Plus if you have maya 2014 there is a newest feature that allows you to reduce a lot the number of polygons of your avatar keeping the shape. A low number of polygons would help you a lot and make your clothes better. About the rigging for what I see it's more and less the same whatever software you use. of course some have the deformers to let you do that automatically , but then you still would need to adjust the weight for your mesh. in other 3d programs yo don't have the sliders but they'd allow you to build your own deformers to stretch bones and simulate those the deformations. The problem at this point would just be just a more troublesome rigging, whatever people says, fitted mesh is not at all a good idea it would have been as a plus ultra feature together with deformers to make your rig more realistic same way as when in maya you want to make extra cloth effect and use deformers bones together with standard ones. Tho no maker no book, no tutorial would ever think of skinning a whole rig only on collision bones: this is where you would be left a bit on yourself now for testing these new bones. official ways of rigging books and tutorials would not even consider the madness of using a whole rig just on deformer bones. Collision bones aka deformers bones in maya have always been there. SL and whoever proposed this rig just on collision bones hasn't made any discover. The problem is that nobody who knows how painful can be those bones would propose a whole rig on deformers. P.D about blender 2.69 update to 2.70 it has fixes(brought there by SL residents involved with blender developement) for fitted mesh.the 2.69 doesn't work well to export weights rigged on collision bones( this as ultra proof o what I said before weight painting on collision bones is an option not contemplated by all riggers at all). I suggest you if you want tomake test to do your tries on a tube dress or any garnment that has a lot of opening holes areas or a bikini, there you can say if truely the rig on collision bones is really working. I watched some videos making rig on a total closed dress that look like a whole avatar headless, well know that somehow such rig would have kept your proportion als o with old way of rigging.This is why to learn I suggest you to use as rigging model something with open spaces. I hope that this helped you a bit.
  10. you may also try to use the secondary larger shape that they suggested before but , using for your glow rigged shape one made with inverted normals The Body you make would be transparent and show you and just thelittle edge of it not covered by your true body inside from every angle, by this way working like an aura. in this way you can control the amoouint of glow you need, if you really need it and just use an alpha semitransparent texture. so wherever they look at your avatar it would display an aura around it. it would be no morenor less the way they built those toon style sculpt prims before.
  11. Rotation may depend on the coodrinate system that your editor 3d uses by default. for istance Maya that I use is Right oriented so anything that is not oriented that way would be turned when I import , unless I am sneak enough to do it before I export it from other programs. The scale depends on both sides the exporter that in some program might ask you what scale you want to use before you save (meters, centimeters and so on) and also by the importer that in some programs would be asked when you import/merge/append what size you want it to be (cm , meters etc).
  12. yeah check better the seams as they said. Check very well the marked line of your cuts. I can't see much from a 2d photo but also check that in your model there is no polygon sharing more than 2 edges in your troublesome area. those can be really bad beasts to fight with when you unfold and if the model has many poligons also hard to find (unless you've got scripts to evidence those kind of wrong polygons). In other words look that in your model there are no polygons building up a sort of T geometry :this is what I mean by polygons sharing more than two edges and that can represent a very big iussue in skinning session.
  13. indeed shadermap2 is really great program for normal maps It also allows you to do some usage of it even in not licensed version. another program you may use is free and is x-normals (it's a program used for game engine so it's studied and made specifically for that purpose) The top would be Zbrush (compared to other programs the way it makes displacement would make your pc work less so it's really good on old machines). Mudbox from autodesk also makes easy normalmaps ndo2 if you have photoshop is a good tool too especially combined with xnormals,tho it's not free. Blender did many steps forward compared to the first versions I tried, but it's still a not mature program that would make you feel the lack of things once that you've got the taste of better prorams. All another world no words to describe the difference.
  14. Any program has a propriety editor panel to set up the scale. Look into its help file and see how to set up it. Set it to a scale that wouldn't be so big hence you're working with avatar cm or meters are fine. Then like when you are prepairing your 3d workbench of a modeling session use a referal. rezz a cube and using the scale tool on one axis (the vertical one in your 3d program) make it tall for istance 1,80 meters or 2 meters :this is going to be your meter of measurement. now if your avatar is too big stay in object mode and from there use the scale tool that is more or less the same for any 3d program, being careful to not move any of those handlers but the one in the middle where the three axes meet (this is very important tokeep proportions). Now you can scale your avatar till its feet and top of the head match with the extreme edges of the cube (rederal pillar ) that you've rezzed as referal. In case use also the move tool always in object mode to perfectly position your avatar or even better use the numbers of coordinates for positioning it for a precision snapping. Some programs also offer you the tools /scripts to scale a project to a desired size but it all depends on what you're using. I hope you got the concepts , the other details you can easily guess reading your manual guide that surely is built in or is on their website.
  15. gotta find a demo and test it. thanks. my big headbreraking iussue now is getting the top of bikini working or tube dresses working 100% with fitted mesh it always seems to be soething going wrong. For closed outfit the subtle fil rouge functionality/errors gets really thin, the result would be so far acceptable, after all also said on wiki alpha would still be required . I have also tested sliders in inworldz. there I don't feel the lag iussues and less performances as it was said here ( one of the cause what the sliders quarl's project was abandoned). They told me that inworldz is not using havoc but nvidia physics : maybe that's also one of the reasons there I get more fps. Maybe the less lag is also due to the fact that in inworldz I fly with a ping that is around 25 30. As other programs I am testing there is Daz studio. I got the feeling that maybe it could do something for sl and meshes. when I tried to export the avatar that I use for making animations I saw in betagrid that the exporter worked. I got tho a very very big say huge avatar all twisted.This make me think that 1) there is a problem with scale ( maybe fixable editing the dae in text mode) and 2) a bone names and or weight iussue. Maybe this is fixable hence daz studio has utility for making bones and weight painting. gotta test it too.
  16. Gemini , I can suggest you a book that will help to understand first steps almost spoon feeding you. It's a free book tat you can find from blender wiki. Just download it and start practicing following its examples. There is all you need to know to understand how to use it and start making your first meshes. It also gives you the first boot with rigging and animations. The book is over 300 pages but of course explude from it the chapters about particles and other stuff like that that you'll find useless for now in secondlife (unless you want to be a machinima movie maker). It's a book written by John M.Blain and it's all free you find it on blender wiki page.The blender wiki is a great help itself .There is also the site blendercookie where you find great tutorial and help from other users You can download it from here or here However once learnt blender 2.6 intterface and understood the logic behind, you could always get a free version for students of maya and the jump would be not that hard, the workflow surely all another planet. For script the only free source that I can suggest you is wiki as they did above.There are anyway books but the few I found need a lot of integration with wiki. While being starving 3d concepts you could learn blender in a week using that book the same couldn't be said for scripting if you don't know already least php or html that's how I still cheat with lsl interpreting it. About the Building tools and primitives I have just logged inworld and checked the sim they were sugggesting to learn about normal primitivves of secondlife. it's still around and the sim is natoma you find it on map other stuff about primitives building tools and mesh for a quick boot are here. Building tool Primitives Useful notes about mesh before you upload mesh physics Land impact here a short guide made by jenny darkwatch about land impact
  17. Quotes what already said Medhue. Actually I am having same iussues with certain sizes in troublesome areas ho would be breast and butt. I use maya I don't know how better is the suite that you're using for blender. I am going to test max again hence I read from secondlife universe forum that chip midnight was enthusiast about some liquid mesh hair ( but that is an area not trouble some as breast adn butt could be). My opinion is that Secondlife should think again about quitting with sliders. I belive that they might even consider to adopt both solutions but not as we mean till now. If you've done some training with maya or read about books and studied how to use the deformers bones you may understand what I am thinking. In Maya deformers bones are used to give your rig more realism to your clothes when avatar moves limbs in this case extra wrinkles and also bunching butt and breast for sl avatar) Though a rigged character in a 3d software wherever you make it it's made with its own clothes, there is no book that would teach you good the teecnique to adapt your clothes to any avatar as we pretend to do with secondlife. This is why we need sliders and why sliders can't be exchanged with any other solution that would really make life easier. "true progress comes when it's available for all ...."
  18. Hello Folks I am going to show oyou my survival kit for maya users , in case you decide to mess with rigged mesh. This is just my personal way to approach it and how it felt faster for me. It's not the canon. I post it in case it might help others as it did with me to speed up. Sadly it's not yet the panacea nor the final solution to the problem that the actual new liquidmesh is representing about rigging, but a little help with it. Said this let's go on and see what I am talking about. New liquid aka fitted mesh system requires, at least for what I've deduced by inverse-engineering studing the avatars published on wiki, that the weight should be now on "new" collision bones. If you open the zip downloaded from wiki you can see this yourself. Any avatar has the weight moved to collision bones. To do this it'd be good to rig the avatar the way we already know first to the "mbones", then moving the weight to the collision bones. According to what is said on wiki with the new collision bones you don't need to use them all in your righ as it was needed with mbones. So the first steps about binding and rigging to mbones are the same. You can use the way you already know for maya. Though I lately found and love a plugin that makes my life easier cause it allows me some extra tools and the abvility to rig on layers ( making it easier saving me from errors same way as when you draw in photoshop and use layers). The name of this plugin is ngskintools. Downloadable from here. The tool comes with a detailed guide about the usage and good videos, so I'll just skip talking more about it. You can read it's guide here , and movies here and here. This tool is optional, as I said the first step that is rigging your avatar could be done in a way or another. Now the big problem is once that yo've rigged your avatar on mbones how could you move those weights fast and precise to thenew collision bones? (in other softwares all this process has been to me even easier though its exporter is not good for sl and I doub t it would ever be, so let's achive that) To move weights I found t an old script that still works also in maya 2011,2012 and 2014 ( I don't know about maya 2013 but it shoudl work there too). The name of this script is abweightlift, downloadable from creativecrash site. How to use it.? Select your garnment from the outliner window. Then stay in move or in rotate or select mode, don't stay in weight paint mode when you use abweightlifter (it wouldn't work good there) Select your source ( the bone where you want to move the weight from) click select destination source button, you'll see a list but don't care much about that for now. Once you've clicked on select destination you would see appearing another list in"select weights by influence". It's here that we'll work now. Select the bones you want to move your weight from.For istance imagine that you want to move the weights from your mpelvis bone to its children collision bones (BUTT and PELVIS).This is where this tool come handy rather than move weights for istance from mhipright to RIGRT_UPPERLEG (that could be easily done also by the classic ways you'd use in maya. At this point for the fifth step we have two ways to move the weight to PELVIS and to BUTT collision bones , by this way "cutting" in a way in two parts those weights that before stant only on mpelvis bone. a) we use the "paint select tool" and holding ctrl while we paint we deselect first for istance all the vertices that are in the area of butt. Then we select from the weight manager of maya that you see in the "paintweight tool "first the mpelvis (our source) then PELVIS (our desitnation) and click on "move weight to selected influence". Alternative skin/edit smooth skin/move weights to influence. Once moved the weight for pelvis select the mpelvis again from abweightfter and repeat the process for the vertices that should be influenced by butt. When collision bones have had the weight transferred on them you can eventually use the smooth tool or the other brushes to adjust the seams of weight if needed. b)The other way would be just select using abweightlift the vertices for mpelvis as shown above. Then instead of using the the paint select tool we go in the paintweighttool and use the list of influence to select fist st the mpelvis (source ) then holdfing ctrl we select PELVIS and BUTT, at this point we hit the "move weight to selected influences".Then we'll have to play with brush in replace mode to adjust the wight on PELVIS and on BUTT area. What said till now would be an alternative way to move weights from mpelvis to its children collision bones and also for mchest. For the other limbs mbones and collision bones there isn't such big iussue,least I haven't found it that troublesome.
  19. I belive that it'll take still a few of patience, Lisamarie. About blender it's needed an update and we must wait for the new version( actual one 2.69 released October 31th 2013) to come out cause the 2.69 exporter is cracking down the exported meshes made with liquid rig.read here I've done a few tests with maya 2014 ,using it's built in dae exporter ,that according also to what other would have tested and said shouldn't need the fbx converter as for maya 2011 and 2012, but for liquid meshes things change. The tests worked good except some odd behaviour on butt nd breast for some shapes sizes. It seems that I amnot the only one experiencing this see also here What they said above about how to rig it is correct. I am doing exactly the same I rig it first to all bones and to the old ones as it was an old mesh rigged garnment.Then I adjust weights so that my dae would be rigged on collision bones. A weird thing that I have also seen is another, in the standard zip that is given us on wiki (click here )and that is supposed to be an example to follow the dae avatar would behave like anything but a liquid rigged avatar. I'll be clearer. if you open that zip and open the dae or the fbx format in your 3d program you can see that it should be rigged to collision bones as long as you select classic bones and they wouldn't show any weight . When you upload the dae avatar to secondlife or you convert any .ma or .fbx file from that folder to dae... once that it's in world it won't behave like a liquid mesh, not adaptingto your shape that would still go through it.
  20. you can enable or disable IK by clicking the avatar from the menu you find this "enable IK" (clicking on the bounding box or even on a single segment of the avatar body yo can trig that menu). Be also careful if you copy paste pose,from edit-> figure select always "memorize selected item pose" then to paste "restore selected item pose" I don't belive it's a software iussue, the only iussue that 4.6 is giving is when you install the goddam genesis 2 and if the path is not correct you might get error,but that's fixable too. Try an FBx export and see if another software does this thing too, just to settle if it's the software or something in the workflow going wild I wonder what animation from exorcist you're making. However if you're doing those wild things like when she rotates her hea 360 degrees be always sure that you have deselected limits on rotation. When yo click each segment of the avatar body you see two icons: one is for pins menu, the other (the little man) is a menu where yo find "limits off rotation") if you click that you can rotate your bones "breaking"their natutal movement. IK is just a way to animate in 3d as in cybernetics giving each segment a single controller (it sometimes could get sloppy cause for a single movement you'll have to gues all the bones positions by yorself) FK would help you instead allowing the computer to balance other bones automatically If you have maya (it has a bvh export plugin) import the fbx in maya then export the bvh from there,or any other software that allows you to import /export fbx then export bvh. Blender does it too thanks to some plugins.
  21. I did try some test to reproduce what you describe but still nothing. here I attach my file so you could see. I tried to make a quick animations that should move my torso like a fast pendulum.This a way to force what I used to see a few months ago in phoenix and other old viewers but the animation worked fine. I used 64 and 32 bit daz 4.6 I went back in debug mode using a couple older versions of Sl official viewer result nothing here is my file if you want to test it in betagrid I uploaded it with and with loop to make my torso move like a pendulum. No problem in ao , posebal or as trigged animation pendulum animation IK adds single controller for each bone Maybe try to check those pins if you worked in IK mode yo did some bad movements "breaking" sone joints junctions with a not natural movement
  22. Hi,severa. Few dateils to give you good help but let's see. What animation is that? should it loop? should it be short and fast like a weapon animation or a slap (for istance). if the animation has to be looped you must tick that in the uploader window. Daz has a Secondlife compatibility box to check before you export did you tick that box? ( I guess so hence your preview worked fine). if your animation was affecting/deforming too much the avatar around the pivot prolly you would have seen it also in daz or in the preview. You didn't tell what viewer you're using. However I had this same iussue that you're describing here, like my avatar rotating around its pelvis with the head getting betweenmy legs. This iussue was seen quite often if I was using older viewer like on phoenix or any other too old code. It was a random phonomenous but always fixed when I went back to SL last version viewer. Try maybe your animation with more viewers I use Betagrid to test animations but also I send my bvh to other 3d programs and I see how they play and if needed I add some fixes. The worst situation I had to face with daz 4.6 was for some stands that could have digged my feet under ground but there i s no help for that , just make tests before you upload that 's where betagrid is helpful. But this is something you'd face with any program nothing specific due to daz. just in case this is the avatar and cr2 I use http://static-secondlife-com.s3.amazonaws.com/downloads/avatar/avatar_mesh.zip that you can find in this wiki page http://wiki.secondlife.com/wiki/Clothing_Tutorials
  23. As they all said the answer is a NO and that's a categorical imperative hence to be here you accepted the tos then you also had to do the questionary where it's clearly written that this couldn't be done. They also specify that you couldn't take a real model and sell it here with its real brand. Example if you make a Mercedes slk thwn you couldn't resell it as mercedes slk or a ducati monster and call it ducati monster. This is the theory and we all love it as ideals. Thrut is that SL is made by real persons in a pixel world and like in a real world criminals do the rules and then cops should learn them. If we go together making a tour in SL I could show you there is a lot coming from nexus mod, from renderosity.Especally some Midle age RP have a lot of stuff coming from Nexus mod (skyrim and other games) readapted to sl. Everybody could download those renderosity and nexus mod stuff but they should just use them to study how a mesh for game is done not upload it and resell it cause then it's like stealing . You need a license to do that as they said before. About the other question thrown in the forum where was asked if it's possibile to EMULATE items that's another thorn twisted in the side. Basically Skyrim object have been uploaded in here I saw them also in sculpt version and that's a thing that good smart ones can easy do with specific programs that from meshes elaborates coats to turn into sculpts. Also a lot of Final fantasy stuff on mp in primmies and sculpt version. was it right ? mostly like even then it's a vioilation of copiright cos you're reselling it with the original brand. It also happened that a store who had a lot of Disney avtars was closed cause of a violation of copyrights, of course that was not a mesh coming from a game but just a brand violation. Why some are allowed and others no? 1) cause maybe they've not been found out yet secondlife is a community and lindens can't be so perfect to know anything going around, so till people don't report it it's staying there) 2)cause some brands somehow also knowing it might like to get some free spam in sl see how many coca cola machines and can of coca cola you could find in world. If you want to be a fast builder and beat the lazyness watch here
  24. Same effect same iussue same fix. I use maya as well but I am running old Generation nvidia cards. I would hear from one of those with the new nvidia CUDA if this is still happening too. Offtpic complaint: LL should not release bones and skeletons in maya format . Why should we support only a platform that costs 6000 Bucks? Don't forget also that maya is the most stupid software ever with its silly updates that could let old version files not work on new ones and viceversa then you need to use those plugin/converters and cross fingers. your world your immagination it said at beginning but my immagination shouldn't cost 6000 $ Dollars A blender file or a collada would be much more appreciated.
  25. Hi Quie I agree with your point of view . I tested it also on sculpties and well the physics gets doubled as the LI. Example 1 sculpt with alpha blending will have LI =2 10 sculpties in a linkset with alpha masking will have LI= 20 It's not that great thing But I found out this fix playing with a window and its" buggy" texture. As I showed it was a secndlife primitive with alpha masking with LI = 1 and the physics still the 0.5 both either in alpha blending or in alpha masking I see this as possible application to simple structures of whole building (maybe not linkedglasses or walls,where you want to cut on prims with some illusionist texture. Example with secondlife primitive object 1) alpha blending mode The land impact = 1 physics= 0.1 2) alpha blending mode Land impact = 1 Physics =0.1 Alpha blending nd alpha mask applied on sculpties As you said it would make the LI higher the double of the prims rezzed or the prims in your link set. I agree that it would take too many resources if we leave thigs as they are. here we can see how the alpha maskmode applied on a single sculpt prim gives doubled Land impact and doubled physics Here the worst situation to deal with: 10 sculpties linked with alpha mask according with what Quie introduced before the Land impact in this case would be really high and about the physics we'd get a big value too (22) last case 10 sculpties with physics set to null and linked to a cube primitive that would be the root prim and the physic shape of the whole linkset Here a little Cheat to fix that situation above This is a better situation cause we have 11 primitives linked together with a land impact =22 and what is interesting the physic is much lower cause we're using the cube physic in this case the physic is 0,1 I am not sayng that I would love to abuse of this, not thinking of using this feature on big linkset of sculpt primitives even if this cheat would be nice. My idea and that's why I propose and I hope It will help someone else is to fix some old textures on old buildings. If I have a window not linked or maybe linked but with proper cheat to make the physics lower, as shown above,that has th give me that bad artifact, I would cheat a bit in this way playing with alpha mask and get 1 simple secondlife primitive rezzed and till good Land impact physics and look In my specific case in the photo: I was trying to make a one prim wall cage that should rezz around the people walking on that mat having some alpha around like trees or other stuff would have bugged my "mat cage" in this way I fixed the look and the LI and phyiscs are still nice as they were without this trick.
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