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About JackRipper666

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  1. Texture by notecard

    Thanks for all the replies! Main reason I choose to try a notecard is hoping this might make it easier for others to edit. If I manage to finish a 3d model I'm working on I think it will add ease of use to upload and add textures by name to a notecard and have a script do the harder part of assigning their textures to where I want them to go on a model. So I think in a sense it is the same as an applier as Edie said. I'm not very familiar with appliers or programming so most of what I come up with is luck at times lol!
  2. Texture by notecard

    Hi, I'm trying to understand how to best use a note card to change textures on an object. Example something that if I put say 5 texture names in the note card and say a notecard reader script reads those names in the notecard but takes the UUID of those textures and passes it along to a function like llSetLinkTexture. Then I'd just enter a chat command and it would apply those textures with the same function to the object they're in. If that makes sense to someone anyone know how to do this? lol
  3. Animating Physics bones?

    Oh ok I understand now. Thanks Optimo!
  4. Animating Physics bones?

    lol! No worries Rolig I respect your professionalism. I do admire your dedication here. I've seen you posting for quite sometime! Amazing you have 33k posts!
  5. Animating Physics bones?

    Well what I'm after is, say I wanted to animate the breast and butt area's so it jiggles when you click on the breasts or butt. I've already seen this done from other creators. I don't know if like a touch script, inside an invisible prim sitting in front of the beasts and a simple jiggle animation to make the boobs bounce would work when you click it. So wouldn't animating them actually work? Or are you saying these bones can't be animated? I'm not sure what you mean by physically animated Optimo. Do you mean like the avatar sitting down on a prim you then shake that prim using the manipulator build tools in SL and with your avatar sitting on the prim and a physic's body part on it then triggers the physic's bones to bounce. I get it to bounce this way and I can by making it fall from the sky and also happens when I stop running. I'm not sure if I will actually use this but I gotta say it's pretty funny and I might try it now that we have Bento lol. So it's more or less being able to control these area's with a touch script.
  6. Animating Physics bones?

    Hi, I was just curious. I've seen animated boobs and butts that you can smack with a script lol. An wondering is this being done by animating the Physic's bones or collision bones do they call it? I didn't think maybe this was possible. Before I try it with Avastar I just wanted to know if this is what is being done. Thanks for any help!
  7. Weights not smoothed Maya

    Thanks man, I'll give this a try!
  8. Weights not smoothed Maya

    I think I figured out my problem. I have more then 4 weights on some vertices on the mesh. Believe the max is 4 per vertex. I'll do some further testing to see if this is the problem.
  9. Weights not smoothed Maya

    Hi, I'm have a new problem I haven't had before. For some reason when I upload a rigged mesh my weights aren't fully smoothed. The mesh does not look the same as it does inside Maya. Example if I open a characters mouth I rigged the neck area won't be smooth and has points. But I go back to Maya and open the mouth and the neck is perfectly smoothed. I can't figure out why there is a difference between Maya and SL. Anyone know how to fix this issue?
  10. Custom Joint Offsets

    Nevermind lol. I'm realizing now if I just use the SL custom joint positions this really solves the problem. Seems better to just build avatars around the sl skeleton and mesh.
  11. Custom Joint Offsets

    Hi there, I'm curious are custom joint offsets needed on every mesh? Past viewer versions this acted differently. But lately I'm noticing if I have say a body mesh, shirt and pants. If I upload my parts all with custom joint offsets and skin weights it seems to be stable until you try zooming with camera or hiding and showing parts of your mesh with llsetlinkprimitiveparamsfast function. When zooming you get the old bug of avatar jumping effect. If you hide parts it's very visible to see your avatar bouncing around. If you get rid of joint offsets though and say upload a cube with the joint offsets and skin weights ONLY! then upload the body, shirt and pants the character holds up much better. No issues with hiding and showing parts and no bouncing/jumping when zooming in out of a character. The next problem is though if another creator I assume uses clothing with custom joint offsets say on a pair of pants it won't deform my character but it will deform their pants. So I'm curious how is this supposed to work? I'm not really getting the proper way to upload mesh characters anymore with bugs that can only be fixed if I upload my joint offsets to a cube to keep my avatar from breaking since it needs though but they become conflicting if all mesh parts have offsets creating unstable jumping etc like I already said but find this difficult to explain lol. Anyway if anyone knows what I mean and experienced same problem let me know. Or what is the best practice to upload mesh avatars? It's been awhile since I've made one and this doesn't make sense to me.
  12. Rigged Mesh more problems

    Thanks Whirly! Posted my comment on the jira! :matte-motes-smile:
  13. Rigged Mesh more problems

    Today there was an update to SL Viewer. I need to do some further testing but so far as I jump around to my usual problem area's Texture Thrashing seems to have been resolved. Now avatars with no Joint Offset option checked upon upload will still break when removing mesh clothing, hair etc. But if you zoom in an out all of a sudden avatar pops back to it's original shape....I'll have to confirm with a few friends to see if they see the same or if I stay broken.....either way nice job SL I see you're possibly paying attention to the reports.
  14. Rigged Mesh more problems

    Do you use Maya 2011 ISaysSorry? I use this as my editor and wondering if building a cutom rig I made for Maya and exporting out of Maya as fbx then convert with fbx to dae with converter if that work flow causes these problems. I see other creators using 3DS Max. Not sure if they have same issues or not..... My main reason for Maya is to build some custom joints and make extra deformers that I get to work. Creating a seamless face....this won't solve your problems in order to build animations off those extra deformers but well....that's not the topic for this post anyway. So to clarify maybe 3DS max has a stable fbx exporter that works better with SL. An I don't know if my custom bind pose is an issue I don't build my avatars in a T-Pose arms are about 45 degree angle I think. Just another possible reason maybe my uploads needed a workaround to create a stable avatar....
  15. Rigged Mesh more problems

    I can understand your frustrations ISays. I'm also having this problem and have a very similar workaround. I use the cubes to fix my issues and eh. Broken avatars lol. Did you ever find the problem? Also Whirly would you be interested in looking at one of mine? I am not sure how to resolve it besides maybe reuploaded it with joint offsets checked on the mesh. I am using Maya to export my avatars to fbx then convert it to a dae file. When removing rigged meshes with the cube fix it breaks the avatar instead of keeping it together. I also used this fix to keep the avatar from doing an odd jumping issue that Utilizator use to get as well. That doesn't seem to be there anymore though as long as you upload your character with joint offsets and skin weights both checked. I use to do it the other way around where only a cube binded to my Maya skeleton would receive the two options joint offsets and skin weights. MAINT-4606 [LION] Avatar shape is deformed after removing some rigged meshes. Deformation is only seen by users on the Lion viewer, not default release.I see this on default release when using the cube method. Again though if you take away the cube fix I created and uploaded with skin weights and joint offsets it doesn't break the avatar when removing the mesh clothing etc. It does seem however kind rough when removing the mesh clothing.