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JackRipper666

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Everything posted by JackRipper666

  1. Thanks All, so far I think it is the ghosting problem. If I use the refresh avatar attachments that get's it working again so thanks for that. I'm just still puzzled on how to fix it from doing that lol. I attached it to different attachment points as well. Everything on different attachment points. Hm..alright maybe the attachment point thing did work. I did have one other item that I didn't realize on same attachment point as this HUD. I'll keep going with this for awhile seeing if it sticks at all.
  2. Hi, Does anyone know when building HUD's if too many prims or even sculpty shapes on a HUD can cause lag? I have a simple HUD that uses llSetPos and at times when teleporting to different sims the HUD will stick and I have to detach it. Log off first since it won't detach till I do then log back on and finally it's detached and I can reattach and get it to work again when I click a Hide/Show Button. I'm still puzzled by this as to why it does this. It has a lot of prim objected attached to parent prim but other than that it's only a couple scripts I have in the HUD. I even tried using llSetLinkPrimitiveParamsFast to see if i get a different result. At first it seemed to fix things then it went back to same ole getting stuck when teleporting. It's kinda of random doesn't just happen every time but at random times.
  3. Thanks everyone for your help! Much appreciated! I am going to give this a try as I'm really trying to just target the glossiness only as I have spec maps manually plugged in.
  4. Thanks for the help Klytna and Rolig. Unfortunately that won't work for what I'm trying to accomplish. I have two meshes that are cut in many pieces linked together. I don't want to have to script each small piece with their correct spec map. I was hoping with the spec maps that I have applied before I linked them together that I would be able to adjust only the glossiness parameter with a script. If I use TEXTURE_BLANK, would that take off the applied spec map? I can try that at least see if it keeps what's there but only adjusts glossiness.
  5. Hello again, I've never tried this before so not sure how it works. Would someone be able to enlighten me if it's possible to use a script to adjust the glossiness only of a prim? I tried prim_specular as with llSetPrimitiveParamsFast but it always wants a texture in the inventory. Is there another way?
  6. 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!
  7. 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
  8. 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!
  9. 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.
  10. 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!
  11. 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.
  12. 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?
  13. 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.
  14. 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.
  15. Thanks Whirly! Posted my comment on the jira! :matte-motes-smile:
  16. 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.
  17. 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....
  18. 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.
  19. Hello, I've been getting a strange problem for a while now with second life viewer. I usually use Exodus anymore because of it. Every time I hit control I or even click inventory the window never pops up. It's as if it's stuck and I have reinstalled the viewer but with no luck can get this window to come back. At times it just comes back on it's own but it's very problmatic and eventually quits working again. Anyway to fix this?
  20. Well I guess this is why it confuses me lol. According to the video it says it's for mesh garments.To me it should work independently from the avatar. Because my mesh clothing or armor always scaled along with my mesh avatars with the first skeleton. So i didn't see a need for more bones there just for the sliders that didn't work yet. So I started assuming they were half way there or something thinking fitted mesh was only for indepent control. So are they trying to kill two birds with one stone then, clothing and all the rest of the body demisions with this new skeleton? But I do see some independent control here if you look at the video again. I see the clothing scaling off the body and trying to match the body demsions of a smaller frame. At aboutt 1:18 to 1:21 you'll see a female mesh top doing just that in the video. Now that I think about if you build your own avatar you'll use all these bones to get the rest of the sliders to work on your avatar as your doing Medhue. But if you create just mesh clothing for the default avatar it seems it works off a different set of bones or something if it's independent control like this in the video. So maybe I answered my own question with it killing two birds with one stone. lol So eventually I'l have to see if it works well since you seem to find it's lacking.
  21. What about your own mesh avatars. Do you think it's possible to use those deformers on your own creations even though it's primarily for clothing?
  22. Nice to see you get this far already Medhue. I also am not sure about this besides maybe making use of those physic's bones on a female avatar. But until I get a chance to try it I won't know what I think of that if it works lol. The way I see this skeleton as a use for me is only if I decide to make any clothing or armor available not only to my avatars I build but also to the second life default avatar after I adjust the parts to the default AVI then rig it. This would allow customers to scale the parts off the body and not along with the default avatar shape. Since everyone has their own shape they like to use you'd need a seperate control to keep the body from poking through if they have a large shape it would easily poke through the clothing, armor etc. But this is how I took this skeleton to be useful or used in SL since from the video it shows how creators had the body of the default avi poking through their clothing if they didn't build it away from the body enough. This new skeleton seems mostly just for adjusting that that problem giving you that control to scale it away from your stomach enough so that it fits. The physic's bones if they work will be nice. But I'd probably just add those to my current skeleton I use in Maya using the same naming convention. That works when I rig my avatars face with some extra deformers named after the attachment point bones. Can't see why it wouldn't for the new programmed in physic's bones as long as I use their naming convention. As for the collision bones I won't use them with my avatars I build. Since I build it custom to fit the shape of the characters body before it's even uploaded. Therefore when any of the sliders are adjusted the avatar's clothing/armor scales with it. Besides the sliders that don't work at all just yet. I know it could still be useful for my own custom built avatars but I thoroughly test the avatar usually before I upload to beta to see if it pokes at all. Then run a bunch fo different AO's to see if any animations show a part of the body that is poking through the clothing etc. But it could save me if I put in the time to add these into my current rig. Since even if the clothing isn't perfect you could just scale the clothing off the body pretty far to fix that using skin weights and should save me time in that way. So that's pretty much how I took fitted mesh as if it's made for taking care of the mesh clothing, armor etc that you build around the default avatar. Which would just resolve poking through depending on the shape of the default avatar giving you the flexibility you need to keep your clothes fitting nicely. As for it controlling the body fat etc. I didn't think it would be used for this. Fitted mesh that name just implys to me fitted mesh clothing if you know what i mean. Not so much take care of the body adjustment sliders that don't work on the first skeleton released. I could be completely wrong though but that's my only assumption as to why you're having problems with those sliders.
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