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JackRipper666

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Everything posted by JackRipper666

  1. Hello everyone, I was just curious about the fitted mesh skeleton that has been released. I'm using Maya and looking at the new bones added and trying to think of some of the possibilities here that are now available to us. I guess my thoughts are kinda scattered but I am looking at the skeleton now and it's weights are actually weighted to these new bones that lay directly in the middle of all the default skeleton bones. I have a picture below for you to see what I mean. When selecting to weight paint the only bones that have influence are these new bones. Now I know it's for mesh clothing mostly but it's confusing me since of how this is rigged in the file. Are these new bones only for mesh clothing? So that you can scale the clothing off the body and not have it part of the default bones? And there is some physic's bones in there these here BUTT *LEFT_PEC *RIGHT_PEC *So we can now use avatar physics once this is released? I just wanted to be sure how this works if I attempt to use this new skeleton. http://img128.imagevenue.com/img.php?image=091152638_Untitled_2_122_485lo.jpg <-- Full Size image.
  2. Thanks guys, really appreciate it! I'll give this a try.
  3. Hello everyone. I am trying to make a script where I can target a specific face of a prim so that if someone touches for example face 5 of a cube prim something will happen. If they touch face 4 something else will happen which would happen. Only thing I'm puzzled on is how to use faces in this way. I was trying something like the code below but not really understanding llDetectedTouchFace. Maybe someone can help understand what I am trying to do with it though. default { touch_start(integer num_detected) { integer face5 = llDetectedTouchFace(0); integer face4 = llDetectedTouchFace(0); if (face == 5) { llSay(1,"You touched face 5"); } else if (face == 4) { llSay(1,"You touched face 4"); } } }
  4. Ah great! Thanks this will work well!
  5. Hey guys, I'm trying to figure out how to start and stop an animation I have that runs in a loop. I want to start it with something like touch start once I touch it the animations plays the loop but if I touch the cube again it stops the animation. And I need the script to repeat that process so that if I touch it a third time it runs the loop animation again. Can anyone help me out? lol
  6. I had this problem recently and I can confirm that Valentina fixed my issue. Once I upload my .dae file it locks in on High. For medium I put 0 and also for Lowest put to 0. Low and High I use the dae file but selected use LOD above option for Low.
  7. Thanks Nalates, I'll check out the link but here is my info if you're still interested in checking it. Second Life 3.6.4 (280083) Aug 20 2013 01:07:51 (Second Life Release) Release Notes CPU: Intel® Core i5-3570K CPU @ 3.40GHz (3400.09 MHz) Memory: 8139 MB OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTX 470/PCIe/SSE2 Windows Graphics Driver Version: 9.18.0013.2619 OpenGL Version: 4.3.0 libcurl Version: libcurl/7.21.1 OpenSSL/0.9.8q zlib/1.2.5 c-ares/1.7.1 J2C Decoder Version: KDU v7.0 Audio Driver Version: FMOD Ex 4.44.12 Qt Webkit Version: 4.7.1 (version number hard-coded) Voice Server Version: Not Connected Built with MSVC version 1600 I'm not really sure what causes the thrashing it seems like maybe it's a result of my rigged armor. I'm thinking about reuploading it again. Maybe the armor could be bugged causing a conflict when worn? Seems as if I wear something else it doesn't cause the issue. Anyway also posting some pictures of the armor I'm working on. I pointed out what it looks like when the textures randomly refresh and it does appear as if it's thrashing as you say or like something is tearing at it. An the normal maps at time fight to stay on and pop off suddenly lol. It's really weird never seen this before. Maybe the pictures can help you understand what I mean.
  8. Seems to help turning http textures off and than on again. Sometimes just re-wearing the character or armor. Not very stable but better than nothing lol. Thanks.
  9. Thank you, but are these options available to test in SL Viewer?
  10. Hey guys, just curious is there any issues right now with SL and textures? I know they recently released sunshine I think it was but when using normal maps and specular maps I get lots of textures where it will rez in fully than appear as if it's refreshing while zooming in up close it constinues to reload textures at times example the normal maps will turn off and diffuse color texture tends to not load or reload a lot. It's as if the appearance of a mesh object won't stay completed for to long even up close. I know objects in distance will obviously needed to be rezed but didn't think this would happen when viewing one up close. But it's hard to explain best I can do is like I already said the normal maps turn off than back on and it's completely random not while zooming away or anything. Just not sure how to fix it.
  11. Hey guys, I have an idea I'm trying to make work. But it's hard to see if I'm hitting attachment bones without some sort of animation exporter that can animate attachments. But I'm curious is there a way for example, say you have a .anim animation file. This file animates mToeRight but you want to take that animation and target attachment Mouth. Can a script grab that animation and target example the Mouth attachment point? I have an animation where the bone is in the correct spot I just named it mToeRight so that I can actually animate that bone or blender won't export the animation data I am assuming, since the file becomes smaller when I export it if I named it Mouth. Anyway I use Avastar and have moved mToeRight to mouth area of a mesh character and placed the end joint of this bone right on top of the Mouth attachment joint in blender. This way it won't rip my face off if I apply weights to it also parented this bone to characters head. Then I renamed mToeRight which I took off the foot to begin with to Mouth. So now it's in the same position of the mouth attachment points in second life. I have some weight there, but I can't hit that Mouth bone because I believe my .anim file will only export animation off the attachment points. So what I decided to do is after I uploaded a mesh character with the mToeRight bone renamed to Mouth. I went back to blender and renamed the Mouth bone to mToeRight so that I can apply animation to this on exporting from blender. So I'm thinking once the .anim is uploaded it's obviously looking to animate Mouth bone on the avatar in second life. So this is where I was thinking maybe I can make a script that tells the the mesh rig take this animation that is .anim that is animating mToeRight and animate the Mouth bone with this data. This way I can see if it's even animating mToeRight. Hard to explain but I'm trying to trick SL with extra bones for deformers this way.
  12. Hey Chosen, Just to confirm at first it didn't work but I decided one more time to try and change mpelvis to hip and sl uploader finally took it. I'm just doing some testing so I'm not sure how accurate it is with the animation it exports. I was gonna try it on beta grid but seems it just went down. That's where I was at first when I couldn't get it to upload. Doubt that makes a difference though.
  13. Thanks man! I'm gonna give this a try and let ya know.
  14. Hey guys, just curious is there an export script for bvh animations that will export animation off the mesh rigs found online? All of them have a root joint of mPelvis and all of them fail to export an animation because it wants hip or at least the SL uploader wants this to be the root. I tried changing it to hip instead of mPelvis but that still didn't work. I need the script for Maya 2011 and can't find one.
  15. Thanks guys, not sure what happen. But I completely changed my password again to something I've never used before. Then waited 24 hours and got a beta viewer update since I use beta viewer. After that tried again and it finally went through and logged me in. No rez object problems either! 'o.o"
  16. Hello, just curious is there any problems right now with beta grid when resetting your password? I keep getting this message "Login failed. The inventory system is currently unavailable." I'm not sure if I should reset my password again or not.
  17. I was just curious if anyone experienced a bug when wearing two rigs ( only happens when one rig has scripts) such as a rigged avatar body and then mouth parts. Scripting them with llSetLinkAlpha and when the script is triggered it causes a popping effect as if it's having alpha sorting issues. The weird thing is if I have just the body rigged and the mouth parts not rigged. Then script the parts again and attach them and take time to try and line my pieces up into the mouth it then does not giving me any issues. This really sucks since it's kinda hard to get my parts lined up as good as just filling them with 100 percent weight to jump in place when uploaded lol. Kinda wish there was a way to parent parts to the skeleton and then upload as if it's filled with 100 percent weight. Is that possible like a 3d editor?
  18. Yea that's exactly what I was looking for Xiija, great job thank you! my only other thoughts is could you comment this? I am interested what's it's all doing not sure how it works exactly.
  19. Thanks guys, I'm going to try this out! Really appreciate the help thanks again!
  20. Hey guys I recently reworked this llSetlinkApha Code. So far I figured out how to make it a lot smaller and almost do what I want lol. But does anyone know how to possibly, make it so that prim 3 in this code isn't show when prim 2 is? Basically it goes and turns one part off and another part on. But prim 2 and 3 turn on at the same time. I'm pretty stumped again on this one lol. default { touch_start(integer num_detected) { llSetLinkAlpha(1, 0.0, ALL_SIDES);llSetLinkAlpha(2, 1.0, ALL_SIDES);llSetTimerEvent(1.0);llSetLinkAlpha(3,1.0, ALL_SIDES); } timer() { llSetLinkAlpha(1, 1.0, ALL_SIDES);llSetLinkAlpha(2, 0.0, ALL_SIDES);llSetTimerEvent(0.0);llSetLinkAlpha(3,0.0, ALL_SIDES); } }
  21. lol yea I know it's pretty ugly for anyone who understands code. I did try though at one point sticking putting parts of it in one state together like this counter = counter + gap; llSetLinkAlpha(1, 0.0, ALL_SIDES);llSetLinkAlpha(2, 1.0, ALL_SIDES); state two; but I thought about that fade idea and just found this code here which looks like it would definitely do the trick if I could figure out how to make it do ping pong movement fading in an out from one prim to the next and backwards of course. //////////////////////////////////////////////////////////// [K] Kira Komarov - 2011, License: GPLv3 //// Please see: http://www.gnu.org/licenses/gpl.html //// for legal details, rights of fair usage and //// the disclaimer and warranty conditions. //////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////// CONFIGURATION ////////////////////////////////////////////////////////////// Change this to the time between// fade-in and fade-out events.float TIME_BETWEEN_FADES = 7;// Change this to the time it takes// to fade-out the screen.float FADE_OUT_TIME = 0.2;// Change this to the time it takes// to fade-in the screen.float FADE_IN_TIME = 0.2;//////////////////////////////////////////////////////////// INTERNALS ////////////////////////////////////////////////////////////integer o = -1;float f; default{ state_entry() { llSetTimerEvent(TIME_BETWEEN_FADES); } timer() { llSetTimerEvent(0); if(o = ~o) { llSensorRepeat("", NULL_KEY, ACTIVE, 0.1, f=0.0, FADE_IN_TIME); return; } llSensorRepeat("", NULL_KEY, ACTIVE, 0.1, f=1.0, FADE_OUT_TIME); } no_sensor() { if(f<0.0 || f>1.0) { llSensorRemove(); llSetTimerEvent(TIME_BETWEEN_FADES); return; } if(!o) { llSetLinkAlpha(2, f-=0.1, ALL_SIDES); return; } llSetLinkAlpha(2, f+=0.1, ALL_SIDES); }}
  22. If you made it all in one state you probably had a chance to make it work smoothly. All that state changing takes server time and it is unpredictable to say how much. Does the code compile at all? It certainly needs cleaning! :smileysurprised::):smileyvery-happy:
  23. Yea I now notice I'll have to rebuild my hair do my best to make it look like hair with no texture and add in only the alphas on top it seems I get no popping or weird effects as long as their is a strong base hair mesh geometry under it. Thanks for the help guys! My head hurts,... time to take some advil LOL! Edit:: Also I noticed some things that might help others with mesh, maya has some weird issues with importing a piece of hair it's as if the scale is all bunched together, I tried deleting history, freezing transforms but if it's not rigged most likely it will bunch up and not be correct scale. So I usually import the mesh to blender and rexport just the parts I'm testing back out of blender using the collada from there. Once I do that an upload it the scale comes out correctly in world. Not sure why it does this something else that puzzles me lol.
  24. hm..starting to feel excessive lol.
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