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Frawmusl

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Everything posted by Frawmusl

  1. A quick add-on to the talking jaw/moving tail. The avatar has extra bones, you can take these bones and stick them in those areas and create custom animations. Then set these animations on a lower priority with an automatic animation overide script, so they can work with other AO's but not ruin them by take over. So you can essentially move one bone to make the lower jaw talk when you type and then the other two can be put in the tail
  2. Step 1) Remove a subdivision because you don't need more than one Step 2) Look at the weighting on the bone, looks fine. Step 3) look at the weighting of the nearby bones... uh oh! Step 4) Use subtract brush and take off the weight on the sleeve Step 5) Mesh is fixed
  3. Well I can answer that as I have already experimented with that a bit If you make a full avi to collision bones and then make clothing for it also rigged to the same collision bones and modeled around the avi the clothing will fit as the person adjust the sliders. The downside to collision bones is the shapes you don't account for, IE the other sliders that can't be attached. So thats why custom avis work well with them and custom clothing, the sliders that would make the avi fatter etc and not fit the clothes such as the default have are unable to be seen on a custom avi with collision sliders. So custom avi with custom clothes rigged to collision = yes, Custom avi with standard collision clothes = no, Default avi with collision = maybe.. I just can't seem to figure out how to get it perfect. Maybe thats why theres only a few "tests" our there such as redpoly's but its not a widely adopted feature?
  4. Frawmusl

    Collision Bones.

    I think the concept of rigging to collision bones is really neat, but there are just a lot of issues with it. I want to sort of get some pointers and notes. I figure with a full avatar design collision would be awesome, since there wouldnt be any clothes going through the other etc and you would be able to customize it slightly. So Im just sort of wondering where are the collision bones good to use in making clothing, and where I should avoid? And is just using the default skeleton going to give me better overall results, or is using the smallest standard size, or the largest standard size? Should I displace it slightly off the avatar, Do customers mind that their clothes are always hovering ever so slightly? Skin tight? Then I face the collision being off slightly and bleeding through in places? Can you point me in the right direction with this? I feel collision bones would save a lot of time and effort in making standard sizes. Maybe its just recommended to do standard sizes in the end? Anyhow. Let me know your two cents!
  5. Woooo! Return of all the fun educational sims!?
  6. I think the only thing to do is to flag the review, wait for LL to review it and take it down. Not sure if they do any sort of discipline to people reviewing like that
  7. Most roleplaying sims accept anyone with a semi decent character. Most even are fine with the amnesia syndrome (Common characters who have forgotten their past and let their player develop them as they RP) I always feel like creating.. Maybe its something inside of me, Even if it sometiems gets stressful. Honestly, find someone who looks somewhat interestingo n the forums and pop them an IM. And just start chattig, its what I've done and its worked out well. Just walk up to strangers, Say "Hi, Im Frawmus, Pronounced Frah-Uhhhhhh?-Mus, How are you?" This is a place with thousands of people all looking for friends or relationships or just something to do. Theres something out there to entertain you, I gurantee it.
  8. Solved it before I could make a suggestion, Well done
  9. Well, We all start somewhere! Avastar is great for animation, but Qavimator is the free easier alternative and is much more intuitive to use and begin with. It allows you to add multiple avatars to the scene so you can make the anim in sync, then export each seperately. http://qavimator.org/ No longer in development but its working edition is just fine, Minus some few bugs. Free to use, easy to understand And if you want to hear my annoying voice explaining it (Back when I used to teach over at HHBS)
  10. For problems related to Zbrush specifically its best to post into the Zbrush forums. Much better answers by people who actually know Zbrush
  11. Hello! I am looking for an artists who might be interested in having a sort of "Knowledge Trade". Currently I am not the best with using photoshop or drawing with my tablet, Its becoming increasingly more difficult to texture my models as I improve my skills. So I would like to offer this proposal We would meet one to two times a week, I would give you a lesson on modeling in blender and in trade you would give me a lesson on art-related things.. weather it be the rules, drawing techniques, photoshop tricks etc. It would help us both become better creators :) Anyhow Let me know if you're interested, Would love to improve and help you improve.
  12. If you're logging in with your main grid account it has to fetch all of your inventory. That is why it is recommended to create an alt with no inventory to log into the beta. Keeps the beta less bogged down with all your inventory data and the intialization of the first login is a lot smoother
  13. When you are putting textures on an object use "Local" rather than from inventory. THis lets you "add" things from a location on your pc which is what temp did, Except this is more efficient since you can get it toautomatically update as you save over that file.
  14. Experienced mesh builder is eagerly awaiting new ambitious students interested in learning the magic of “Mesh.” New students being accepted for ONE-ON-ONE learning that teachers those new to Blender the element of quality mesh designs. Based on YOUR DESIRES of what to learn, a custom lesson plan is developed and hands on experience and assignments are given to you based on your skill and learning curve! New to Blender? It doesn’t matter! These lessons will start at whatever level you are comfortable and broaden your knowledge! Lessons start at ONLY 3000L per hour and you get: Unlimited assistance;Unlimited questions and answer sessions;Development for clothing, buildings, jewelry and even entire avatar design depending on your own direction of learning and interest levels;Real time voice and visual hands on learning;Development for model game assets to take your skills beyond Second Life DevelopmentEfficient model creation that will earn you recommendations based on your sensible modeling skills which include texturing, physics and LODFree Consulatation Via voice to see what YOU want to do and how YOU learn.This IS NOT a video tutorial, this IS NOT a membership blog that gives you only ‘steps’ to follow; THIS IS a reputable experienced developer, builder and instructor that will be there for you through the steps and beyond as you become a fine tuned builder yourself. “I went through the tutorials in YouTube and over several other sites to learn Blender, and nothing gave me the insight to the “Who”, “What”, “Why”, and “How” like Frawmus did. I couldn’t have continued my education and creative endeavors without him. It was worth every minute and every Linden. I highly recommend his instruction and if his enthusiasm and eagerness to teach doesn’t inspire you to learn, then perhaps I suggest another approach!” ~ Mysteri Fallen I assure you, this is a no-nonsense approach to learning Blender the RIGHT way. There is NO cutting corners and NO shortcuts to learning proper techniques and processes to producing effective and resourceful ways of making low-impact items that will easily provide you with a niche and reputable name as a “meshie” on the grid and in any other platform. For more information contact me in Second Life at Framusl Resident or at “Frawmus” via skype
  15. I agree with about everything Rahkis Said, 10k Should be more than plenty to design an avatar with and remember you can substitute a lot of detail now with the normal and specular mapping. Something to consider when you look at your final design and crave for just a little more detail, its a way to add it without increasing the polycount.
  16. True Cerise, I will go ahead and still do the LOD's as is, but might reduce the detail further than I might an object Also Velgro, That is a terible way to make game models. Why would I want to render the medium the same as the highest? I do not need that detail to consume resources off my pc when I am not looking close up at it Edit: Most designers think in LI, Which is a terrible way to base your creations off of (Personal opinion please put down your pitchforks), Its only good as a mediocre reference but there is so much more to creating people ignore with Sl's "Impact"
  17. I have mostly worked with inorganic and stationary things in mesh, but those don't have imposters that make them 2d at a distance so I usually make all levels of LOD for them. Now with clothing different LOD may never be seen with Imposters (Which most users leave enabled) SO I am thinking, Shirts/pants/dresses I will do the High and medium and maybe even low, but imposters will take care of the lowest? And then Shoes I would need to do all LOD since imposters won't kick in before they see that lowest level? Opinons on this?
  18. Could someone Send my alt "MeshyMaker" some anims on the beta grid. I just need a couple, dances, poses etc to help test my mesh and see the inconsistencies in clothing etc. Would be a great help and would not go unrewarded :)
  19. Picture is really small but I see what you mean, What I recommend is to try and make it a solid color at the seams. I believe the default clothing file has them highlighted to their correlating parts? Making it a solid color is the easiest way for beginners to make something seamless, also make sure you have a margin of 4+ pixels of extra texture away from the lines marking the clothing layers. When something is put from UV map (The map you're working with to create system clothing) onto a mesh object (SUch as the SL avatar) the way it places itself sometimes blurs in the surrounding texture, so if you have a small margin you tend to get more seams than you want.
  20. Just create duplicates and move them to new layers and edit the model to reduce it. Make sure you have the same amount of materials as the original model. Then export each model individually (Make sure you have on the left side of the export where you save "Selected only" and "apply modifiers") Then open the uploader in SL and start with the highest model from file, then rather than generate the next few you can "Upload from file" as a new selection of the dropdown.
  21. Well first off you need to try to make your sign as efficient as possible if you want it to be large, Different sizes effect the LOD at different levels. If you have a large sign then the highest will effect the LOD. With something like 500 Prims your highest LOD is terribly optimized. I designed this sign to be low impact at any size, Smaller=even lower. Albeit I probably should have made the white transparent at the lowest size So the LOD starts, Full object all resolution Then we remove the back as people get further away so the medium LOD is a little bit more than half of the faces removed. The Low/Lowest are both a flat re-unwrapped model of a cube about the size of the sign. So it looks like the sign still from a far distance, but essentially is just a textured cube (Probably make all the white transparent would be better!) Thats the way I typically go about a low-impact sign Edit: And use a cube for physics, Since its a sign no one should plan to walk all over it. .360 for physics is better than the calculated 4.233 that it adds to my Capone Sign.
  22. That way would be much better than mine >.> (Im not familiar with scripts anyhow! >)
  23. Oh awesome, Thats been picking my brain for awhile Thanks for explaining that to me.
  24. The wireframe might look a bit odd due to having "Optimal display" turned on with one of your modifiers (Usually subdivision) I find that working with really subdivided models, even though the polygons are even is a bit more tedious. Though Gaia may be right it could be a bug, but ill toss you an IM in world and see if we can't fix it
  25. It is perfectly possible if you're skilled with particles and animation~ Essentially the hardest part would be the timing of it all, Particle display X must reach Y by Z time and then the same with particle display 2, Then particle display 3 must go off once display 1,2, reach position A, Animation 1/animation 2 must correspond, but since they are not close to each other you won't notice the discrepencies much~
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