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Floren Seiling

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Everything posted by Floren Seiling

  1. I have just tried the 2.49b exported with your scripts, but they do not show any errors (with “Check Weights”), and nearly the same spikes appeared. The vertex has exactly one weight to mLeftKnee. If you export then re-import the Collada, that is the only weight on the vertex. But once imported it is like it is attached to mRightKnee. I wondered earlier today if the shape keys and their vertex groups had an effect, but I tried removing all those too and the result is still the same. I think I might give up on Mesh for a while. I spent my whole weekend waiting for SL to finish crashing, then waiting for region to log me out, just so I can get back in and have it crash 20 second later (literally) and then trying to debug this stuff is just making me very sad. Thank you all for your help.
  2. Thank you for the link to your blog post. I will work through it. You have exactly the same spikes I have, so that is a clue. (By the way you can see that it is not an unweighted vertex in my original post -- I already made sure of that.) I really do not want to have the meshes separate, as this makes a seam around the waist and neck, as well as wasting vertices. My goal is to produce a single smooth mesh with minimal vertices that matches the LL avatar, then start refining and improving it. I think there is a bug in mesh upload though. I noticed that the spikes are where the vertices are close together in the original avatar pose. So I lifted the leg up high as a test. This messes up the pose, but look! http://img585.imageshack.us/img585/6289/screenshot20110724at193.png No spikes! So, what is happening? Are LL using inaccurate numbers for matching vertices and accidentally attaching vertices to the wrong bones by spatial position?
  3. Thank you for the suggestion. As you can see from my other thread I already have a lot of trouble with getting SL to notice changes to my work. I delete the .slm file but it's keeping a copy somewhere. Since I've also tried deleting my cache, settings, etc. I'm wondering if it's somehow being cached in the sim! Or perhaps my uploaded model is somehow getting confused with older uploads. It is extremely frustrating.
  4. I am having a lot of problems with skin weights. I am trying to decide whether it is my problem, or a bug in the Mesh system, so that I can deal with it and maybe report it. I am gradually optimising and improving a rigged version of the SL avatar mesh. It is almost complete. But I can't get rid of nasty "spikes" between the legs. (Very uncomfortable!) Here is what I see on Aditi http://img18.imageshack.us/img18/971/screenshot20110724at162.png You can see it looks like this vertex is weighted to the wrong leg, but look, here is what I see in Blender http://img580.imageshack.us/img580/971/screenshot20110724at162.png (Sorry, I tried to inline the image but SL forum just says "Unexpected Error" when I try to choose the file.) The vertex weights are to the correct target: mKneeLeft. There is no other weight to a bone there. Also, if I re-import the Collada back to Blender, the result is the same. Only a weight to mKneeLeft. But in Second Life, there is a big spike towards the other leg animated as if it is weighted to there. So, any ideas? Time for a JIRA?
  5. I'm having a problem getting the Mesh viewer to notice changes to my model. If I export my model from Blender to Collada, then use Upload -> Model, then the viewer shows (and will apprently upload) a previous version. I tried these things: delete the .dae and .slm files and try againexport to a .dae with a new name and try againclear viewer cache and try againrename obejcts and mesh objectsgo to bed and import same file next day <- THIS WORKS!(And of course the viewer crashes after each try.) So, is there some kind of cache that is not noticing my changes? Can I clear it? Work around it? Is this known? I could not find the JIRA but will add to it if someone points. Edit: It is a skin-weighted avatar mesh on Aditi. The biggest problem I have is fixing weights. I fix them, but it does not notice. But then I got suspicious and changed the mesh and it did not notice either!
  6. I simply opened it. Blender gave me a warning that animations etc. might be lost. I checked over the model and it seemed OK, but then it would crash on export. I tried for an hour to use it then gave up and looked for the build I mentioned. Now I have another problem, which is that SL it ignoring changes to my mesh altogether. It seems to have some kind of cache. I can make a drastic change, save it (even to a new Collada file), and SL still shows the old one. It then crashes. I think I sent a crash report every 10 minutes to LL yesterday. I am not finding much of this to be usable quality, even though it's so exciting and I have many ideas.
  7. I also struggled with this for many hours. After I found this post I tried Blender 2.49b, but it just crashed on export (using defaults and the scripts linked above). Sometimes it would export and then the viewer would crash on import or import would never finish. I downloaded Blender-2.58a-Trunk for Mac from graphicall.org and it exports correctly.
  8. Thank you. I had all the bones, but not a complete set of vertex groups. Now the button remains but the viewer crashes every time. Next problem!
  9. I have a similar problem with a mesh without any LODs. When I check "skin weight" for upload, the upload button vanishes completely. Pressing the "defaults" button does not help.
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