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tomm Pye

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Everything posted by tomm Pye

  1. i've been there, It is still very basic. But building is amazingly easy. Importing mesh goes very smootthly. No costs at all. UV mapping , heightmap , scripting, rigging, very nice physics, animations . All is possible. Not only imports collada but also obj. Could be a real challenge for SL in the future because it dont need any downloads/installing. Just loads in the browser (Chrome) . Looks like AMD graphic card does not support it though. For people who have a hard time entering testgrids in SL this could be a good alternative. IMHO second life is still far superior and interesting , but Lindens watch this one and hurry up to stay ahead !!
  2. maybe it has allready been posted but otherwise : here is a link to new info about the comming mesh deformer. I don't understand it all . But I can't wait untill its been released. As I understand it will take a little longer than I hoped for but thats the way it is. Still Karl seems to to a great job though. http://www.qarl.com/qLab/?p=80
  3. sorry I was not aware of it being posted already I am excited of the speed he did almost acomplished it. I guess a couple of weeks waiting and there we go...:-))
  4. Yess, Karl (Qarl) Fizz Stiefvater almost did it (again).....The mesh deformer project is almost ready. Watch the video: http://www.qarl.com/qLab/?p=76 applause please...!
  5. i've been kicked out of a sim yesterday because people could'nt see mee. What amazes me the most is the over the top agression. Why are you in a virtual world if you can't coop with the evolution of imagination. I'm afraid it will take a longtime before mesh is accepted by the majority. I call on everyone with mesh avatars or mesh clothing not to give in.
  6. NWN blog started an ongoing survey about the adaptation of mesh and mesh viewers....maybe of some interest for some of us.: It's better then expected http://nwn.blogs.com/nwn/2011/09/sl-mesh-survey.html#more
  7. I am not an expert, but I 've had the same problem. I did a new rig in Blender and took care of weighting for each and every part of the mesh. That did the trick. There shouldn't be any vertices which are not asigned. succes
  8. I used to have the same effect on my mesh upload. Did you put weights on it after rigging? That will solve your problem; I've learned to do this in Blender 2.5 . Its not that hard.
  9. Agree completely. I've been working also a long time understanding it all. Never realized the enormous impact of scale on PE. Some impact I could understand (does it take longer to render the same thing when its bigger?) But from 20 to 400 (in my case) is ridiculous. Please Lindens : don't kill your new baby with this never clearly communicated rule. Change it to something more acceptable. And/or explain why??
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