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Aiden Rives

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Everything posted by Aiden Rives

  1. This makes me wonder if anything is truly 'safe' to be made in SL. If creator A makes a model and put it up for sale, then creator B sees creator A's model and makes a model that looks practically the same but with improvements in details and sells it. Is creator B wrong? If creator B is not wrong then wouldn't it be alright for anyone to just copy (or rip) someone's design, keep it looking very similar but add some details then putting it up for sale? Although creator A's item is the original, creator B's item will look the same but with improvements, surely the customers would prefer creator B's item, which makes it really unfortunate for creator A. If it's ok just create something that look practically the same as something already available, there will be chaos! A lot of people would just be copying the item they like and modify it with some minor improvements and reaping the profits of the true creator which the idea came from!:matte-motes-sour:
  2. You don't get what I mean. There is no need to sudivide the forum into seperate 3D program sub forums. That will just cause the modellers to be grouped into the subforum depending on which program they use. Imagine if there are subforums and someone posted an awesome tutorial in the maya subforum, then a blender user goes in and ask "hey guys, is there a way I can do this on blender?". It's just not necessary to seperate and group based on 3D programs.
  3. No, I don't think that's necessary. If there's a Blender forum then there will probably be a Maya and 3ds max forum too which will kind of group mesh modellers into categories. That will be like making a Photoshop forum and a Gimp forum for texturing.
  4. lol looks like a prim comet just hit her head.
  5. Are you asking why SL inworld is so laggy? I guess the reasons are bad scripts, sculpts, large textures but most of all the inconsiderate people who use/wear these heavy, high prim, high detail, scripted attachments. Think of it, most hair are made out of so many sculpts linked together and that's only for one av. If that's not bad enough, the scripted color change script, resize or other scripts in the attachments makes the lag even worse. If you go to a sims where there lots of sculpts to make buildings, it's always much laggier. Then there are unnecessarily high resolution textures being used for small object which makes loading textures longer.
  6. That's great! Can't wait You're awesome for making alll these tutorials!
  7. Mesh wouldn't help you lower the prim count unfortunately. There is a prim equivalence cost (PE) now which basically mean a 1 mesh object may count more than 1 prim. The more detail a mesh object has, the higher the PE. Building a sim is not problem, you can always comission some good builders to help you build.
  8. At last,success! :matte-motes-bashful-cute-2: Thank Ashasekayi. That's a really long tutorial, I think it would help better if there's a written outline of the essential steps just to keep it short, simple and quick. Don't think the Wiz Dexter plug-in part is essential. I hope you will be uploading the how to make the shirt with different levels of LOD and physics shape soon :matte-motes-grin:
  9. The avatar model isn't rigged at all after upload. When worn, it just looks like a white mannequin attached to me =_= Here's what I did: 1 Click Make Real and then Click apply 2. select the avatar mesh and check the vertex groups list Could it be because mFootLeft and mFootRight is missing? The tutorial did not mention anything about this but I read somewhere that those two need to be on the list, no idea how to add them. 3. With the model only selected, Export with the buttons "Only Export Selection","Use UV Image Mats" and "Apply Modifier" checked. Export Successful. 4. In the SL upload model preview, the "Show skin weight" option is greyed out. Upload anyway. 5. Wear, attached to hand, not rigged at all. What could be wrong???
  10. Export Successful! :smileyvery-happy: Thank you, Siddean! Now, to test it inworld!
  11. I've tried several different combinations: Click "Make real" only, export -error Click "Make real" and then "apply", export - error Didn't click "make real" export -error This is really frustrating, I wish LL would actually make an official tutorial of how to make a rigged avatar like back when Torley made tutorials.
  12. Hi I'm trying learn how to rig with this tutorial http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/rigg-your-avatar/. At the end, when I'm try to export, it says "Exporting failed, check the console for info". The info in the console is AttributeError: "none Type" object has no attribute name. Please help! I have tried several times, repeating the tutorial to make sure I didn't do anything wrong. Even reinstalled Blender, Python and Primstar but still get the same Exporting Failed. It's only with rigging that I get this error, I can export non rigged meshes without a problem. I have clicked the "Make real" button for the modifier before I try to export. Don't know what's wrrong :(
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