Twiddle
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Posts posted by Twiddle
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It's really tricky to animate a jaw without a extra bone, from what it looks like you're doing there I see problems if an animation makes the head rotate on the z axis to any degree because it will leave the lower jaw behind. Not sure if/when extra bones for mesh will be possible (and I've not the first clue how one would make animations for them) but once they are then that will make things like this and other more impressive stuff far easier to get right.
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Please someone tell me this actually works and explain how to make animations with these new bones. This has me more excited than anything if you can actually do this.
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Hi, OP again, I managed to resolve the issue myself since the last post I made, found out importing the Collada back into blender that the UV map wasn't saving right, so I'd saved it as a .blend and then exported it again and that for some reason fixed it. Originally it was so simple to make I'd never bothered to save it as a .blend just finished what I'd wanted and then exported straight to .dae, and apparently the UV map didn't like this much.
I didn't have to mark any seams I didn't want to, I wanted it to be as simple as I could in the end to apply a texture to just as you would a regular prim, which fortunately is what I ended up with.
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The normals are all facing the right way and there is technically only a single UV texture when I look at the list of UV textures in the Object Data. As far as I'm aware I've done everything right unless there's some extra step between unwrapping the UV and applying it that I don't know about.
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I have unwrapped the UVs, I did UVs for the different faces, I'm using blender 2.59. All I did was create a Cylinder mesh and reduce the vertexes per loop down to 6 to get a perfect hex shape, had it cap the ends and then created materials for each face I wanted. Here are pictures of how I did the UVs.
Top and Bottom UVs look like this
And Each side has a UV that looks like this
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Okay here's what I have, a friend of mine wanted a physics accurate hexagon prisim mesh with accurate physics that only had a prim equivelent of 1 (I suggested sculptie but he wanted the physics to work right). So I made the simple mesh, and took the extra step to give each of the 8 faces a different material for textures. Not something that was requested, but an added touch that I thought was nice. Now all the faces work right, everything looks good, until I try and put a real texture on the face. It's not actually mapping the entire texture, all I'm getting is random colors from the mesh, like it's mapping a single pixel from the texture over the entire face or something.
In the image below you can see what I'm looking at, I've selected the "top" face and applied a black and yellow checkerboard texture to the mesh, but no matter what I set the repeats to the face is either all black, or all yellow, even if I take the repeats up into the 100s. If anyone wants I can send the Collada file to them to figure out what I did wrong.
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I've actually got a question related to this because I'm trying to do something roughly akin to what this person is doing, single object, multiple UV maps as different faces in world. Would someone please explain "material indexes" so I can get this right?
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Okay, first, thank you to everyone who responded. As conflicting as some of the answers have been there is some useful information.
For the record I was just using the sword as an example, one I figured at least some of the community would be familiar with, not something I intend to make.
I do realize technically this is a question of legality and really only someone versed in DMCA law could answer definitevly but still thanks for the answers everyone.
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Okay since LL is obviously making it a point with that silly little IP tutorial to make people worry about copyright and DMCA with mesh (and at least for me, confuse me more) I suppose I should ask a few questions and hope that I don't make any mistakes that get me into trouble.
Obviously there are a ton of things in SL that probably do violiate copyright that LL isn't really concerned with enforcing. Just search nearly any popular video game and you'll find avis for the characters and more (and lets not get started with things like star wars, I mean the droid phones had to pay Lucas Arts just to use the word "Droid" on their products).
Now personally I don't want to rely on LLs lazyness, especially since eventually they might get their act together (not likely but yea). So what exactly is the best way to walk around this line, is there a legal way to do something that is "inspired by" something but not actually infringing on copyright? Can you legally say it's insipired by x? or do you just have to leave people to figure that out? Where exactly are the lines drawn on this?
For example say I wanted to make a mesh version of the master's sword from Legend of Zelda, obviously if I make something that looks exactly like it I'm infringing upon copyright, but if I make some changes to say the shape of the quillons and the pommel and alter the tri-force emblem on the blade then is that okay? and if it is can I still sell it as "inspired by the master sword from legend of zelda"? or is just mentioning it's based on copyrighted material something that could warrant action from LL?
As I said earlier really the IP quiz thing only caused more confusion on this issue for me so I'd really appreciate someone making it clear.
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Does no one have any useful advice, suggestions, tips, anything for actually fixing my problem? Anyone? Please? I've tried everything I can think of but it's just not exporting the mesh right.
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Well I put up a post on blenderartist forums early this morning, but thus far no reply. Anyone got any serious suggestions I can try. I've tried exporting the .blend to .dae and then re-importing the .dae right back into blender and the parts I ran the decimate on are still missing, cant even find them if I go looking in the .dae just to see if they're somehow invisible. I'm willing to try the shot in the dark stuff because I wasn't smart enough to make a backup after I did the retopo and weight paint, and I really really don't want to do all that over again.
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I have the polys set to one sided, I hit the recalculate outside button while all the verticies were selected so that even if it did it wrong, it'd at least make all the normals on the mesh face the same direction, then hit the flip normals button a few times just to check everything was facing the right way. Given the contour of the shape if the normals are the wrong way it's immediately obvious.
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Like I said, I tried to adjust the normals, and to change the materials, neither of those worked. SL still accounts for the verticies when I upload, but they're not visible. Even if I export it to DAE and then import it back into blender they're missing, so it's something in the export proccess that's making them vanish.
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I'm using blender 2.59 right now and I found a mesh I was working with was way to high in poly count, so I ran a decimate modifier on parts of it and now all the areas that I ran the decimate modifier on have vanished, they are no longer visible outside of blender. I can still see and edit and manipulate them in blender, but as soon as I export to DAE, they disappear on me. Anyone know why this is? And more importantly how I can make them visible again? I've tried messing with materials and normals but neither have worked, I'm still kind of new to mesh so I don't know what else to try.
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I've actually recently started with mesh and have found physics costs to be the hugest sticking point for myself as well. And I think I'm doing everything right. I have an avatar mesh, which is admittely high poly, but that's not the issue, my server cost is reading 21, my download is reading 84, but for some reason even though I'm uploading a basic 8 vertex cube for the physics shape, I'm getting a physics cost over 250! Further for some reason that cube is being stretched and distorted if I make the preview window display the physics shape. Anyone know what's going wrong here and what I can do about it?
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Okay this has gotten rediculous for me. I'm trying to experiment with some meshes I made, so I got on the beta grid, and tried to upload a mesh to play with it, and well that didn't work (see http://community.secondlife.com/t5/Technical/Mesh-won-t-calculate-for-me/qaq-p/1183581 ). So I decided I'd try and download a different mesh enabled viewer and see if that made any kind of difference. And after installing a different viewer and then logging into beta grid, I immediately crash, and now I can't log into the beta grid on any viewer. I get the wrong username/password/caps lock error every time I try, even if I try manually typing in what sim I want to go to. Nothing seems to be letting me back on the beta grid, is there anything I can do?
EDIT: in response to the first answer posted, Clearing the cache and rebooting the computer did not result in any change.
Edit 2 (god I wish I could post replies down below): The issues with mesh are seperate from this, for now i'd be happy just being able to log onto the beta grid which is what I'm asking for help here on.
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Okay, I have payment info on file and I've gone through the rediculous tutorial quiz thing for both the main and beta grids, it all shows green. I go and I log onto the beta grid, then I try and upload a rigged mesh with a defined (box) physics shape to try and get the lowest PE I can, but no matter what I do what I try what I push, whenever I hit the calculate weights and cost I get an error that reads "Mesh Upload and Calculation not supported yet". Now I'm in a mesh sandbox, I see other meshes other people are uploading, but for some reason it won't calculate for me, and I've tried everything I can think of. Does anyone have any advice on how to make this frustrating system actually function?
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Thank you, Your tutorials were among the more helpful that are out there. Though there was one more thing I was quite confused on as far as the vertex groups. I believe it was your tutorials that suggested that you needed to create empty vertex groups so that there was a group for all the bones (toe bones particularly). But I've seen other tutorials that have said so long as the bones are present in the skeleton you don't need a group in the object to correspond with them. I haven't uploaded anything rigged yet, working on my first rigged avatar now, but I would like to know which is neccessary.
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Ok been looking over this forum trying to see if anyone else has asked this or tried this and couldn't find anything.
After going over a few of the rigged mesh tutorials and videos I could find, most of them involve using some kind of plugin or some such to import into blender an SL avatar (either a default one or a modified one). Right now i'm using something called a wiz daxtor plugin (the demo version) to work with the default female avatar. And I noticed that atop all the bone weight vertex groups there are a ton of vertex groups that look like the shape morph groups for editing your shape in SL.
Now all the tutorials I've seen have said to delete all the vertex morph groups except the bone weight groups (the ones that start with m), but i was wondering, what happens if you don't? Is there a way to keep those morph groups to make your rigged mesh adjust with an avatar shape as the wearer edits their shape, or is mesh not able to handle something this complicated?
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It seems that the "set scripts to running" option in the right click menu in firestorm doesn't work, because I tried that first and then used the option in the top menu and that finally worked. Thank you everyone.
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using mesh firestorm, don't have a "recompile" option. Have tried resetting them, tried stopping all scripts and then setting all scripts to running, and a few other combinations of those three options given they're the 3 options I have that I've found in the viewer. They haven't worked.
Edit: Is there any line or bit of handy code I can add to the distribution script to make it activate the child prim scripts?
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Okay I know this is odd, but somehow, and I don't know how, I got a folder stuck on the root level of my inventory. It's on the same level as the actual inventory folder and the library folder (instead of being inside the inventory folder where it should be). It's a folder given to me by something I bought, and it just ended up there. Since it's root level like the normal inventory and library it's reading the same restrictions on the library and inventory and not letting me move, delete, copy or anything, and the stuff inside it is acting like the stuff in the library where if I try to use anything in that folder it makes a copy in the appropriate type folder in my inventory folder and then works from there.
So the obvious question is how do I fix this? Is there anyway I can get it moved from the root level back into my inventory folder or delete it after I make a copy of it, I can manually copy the items in it one by one right now?
Edit: For those of you that don't understand what "root level" means I'm going to try and add in a picture here for you to see what I've got when I fully collapse my inventory.
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Okay, I have a couple of objects that have a ton of scripts in them that do nothing but animate textures, and since textures will remain animated without the script I'm trying to create something simple to go through and find all the prims with the animating texture script in it and delete it so I don't have to go throug one by one for 200 some odd prims. However no matter what I try I can't get anything to work.
I have a distributor script that reads as folllows
integer finished = 0;
default
{
touch_start(integer total_number)
{
if (finished)
{
llMessageLinked(LINK_ALL_CHILDREN, 1, "str", NULL_KEY);
}
else
{
integer i;
llOwnerSay("Beginning child script injection");
for (i = 0; i <= llGetNumberOfPrims(); i++)
{
llGiveInventory(llGetLinkKey(i), "Script_Killer");
}
llRemoveInventory("Script_Killer");
llOwnerSay("Done");
finished = 1;
llMessageLinked(LINK_ALL_CHILDREN, 1, "str", NULL_KEY);
}
}
}And then the script killer reads:
default
{
link_message (integer send, integer num, string str, key id)
{
if(num)
{
llRemoveInventory("anim SMOOTH");
llOwnerSay("deleted");
llRemoveInventory(llGetScriptName());
}
}
touch_start(integer detected)
{
llMessageLinked(LINK_ALL_CHILDREN, 1, "str", NULL_KEY);
}
}I've tried numerous other ways, this is just the attemt I've given up on. "anim SMOOTH" is the name of the animating script in all the animated prims, obviously. The distributor works fine, it puts the killer script in every linked prim, but for some reason the killer script won't do anything. I've tried using a listen channel in the killer to activate, I've tried using the "changed" event, I've tried using straight state entry. Gone as far as trying to use the on_rez event and taking the object and rerezzing it, but that failed too. Even if I reset all scripts in the object it doesn't do anything, nothing worksi n the child prims. I've even just put an llSay command in a state entry and changed event in a script and had the distributor put that in all the prims then reset it and they won't work. They won't even delete themselves if I just put the llRemoveInventory(llGetScriptName()); line in there and nothing else. Anyone that has any hints on why it's not working please tell me what I'm doing wrong.
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Of course
Extra bones! Making SL avatars flawless!
in Mesh
Posted
Looking at the video in the other topic on this ( http://community.secondlife.com/t5/Mesh/Additional-bones-joints-possible/td-p/1087487 ) I would say it seems like it is, or at least was possible, though I've not the slightest clue how you'd make an animation with a new bone in it, that would be my only problem (don't know if you can create .bvh animations out of blender or another program like that somehow would be nice if you could). However as someone else pointed out the movement in that video is limited, still it's not so limited that you couldn't use it for a few things, particularly jaws if done right.