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Aquila Kytori

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  1. It seems a little odd to me that is necessary to have the Vertical scale value set to 2.9 which would have the effect displacing your texture vertically so that the transparent part of the texture will be mapped to the "text face" and then need to use the Vertical offset 0.4 to correct this by bringing the text (MARI) back into view, but I guess that was a deliberate choice by the creator. Can you check the Vertical scale and Vertical offset values are set the same when you are wearing the necklace.
  2. Yes its the bounding box X Y Z dimensions of the physics model that should match (approximately at least) the bounding box dimensions of the visual model. If the physics BB is not the same as the visual objects BB it will be stretched or squished to size by the SL mesh uploader. If necessary you can view the BB of an object in Blender by selecting the object >Object data tab > Viewport Display > Bounds. Is there a particular reason why you have separated the spiral stairs into 3 separate objects the way you have?
  3. When walking up a narrow spiral staircase in SL it is very easy to "walk up over" the outer rail and fall off. To avoid this increase the height of the rail as much as possible in the Physics mesh. Something like in the gif below, blue is the physics model for the rail object: Also increasing the height of the physics rails will increase the size of the triangles in the physics model which has the benefit of lowering the physics cost ! Link to a thread dealing with a spiral staircase :
  4. If you also have the 3 high lod models named exactly the same (without suffix) then it sounds like you are doing everything correctly. Quick test using my own spiral staircase but using your object names: High Lod objects: Repeat for Physics objects: When Uploading to SL, select the spiralstairs.dae file (containing the 3 high lod objects) then you should find that the spiralstairs_PHYS.dae file has been automatically loaded into the Physics tab for you : Note that in Blender I tried selecting the objects in different orders before exporting and it made no difference. Each time the physics models were aligned correctly to the visual models. If you are still having problems post a screenshot of the full Blender window and maybe we will spot something. or better still share your Blender file A link to an earlier post about uploading linksets of LOD and Physics models
  5. Hi If the texture looks OK in Blender but different when applied to the object in-world then usually it is because the object has more then 1 UV map linked to it in Blender. Check to see if this is the case, Properties panel > Object Data tab > UV Maps. If more then 1 UV map either delete the one that you are not using or before exporting, select the correct UV map then in the Collada export panel use the SL+Open Sim Static presets which should automatically checks the Only Selected UV Map option. If you don't see the Prim option it is because in the SL mesh exporter > Physics panel you did not specify a Physics model to use. You can create your own custom physics model in Blender and choose to use that in the Physics panel > Step1: Pick a physics model (From file option) or simple choose the Cube option from this drop-down menu. This Cube will be stretched X Y and Z to fit your visual models bounding box. The in Step2: Convert to Hulls hit the Analyze button.
  6. That was my question as well Hopefully someone with more experience will be able to asnwer that. My thinking was it would be easier to model the shoe with the foot straight and sole flat to the floor. Then if necessary, you could copy and paste it back in to the original file and rotate the shoe a little to fit the foot etc.
  7. My knowledge of rigging and weight painting is minimal so what I am suggesting below could be completely wrong but I think it will be OK for your shoe creation. To me it sounds like the Pose Position (A pose) has been applied as the Rest Position (T pose) ? Both Pose and Rest Positions are the same. To get back to Rest Pose = T pose and Pose Position = A pose .................... your going to love this lol : thanks to Jaroslav Jerryno Novotny at https://blender.stackexchange.com/questions/49768/can-i-set-my-pose-position-like-the-new-rest-position Starting from where it seems you are with at Rest and Pose Position the same : First save your file with a new name because ....... just because Returning to the "default" Rest Position : Looking at your original screenshot and comparing foot position to background grid , to me it looks like the mHipLeft and mHipRight bones have been rotated 5 degrees that's why in the next step we are going to rotate them back by 5°. (and 5° is not just some random number so makes sense). With X axis mirror enabled any rotation we do on the left side will automatically be mirrored on the right side : Remove Armature modifier from body and feet: Applying this pose as Rest Position : Adding back the Armature modifier to body and feet objects: This next step is optional, it is recreating the Pose Position (A Pose) the same as before : Rotating mHipleft (along with mHipRight) minus 5 degrees : Now we have a Rest Position and a separate Pose Position :
  8. Hi again It looks like your model is in an A pose, (legs slightly spread) which results in the soles of the feet not being flat on the floor. In Pose mode the mHipLeft and mHipRight bones have been rotated a little so that there is more space between the thighs which helps when creating and weighting some items of clothes. (for example pants/trousers). When creating your shoes it would be better to have the model in the T pose, the default position of the armature, (no bones rotated in pose mode, the legs are straight, ankles closer together and the thighs usually touching). The soles of the feet will be flat to the ground. If the above is the case then It maybe as simple as switching from the Pose Position to the Rest position in the Properties panel. In Object mode > Select the Armature from the Outliner > Object Data Properties (little green running man icon) > and from the Pose options switch from the Pose Position to the Rest Position. see images below : Note: If needed it is possible to clear the bone rotations made in Pose mode (resetting all bones rotations to the default T pose again) Object mode > Select Armature > Pose mode > A key to select all bones > Alt R to clear all rotations. Now back in Object mode the Pose Position will be the same as the Rest Position.
  9. If edges are showing in object mode but not in edit mode perhaps in edit mode, you have accidentally hidden (H key) a part of the mesh ? In edit mode does Alt + H to unhide change anything? Best is, if you can share that part of your model so that we can have a better look
  10. I'm not expecting you to do this but just letting you know that if necessary you can walk around your build in Blender. In Object mode > View > Navigation > Walk Navigation (Right mouse click this option and Add to Quick Favourites). Adding to Quick favourites makes it easier to switch to this walk about navigation mode. Now when ever you want to go walk about, in Object mode hit the Q key to open your Quick favourites menu and choose this Walk Navigation mode. In this mode cross hairs will replace the mouse cursor. Position the cross hairs at the place you want to start your walk and hit the space bar. Use the arrow keys and mouse to move around the build. Left or Right click to return to the normal navigation again. Some Walk options can be set in Preferences. Oh and make sure the ground plane is very big because if for whatever reason you fall off its a very very long way down..........
  11. Hi Have you tried using the Transfer Mesh Data tool instead of the Data Transfer modifer? See this earlier post here : Note: If you are selecting the objects in the 3D veiwport its first select the object you want to transfer the UV's to and then Shift select the object with the UV's. But if you are selecting the objects in the Outliner its the other way around ! First select the destination object then Shift select the source object. Note that for (me) some reason in Blender v 4.01 and 4.02 after selecting the Transfer Mesh Data option the panel for the transfer options (last operator panel) does not show up in the 3D veiwport as it is supose to. So if you are using one of these versions you will have to hit F9 key (or Edit > Adjust Last Operation...) to get this panel to pop-up. The result is far from perfect but perhaps somewhere to start from:
  12. My guess is as long as the label of the tin is using as much of the UV space as possible then there is not alot that you can do about it. (Maybe you could try sharpening the image texturea little before uploading but unfortunately I don't think it is going to make alot of difference). For comparrison here is a similar tin : Only suggestion I will give is, if like mine the top and bottom of the tin is only using a blank colour then you could get away with using a smaller image texure, 1024 x 512 and still have the same pixel resolution.
  13. Probably because Solidworks is cutting with the equivelant to Blenders Bollean tool/modifier.
  14. Yes, using the Loop Tools addon that comes with Blender. Edit > Preferences > Add-ons > Search for Loop Tools and then enable the add-on: To space the vertices evenly aoround the circle: in Edit mode, first select the circle next RMB (right mouse button) in the viewport to open the context menu. From this menu choose Loop Tools then Circle. This will arrange the vertices to form a circle and all the vertices will be evenly spaced. Note: you can also find the Loops Tools options in the N right hand side panel :
  15. I never use the decimate tool. I just enjoy the process of creating mesh so don't usually mind doing stuff the long way round.
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