Aquila Kytori

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About Aquila Kytori

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  1. Hi and welcome to the mesh forum To get more variation you could try the following: Find or make your own custom tilable wooden planc texture. After UV unwrapping the original log, Apply the Array modifier. Load up your texture in the UV editor. You will find all the log UV's occuppying the same space in the UV square. In Island select mode, select the Island one by one and move them around on and off the UV square so that they look less uniform in the 3D view.
  2. @Chic Aeon Why use planes (not Analyzed) type Physics? 1: WYSIWYG. Because you are not asking the Physics mesh to be Analyzed, apart from converting it to triangles, the SL mesh Uploader leaves it as it found it. The result is you get collision surfaces exactly where you designed them to be. 2: No problems when it comes to rezzing prims or mesh objects on the surfaces. 3: If made correctly, avoiding small or thin Tris/Quads then generally the Physics cost will be a lot lower than had you used the box method. Less than 1 for the “Chic style” house in the images above. 4: Its quick. Especially for this particular example, Starting with a copy of the visual mesh : Delete the walls with the windows, delete the floor, (the visual mesh floor is 6 tris, it will be replaced by a single quad.) Delete the small faces of the step and delete the small thin quads around the door opening. Fill in the floor, fill in the top of the step and finally add faces for the side walls, inside and outside. etc etc .................
  3. Hi Chic I usually use the Linden viewer but just for you I tried with a Firestom viewer. Not sure how old it is , says August 2016 .. even gives a warning that Physics isn't going to work with mesh uploads............ but when I rezzed the building and changed to Prim, the collisions surfaces seemed to be working just fine. The Physics mesh I used was not Analyzed.
  4. Hi I came across a rotating Tardis on one of the Aditi sand boxes today The probable reason you are having problems getting the physics to work properly is that the model is made up of 10 different mesh obects. When making a physics mesh there are a couple of rules that have to be complied with. 1: Each visual mesh object has to have its own physics mesh object. If you are uploading all 10 parts together but with only 1 physics object then …. the result is something like you are experiencing. 2: The bounding box size of the physics mesh must be the same as the bounding box of the visual mesh. As Arton has already said, if the Physics mesh’s bounding box is different from the visual mesh’s bb then it will be stretched or squished to fit. Which will result in collision surfaces not aligned to the visual mesh. Unless you have good reason not to I would suggest that you join up all the parts of the visual mesh in 3D Max so that they are all one object. Then make a Physics mesh for that single object. If you need a part to be separate, for example for animating, then upload it separately with its own Physics shape. Doing this will almost guarantee having correct collision surfaces. Note: In the example below the physics mesh is designed Not to be Analyzed in the mesh uploader. The reason the vertice count is higher than Chic or Rey approve of is not because your model is too detailed or dense but because you have a lot or edge loops that would not be there if you had modeled the side panels as separate, (but part of the same object) unconnected to the rest of the structure. For comparison, the model in the image above is very similar to yours but the panels are separated from the rest, the vertice count in Blender is around 1450 and 3500 in the SL mesh Uploader. (Sharp edges, UV islands and 6materials etc).
  5. @Chic Aeon A lttle off topic but have you seen the demos of Eevee ? Real time rendering coming to Blender with 2.8,
  6. ........waiting for Bitsy..........
  7. And the fix was ?
  8. The name of the addon is right there in the screenshot that you posted https://blendermarket.com/products/uv-squares/
  9. ......... and if Bitsy doesn't come in to claim the kittens in the next 24hours they're mine ! Actually I think its best i take them into my post now ........ for safe keeping. We don't want anybody to think that they have just been abandoned.......I have seen people walking around SL in jackest made from kitten fur .
  10. Hi
  11. Perhaps this thread was what you were thinking of or this one Drongles posts not mine ........ You didn't make it very clear exactly what your problem was Chic ! Anyways if it was about editing normals in Blender there was some good news anounced this week. Blender is having another go at getting editing normals more user freindly sponcered by your frieind Google https://summerofcode.withgoogle.com/projects/?sp-page=2#5878855406452736
  12. annother OOOOOOOps, I jumped in without really looking carefully at the screenshots. The fence could well be made from alot of different mesh Objects.
  13. I’m with Pamela on this on. Its LOD’s. When you are close to an object you can see all of its detail. Lots of vertices and triangles need to be calculated and rendered on your screen. When the object is farther away you cannot see so much detail so it would be a waste of processing power to still have to calculate the positions or all those triangles. What many game engines do, including Second Life is to use different mesh models depending on their distance from the viewer. A High detail model when viewed up close. Switching to a Medium detailed model when viewed a little farther away. A Low poly model when it is still farther away. A Lowest poly mesh when it is so far away you can’t make out hardly any details at all. These meshes of different complexity are called LOD’s. Level of Detail. The distance at which one LOD mesh switches to another is dependant on its size. (and the value you have the RenderVolumeLODFactor set at in the viewer that you are using). A large mesh model like a house will switch LOD’s at a greater distance than say a flower vase. A mesh object in Second Life really is a collection of 5 different mesh models. High LOD mesh. Medium LOD mesh. Low LOD mesh. Lowest LOD mesh. Physics mesh. You have created your Fence mesh and saved it as Fence.dae. This is the High LOD mesh. And you have your Cube.dae to use as your Physics mesh. That’s only 2 meshes! Oh I forgot to mention the most important thing ……. The complexity of the lower LOD meshes has a huge effect on the final LI cost of the object. For room size objects it will be the Medium LOD mesh that has most effect. For a flower vase size object it will be the Lowest LOD mesh that has most effect on LI . For your Fence its probably the Low LoD that effects the final LI cost the most. The more complex your Low LoD mesh is the higher will be the LI . The fewer Vertices/triangles used in that Low Lod mesh the lower will be the cost. So what about the other 3 LOD meshes? If you are only loading up your Fence.dae and Cube.dae then hitting the Calculate weights and fees button, then it is the Uploader that is creating these other 3 lower LOD meshes for you. These are Automatically Generated for you. See first screenshot below : If you look more closely you can manually change the complexity of those Auto Generate lower LOD meshes and set the vertice and triangle count to a lower number. In the second screenshot I have set all three Generate lower LODs to there minimum values. Notice in the Preview window that the Medium LOD mesh now appears as a single Triangle. The LI count is now only 1.6 . This is certainly a big difference from the first screenshot but if I were to upload like this when I zoom out all I will see of my beautiful mesh is a single triangle ! This is what Chinrey calls Butchering the LOD's OK low LI but not very good to look at from any distance other than close up. Instead of using Auto Generated lower LOD’s a much better solution is to create them yourself and and use these in the lower LOD slots of the Uploader. But when just starting out most people don’t, they play with the auto generate values The Auto generated LOD’s can never be as good as the ones you make yourself. The auto generator just cannot know what details are important to keep and which can be removed for each level of detail. One thing you need to remember when creating your own LOD meshes is that each LOD mesh must have the same list of material faces. As you gain experience you will get the feel for which LOD level is going to have the most impact on LI and also how much detail you need in each LOD model.
  14. Hi I only got as far as making static mesh objects so perhaps I have completely misunderstood what you are asking ……. but I was curious…. When I select the UpperBodyMesh from the Avatar Workbench and copy it (Ctrl + C) then open a new Blender file and paste it into there (Ctrl + V), it gets pasted in along with its Modifier, Vertex Groups and Shape Keys etc. Maybe you mean something different ? Also you didn’t say what method you are using to Export and Import your rigged clothing item into the second Blender file?
  15. Hi The ‘Hitbox’ is usually called the Collision or Physics mesh. To have correct collision surfaces for your model you need to do 2 things : 1: Tell the mesh uploader where you want to have the collision surfaces. 2: When your model is rezzed inworld, set the Physics Shape type to Prim. You can tell the mesh Uploader to use your High Lod model for Physics. This may be Ok sometimes but usually this will cause the final LI cost to be higher than necessary. Best is to create a simplified model and use that for Physics. To do that, in your 3D modeling programme, make a copy of your Landscape Object and simplify it as much as possible. Only have geometry where you need to have collision surfaces. Then save it as a separate .dae file. (Landscape_Phys.dae) The fewer triangles/quads you use in this model the lower will be the Physics cost. One rule you have to follow is that the Bounding box dimensions (X, Y and Z) of your physics model must be the same as the Bounding box dimensions of your visual (High LOD model). Upload your Landscape.dae model as usual and then open the Physics tab of the mesh Uploader. In Step 1 of the Physics tab upload the Landscape_Phys.dae file. Don’t touch any of the other options in the Physics tab ! Hit the Calculate button then Upload. Rezz your model on the ground then Edit it. Open the Features tab and change the Physics Shape Type from Convex Hull to Prim. Now it should be walkable