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Aquila Kytori

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About Aquila Kytori

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  1. When rezzed in world it is obvious that the offset is in the incorrect position and of course when stretched to 50m the offset is over 2 meters from the inner end of the beam. This incorrect offset can be seen in the .dae file when opened in Blender. The whole of this thread could have been avoided if someone had been more careful when creating her original mesh in Blender. To keep your inner beam nano mesh diameter (5mm) you just need to add an extra quad as explained in the images below. Make this plane a separate material then when rezzed inworld set it to 100% transparent. This new beam .blend file can be downloaded from http://pasteall.org/blend/index.php?id=52049 For me and I do hope for you now that the problem has been solved. Your mesh was a mess lol The origin of any precision errors was all in the original mesh. Best is next time post your .blend file here first before posting Jiras
  2. So you really only want to see the inner red part in the final beam? and the surfaces coloured yellow will not be seen but there just to increase the diameter of the nano tube? if so you are doing it wrong . like Wulfie said ........ lots of tris for such a light beam. Please redo Kitten. Like I said in the previous post if you need a step by step give the dimensions
  3. For some reason I can't log into the beta grid at the moment. @VirtualKitten Unfortunately EVERYTHING about the beam mesh is a mess ! ! ! 😯 Even the center of model is nowhere near the inner end of the tube. Please take a few minutes to redo your mesh from scratch in Blender and either Upload the new Blender file to the link i mentioned earlier or do the test uploads yourself and let us know the result. I would be reasonable sure that it would be working as expected this time If you need a step by step walk through on how to do it let me know the dimensions of the beam part (tube inner and outer diameter and length) of the model and will get back to you later.
  4. Upload a copy of your Blender file to http://pasteall.org/blend/ then after Uploading copy and paste the new URL here.
  5. Hi Earlier Wulfie suggested you were wrong and provided a blender file for you to test. Did you try it ? I have also done some testing : 4 different objects in Blender each using a single vertice to create the larger bounding box. In the SL mesh uploader I used the same high LoD model in each of the LoD slots and used the same for the Analyzed Physics. I rezzed all 4 on a prim cube then logged out and logged back in again using the Firestorm viewer so that I could have the extra precision in the build floater. The dimensions shown in the Firestorm build floater were the same as in Blender before exporting. Next I made a copy of each and changed the X dimension to 50m. The pivot point did not change, it remained perfectly central for all 4 objects. My question to you is why would you want to even make a mesh object like that with a dimension to the nearest 1000th of a millimeter? Why in Blender would you deliberately make a box for use in SL with one side 0.019848m when 0.02m would do? Not only "do" but in every case I can think of would be better lol. Just curious Edited to add: If interested you can download the Blender file with the 4 different objects I used for testing, from http://pasteall.org/blend/index.php?id=52048 Note that it is a Blender 2.80 file and when i tried to open with a 2.79 it opens empty.
  6. If you look carefully at my physics model it dosen't just have inside faces. It has outside faces as well, otherwise you may find that avatars can walk through the single surface "walls" into the pool.
  7. Have you changed the Physics Shape Type to Prim in the in the SL build floater > Features tab ? and what Rey just said Stretch it a bit along the Z axis untill it deeper than 0.5m
  8. 1 Meter ! ! ! ! I just rezzed a Physics model for that size ...........thats really very very "weeeee" lol . maybe ok for fish pedicures but not to sit in . This is using a hexagon instead of octagon as start for physics :
  9. Hi Bitsy Will the fish all have smiley faces ? My first choice would be to make the collision surface using mesh. Keeping it as low poly as possible. In the screenshot below I started with a 8 vertice circle for the sides and a quad for the bottom of the pool. if you need to have the bottom raised up a little to allow for the thickness of the pool then use a second quad. If the rim is small enough then you can get away without modelling that in the Physics model. A Physics model including a rim would probably double the final Physics cost because it would be made from small tris. I just checked and yes even with this "sharp" rim an avatar can still select and sit on the rim. This physics model will not be Analyzed in the mesh Uploader. Physics cost is very dependent on size ! Yes the water does look as if it is about to overflow . I think it worth the extra geometry to lower the level some.
  10. Zooming in on your screenshot you appear to have 2 triangles everywhere, where before you had 9. That has to be good .
  11. The distance at which LoDs switch is size dependent (bounding box size of the model). These walls make for a large mesh and they will only be seen from inside of the building so LoD switching isn't a problem even when the lower LoDs have been zeroed out in the SL mesh uploader because they will never be seen. For much smaller items where the LoDs switch very quickly you need to do some testing. This "Smash and grab" approach to meshing, (importing into Blender, joining to become a single object and getting out as fast as you possibly can) may work well for these interior walls but for smaller items I would suggest you open the door to Edit mode in Blender and do the reduction by hand. The actual modelling process etc remains the same but the user interface has changed dramatically from the previous versions. As a beginner you would probably find it impossible to follow Blender 2.79 tutorials and then try to recreate what ever in 2.80. 2.80 is the future and judging from what Marianne is showing over in the mesh forum she seems to be coping very well following those 2.80 tutorials she linked to earlier in this thread. It can, will be horribly frustrating at first. You just have to be prepared for that.When you get stuck on something you can often get a very fast answer from the Builders Brewery group chat or ask in the mesh forums here. There is no shortage of people willing to help you along the way. I expect Blender will be getting lots of little updates in the near future.To cope with that don't install Blender. Create a Blender Download folder on your desktop or where ever. Download a zip version and drop it into that folder. Unzip it into the same folder. Open the unzipped file and scroll down until you see the Blender icon (application) and drag the icon to your taskbar. Blender will now open from there. When you want to try a later version there is nothing to uninstall, just delete the contents of that Blender Download folder.
  12. I expect you have solved this little problem by now but just in case you haven't: After Assigning each Material (colour) to the relevant face (select faces, then select the relevant Material in list of Materials and hit the Assign button) you will need to switch to the Look Dev mode to see the coloured faces on your mesh. When making screen shots doçn't be afraid to increase the Display Resolution so that we can easier see what you have going on Edit > Preferences > Interface > Display For the railings create one railing, mark seams and UV unwrap that first railing. Then when you make copies by whatever method those copies will have seams and they will be already UV unwrapped for you. The UV's of the copies you will find stacked one above the other in the UV editor. You can leave them stacked or if you need some variation select the railing UV islands one by one and move them about the UV space. and yes best to stick with 2.80 now.
  13. @Marianne Little Something you may be not aware of, If you are zoomed in close to your prim build linkset when using Save As > Collada it will save with the maximum number of vertices and triangles. If you are zoomed way out when saving then the vertice and triangle count can be alot lower when you open the Collada file in Blender. I did a test upload to show this: The first image is of my prim build. On the right the linkset ready for exporting as Collada. Next image, Saved As > Collada when zoomed in close then opened in Blender in Edit mode. Now same linkset but zoomed out around 400 -500 meters when Saved As And finally, using the methods Teager suggested in an earlier post to Optimize the linkset in Blender : Wish you luck with your new adventures in Blender 2.80. :)
  14. As an experiment I uploaded a rigged avatar upper body mesh, rezzed one copy on the ground and wore the other. With RenderUseTriStrips enabled this is the result: Either worn rigged mesh is somehow managing to sort the triangles into an order so that it can use triangle stips or rigged mesh is excluded when Use Tri Strips is enabled.
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