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Aquila Kytori

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About Aquila Kytori

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  1. @Wulfie Reanimator If you are seeing seams then something is going wrong somewhere. I have re-uploaded the arms, One without DataTransfer modifier and the other with. This time using Firestorm to get a better closeup view in the preview window. Exported from Blender with the modifier(s) not applied but the Apply Modifiers option checked in the Collada export options menu. As expected no seams in the preview and no visible seams when rezzed inworld. Edited to add: I did some testing ; if the Realtime button is left unselected in the DT modifier of either (or both) objects before exporting then the seam will appear in the preview window so maybe check that..
  2. @Wulfie Reanimator I used the arm mesh from a Make Human model and as far as I can see it works. (Now after lots of problems with models not uploading and Gimp completely messed up after I had changed the screen resolution I can't remember if I applied the modifier before uploading or not). The seam in the second arm is hard to see but I logged myself out by accident and its too late and I'm too tired to redo it now ). And if you would like to do the upload for yourself you can find the .blend file here https://pasteall.org/blend/219810f4e4f84f55963e6cd8fdce9d07
  3. To fix the shading error at the boundaries check out the Data Transfer modifier to copy the vertex normals from a "whole" mesh to the slices. An example can be found in the very last post here https://community.secondlife.com/forums/topic/415260-finally-at-aquila-d/page/2/ or similar here with apple slices https://blender.stackexchange.com/questions/175765/how-do-i-remove-the-line-gap-things-after-separating-some-meshes-apple-peeling/175854#175854
  4. Another.gif this time using two 3D viewports. 1 for editing in which X-ray has been enabled and set to a value of 0.0 and the Outline option unchecked in the Viewport shading menu, so that the preview is hidden and only the "flat" version is visible for editing. The second for viewing the live updates. but of course the same thing is usually achieved in a single viewport with the modifier Display buttons (see this and the previous .gif)
  5. Have you tried playing around with custom normals ? Using the Normal Edit modifier and an Empty to modify the orientation of normals : Note: Object Data Properties > Normals > Auto Smooth needs to be enabled for this modifier to work. ( Or perhaps try the Data Transfer modifier for larger plants like bushes and trees. )
  6. Good question Hector. Apparently the answer is : Why? Because the roof physics is made for triangle (that is unanalyzed) physics. Analyze it and it's pure rubbish. The wall physics on the other hand, only works as hull (that is analyzed) physics. Unanalyzed it's pure rubbish. How are you going to achieve both in a single upload? (My bolding) If that makes any sense to you then go for that but to me .............. its a rabbit hole so I am giving up on this one.
  7. You are the second person to rubbish Hector's physics model and I am just not seeing why? Assuming walls and roof are all one object, to me it looks just fine as a model for testing the principals. I did a quick upload of my version of Hectors Phys model ......... and as expected ...... no problemo. Concept validated ( or what ? )
  8. I agree about walkable roofs but ............. well I can't help thinking the Lag Fighter is going a bit soft. 😮 More accurate roof collision surfaces :
  9. @Kyrah Abattoir apart from a few extra tris in the roof the 2 collision meshes are almost the identical !
  10. This reply to someone asking for help has to be: 1:The winner of the prize for the most useless answer of the week. 2: Simply not true. (see images below) From the screenshot of Physics menu in the SL mesh up-loader we can see that Hector is correctly not Analyzing the physics model so this dose not apply in this case.
  11. There are 3 general rules you should be trying to comply with when making a Physics model for your house. 1: Each object should have its own Physics model. For example, if the house consists of of two separate objects, a roof model and a walls model, then the roof object will have its own physics model and the walls model will have its own physics model. 2: The Bounding box dimensions of the Physics model should match the Bounding box dimensions of the visual (High LOD) model. If the BB dimensions are different then the SL mesh uploader will stretch or squish the Physics model to fit the BB of the visual mesh. This will result in misaligned collision surfaces. 3: Keep the Physics model as simple as possible. In the Physics model only have collision surfaces where they are really needed. For example window opening can be ignored in the Physics model. Keeping it simple also means low physics costs. The SL mesh uploader likes to find large tris/quads in the Physics model and will reward you by reducing the Physics cost. If it sees alot of small/thin tris/quads then ......up goes that cost. When looking at the screenshot of the preview window you posted the first thing I ask is "where are the front walls" ? The roof physics model has been stretched to fit the building. Can you confirm that you are complying with rule N°1? The physics model you show, is that a single mesh object. Also; in the preview window the physics model looks more complicated than the physics model you say you are testing. What looks like 3 windows are also outlined in yellow (2 at the front one at the side)? Doing a quick count of the triangles in the physics model (assuming the roof physics model you show is single sided) I make it less than 100 tris, the mesh uploader is indicating a count of 132 ? The building is it a single mesh object or a collection of objects? Best is upload one object (along with its physics model) at a time.
  12. Mentioning this in case you don't know already, There is a SL Beta grid which is like a tiny parallel world to the usual SL. There you will find a handful of sandboxes where you can upload mesh and textures etc for free. The L$ balance you see in the header of your viewer while logged into the beta grid is only for use there. They are not real L$'s. You will still be "charged " for your uploads but the L$'s will only be deducted from the L$ Beta balance. When you log back to the main grid you will find your real L$ balance has not been effected. To enable the option access to the beta grid you need to check the box in preferences : Then choose the Beta grid at login : http://wiki.secondlife.com/wiki/Preview_Grid
  13. Hmmm Do you mean Sculpties http://wiki.secondlife.com/wiki/Sculpted_prim or a mesh that you have used the sculpt tool on in Blender? If it is the latter then you still need to create some kind of UV map for it either adding your own seams and then UV unwrapping or use one of the automatic UV unwrapping options in the UV Mapping menu. For example the Smart UV Project. After you have unwrapped then you need to create your texture. If you are baking a texture on the UV map then either of the above methods is fine but if you are going to paint onto your 3D model and or in the 2D UV map using the UV islands for guides then you will find the process infinitely easier if you have added the seams by hand, UV unwrapped and edited the UV islands so you understand which UV island corresponds to which part of the model. Whether it is simple prims or more organic shapes the process is the same. But if this is your first UV unwrapping and texturing then I urge you to start with something simple like a cube just so you understand the process of mapping pixels in 2D space to geometry in 3D. You will learn a lot by simple creating a cube from scratch in Blender. Marking your seams by hand. and then use different methods to create a texture for the different faces of that cube. You need to learn the basics before tackling a more complicated sculpted model. If it is Scuplties then I think we should page @ChinRey. She is one of the few resident sculpty specialists .
  14. Welcome to the SL forums As Chic has already mentioned the smallest a mesh object can be is 10 x 10 x 10mm (0.01 x 0.01 x 0.01 m). That's the X Y Z Bounding box dimensions of the object. Your little button"s bounding box is less than 10mm along the Z axis so it is being stretched by the SL mesh uploader to the minimum dimensions. There are different work-a-rounds to overcome this stretching, and as you have already guessed they involve different ways of increasing the bounding box size to be at least 10 x 10 x 10mm. In Blender the neatest way of doing this is to add a single "extra" vertex. Normally a single vertex (loose vertices) would be automatically deleted from the Collada file, but if we make that vertex the first in the list It will not be deleted. 😉 1: Starting with our simple button with dimensions 16 x 16 x 2 mm : 2: We position a single vertex below the button so that the bounding box size of the button will be increased to at least 10mm along the Z axis: 3: In Edit mode, with only the new vertex selected open the Mesh menu, find the Sort Elements and choose the Selected option. That's it. Now you can export and import into SL. When rezzed inworld you will not see the extra vertex but it will be there to increase the bounding box size and so prevent the button from being stretched. and as Chic mentioned you would not normally upload a single button by itself but now you know that if necessary you can. Edited : Bonus screenshot
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