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Aquila Kytori

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Everything posted by Aquila Kytori

  1. From the SL Wiki - Texture Usage " Reducing the number of textures you are using on your land is also a great way to reduce the load time. If you have 3 or 4 main 512 x 512 textures on your land for the main build, and then use smaller sized textures for the detail on smaller objects, this would also make the texture load extremely efficient. You should rarely ever use 1024 x 1024 sized textures. Try to avoid using this size as much as possible. " How times have changed ! 🙂
  2. Hmmmmmmmmmmm ........."far better" I don't agree with that. Since Blender 2.80 when you add a mesh primitive the auto generated UV's are quite good. Below is an example of the generated UV's for a UV Sphere : Using Firestorm to export a SL Sphere and import into Blender the "tris" at the poles are mapped as quads (which increases the tri count) and there is a problem of split edges : When correcting the split edges by using the Merge by Distance tool the result was ........ well not as good as the Blender generated unwrap : 🙂
  3. A silly answer but again has to be eliminated............" remove the lines" could mean ....... remove the black lines from the image : I think probably best is no more suggestions from me. 🙂
  4. ...........and why not eliminate this one as well 🙂 :
  5. And just to eliminate the combination of Wulfie's and my first suggestions :
  6. Which lines do you mean then, when It's not the mesh UV lines? In response to Arton's question you posted a second image this time just showing the UV lines and no colour fill. So my next guess is ...............................the layer eye icon ? Through a process of elimination we will eventually get to the correct answer. 🙃
  7. I would have said your extreme weighting of the tongue should have worked OK but as I have said before I have very little experience with this If you check the images I posted earlier of how the Avatar tongue is weighted you will see that the base is approximately 50% mFaceTongueBase and 50% mFaceTongueTip. Weighted green in both cases. The very tip of the tongue is weighted 100% to mFaceTongueTip with a gradual fall off to the base : If you are still having problems post a new video of the problem and share the Tongue part of your model like you did earlier with the eye. https://pasteall.org/blend/ Perhaps someone can sort it out .
  8. 1: Open the image in Gimp. 2: Convert to a black and white image: Colors > Desaturate > Color to Gray.. 3: Convert the white to Alpha: Colors > Color to Alpha... The default color to convert to Alpha is white, so no need to change the default values : We now have what looks like a typical UV map. This is usually used as a transparent guide placed above the painting layer when creating the texture. So we now need to add a new layer(s) to do the painting on. 4: Click on the little "Create new layers icon" . The default values should be OK. ( Fill with: option set to Transparency ) . 5: Rename the original layer to UV's and move to the top of the stack in the layers panel. Select the layer(s) below the UV's layer when painting. Notes : When finished painting hide the UV's layer by unchecking the little eye icon to the left of the UV's layer. Unless you need an alpha channel in your finished texture, before exporting remove the Alpha channel Layer > Transparency > Remove Alpha Channel.
  9. The procedure to hide parts of the model in Weight paint mode is : First to hide parts in Edit mode then switch to Weight Paint mode. Enable the masking option, either Vertex or Face and then select the vertices or faces you want to paint on. When you enable masking then what was hidden in edit mode will also be hidden in Weight paint mode. In the example below I hide everything except the Avatars tongue : Hide the selected geometry: Switch to Weight paint mode and for the moment nothing is hidden : In this example I chose to use Vertex masking. When Masking is enabled the geometry that was hidden in edit mode becomes hidden in Weight Paint mode. : And finally you have to select the vertices you want to paint. The selection of vertices to paint on is similar to selecting vertices in Edit mode. The shortcut key A will select all the visible vertices. You can select vertices one at a time using Shft + LMB. C key to circle select or B key to box select. : Don't forget to select the correct vertex group before starting to paint I am using Blender 2.91 and checked that it also works in 2.93.
  10. Again you have to check the individual vertex to see which vertex groups they belong to. If part of the tongue is not deforming / moving correctly then you know by now that it is because those vertices are not weighted correctly. A little weight painting correction Below are some screenshots of the avatar tongue. Notice that almost all the vertices of the tip of the tongue are 100% weighted to the mFaceTongueTip vertex group and the rest are almost 50% mFaceTongueBase and 50% mFaceTongueTip. Tip of tongue.... all the selected vertices are 100% weighted to mFaceTongueTip group. : These three are 50 - 50 : In the next the selected vertices are as good as 50 - 50 : And the back of the tongue is 50 - 50 again : Base of tongue : Tip of tongue : So I would suggest painting more of the tip of the tongues vertices red and you should be good. I am out for the afternoon so won't be able to offer any more suggestions today
  11. One problem we have is you are not always showing the most appropriate screenshots so can you please set up your view as follows : Starting from this screenshot : ....... for the moment hide the bones : Next, the Material you have used for the skin of the dragon is darkening the colours when in weight paint mode. To temporarily remove this effect in the Viewport Shading drop-down change the Color option to Single : Switch to the Weight Paint editor and enable the Show Wire option in Viewport Overlays so that we can see the better the underlying geometry of the model : Now take a screen shot of how your dragon head looks like with the mFaceCheekUpperLeft vertex group selected. Avatar head with that vertex group selected : Do the same with the mFaceCheekLowerLeft vertex group selected selected :
  12. All I can suggest is that you watch this video again especially from 2:00 : and rewatch the short 4 part tutorial I linked to in an earlier post. The answers will be in there somewhere
  13. Hmmmmm this could be a tricky one and I think we should call @Quarrel Kukulcan in on this. I was going to suggest you save a copy of your .blend file before trying to Clear Transforms from the bones with the following procedure In Pose mode select All the bones. Open the Pose menu > Clear Transforms > Rotations. This works for the Avatar model I have .......... See screenshot below : But ......... You are working with a custom model (dragon). You have already repositioned and rotated all the bones, not just the head bones into position from the original skeleton to fit the dragons geometry. So I would expect you would then have to Apply the new positions and rotations as a New Rest Pose for your custom dragon ? If this is the case and you have created a new rest pose then perhaps the procedure I suggested above will work but what happens if you Clear Transforms > Rotations and all the bones revert back to their original rotations? thats to say as it was before you started fitting the bones to your custom model !!! ? No harm done if you save a copy before attempting this ....... but I would like to hear Quarrels opinion on this.
  14. The first screenshot below shows you how to first remove all the vertex groups from all the vertices of the lower teeth : And the next screenshot shows you how Assign the lower teeth vertices to the mfaceTeethLower vertex group. Now all vertices of the lower teeth (and gums) belong to only one vertex group, mfaceTeethLowwer. Select a single vertex and check in the Properties side panel > Item > Vertex Weights that it belongs to only one vertex group. Repeat that procedure for the upper teeth. Repeat for the each eye if you have not already done so.
  15. Are you sure that each and everyone of the the vertices of the lower teeth (and gums) are each weighted 100% to the mFaceTeethLower vertex group and only to that one vertex group? An example of a correctly weighted vertex : In the first screenshot below, which shows an avatars upper and lower teeth, we can see that one of the vertices of the lower teeth has been selected. In the Properties side panel it is showing that this vertex is assigned only to only one vertex group, the mFaceTeethLower vertex group. (green arrow) This vertex is correctly assigned. An example of an incorrectly weighted vertex : In the next screenshot a different vertex has been selected. This vertex belongs to two vertex groups mfaceTeethLower, green arrow, which is correct and mfaceTeethUpper, red arrow, which is not correct. Have you checked to see if some of the individual vertices of the lower teeth are assigned to more than one vertex group ? Select a single vertex belonging to the lower teeth and check that it belongs to only one vertex group, mFaceTeethLower. Then repeat for some of the other vertices.
  16. Planning is for only 2 years. From August 2021 to August 2023. https://code.blender.org/2020/02/release-planning-2020-2025/ Proposal: 1 LTS per year, major release cycles each 2 years 2.8 + 2.9 series wrap Finish the original 2.8 targets and focus on polishing for the first two LTS. 3.0 series New numbering, after 21 years the Blender 2.x series gets a wrap! 4.0 series
  17. In the screen-shots below you can see which vertices are weighted to the mFaceEyebrowCenterLeft bone when the that vertex group is selected. But of course not all of those vertices have equal weights (and none have a weight of 1.00 = red color). Some have such low weighting that they are not really visible as being weighted at all when looked at in weight painting mode : For example, in the next screenshot the vertex selected is only weighted at a value of 0.007 to the mFaceEyebrowCenterleft. It is weighted a lot more to the other 3 Vertex Groups. This is what makes weighting to the bento face bones so awkward. It is only going to get more difficult from here on The eyeball should be only weighted to one vertex group with a value of 1.00 If you haven't already, you should download and check out the the default Bento avatar/rig and see how it is weight painted. Also watch some more rigging and weight painting tutorials. At the very least watch this short 4 part series :
  18. You are not paying enough attention to the replies you get. I will repeat, Select a single vertex ........... In Edit mode and vertex select mode, select a single vertex. Your image is showing that you are in face select mode !! and with lots of geometry selected !! Face select mode, the Vertex Weights are not shown in the properties side panel, see first image below: Change to vertex select mode, select a single vertex and the Vertex Weights are visible. See screen-shot below : Note that if you have more then one vertex selected then the Vertex Weights groups and values are for the last vertex that was selected, (the active vertex). Again you are in to much of a hurry and miss the important bits. Watch the video that I linked to for the process. https://www.youtube.com/watch?v=GLeiWgr6jV4
  19. Your image is showing that when you select the vertex group mFaceTeethUpper it is selecting the upper teeth, which is correct. Your video shows the mFaceUpperTeeth bone is not moving when you rotate the mFaceJaw bone, which is correct. But some of the upper teeth are moving along with the mFaceJaw bone. This would suggest that some of the upper teeth are also weighted to one or more of the bones (vertex groups) that move when the mFaceJaw bone is rotated. To check for this: In Edit mode select a single vertex of one of the upper teeth that move with the mFaceJaw bone then open the properties side panel (N key) and in the Item menu > Vertex Weights check which vertex groups that vertex belongs to. Ideally it should only belong to mFaceTeethUpper and have a value of 1.00. In the first image below you can see the SL avatar upper and lower teeth (with the rest of the head hidden). There is one vertex of the upper teeth mesh selected and we can see that it belongs only to the mFaceTeethUpper vertex group with a weight of 1.00 : In the next screen-shot a single vertex of the lower teeth is selected and we see it belongs only to the mFaceTeethLower vertex group and has a weight of 1.00 : so far so good But in the third screen-shot a different vertex of the lower teeth is selected and we see that it belongs to 2 vertex groups ! ! This is not good for the teeth at all. The teeth should belong to only one vertex group, mFaceTeethUpper or mFaceTeethLower. If when you do this check you find teeth vertices belonging to more than one vertex group then you will have to redo process shown in the video that I linked to earlier. Thats to say, select upper teeth vertices only and remove from all vertex groups then assign only to the mFaceTeethUpper vertex group.
  20. My guess is you need to follow that procedure for each of the following : mFaceteethLower. mFaceTeethUpper. mFaceTongueBase. Each of the eye bones (which ever one you have chosen to use). and when you have done each of those then isolate the tongue and hand paint the tip of the tongue to mFaceTongueTip.
  21. Hi, welcome to the forums. 🙂 Perhaps it would help if you could share an example .blend file so that someone can check it out and try a test upload. Blender file sharing site : https://pasteall.org/blend/
  22. I may have found a solution to the problem with the teeth . Check out the first half of this video : https://www.youtube.com/watch?v=GLeiWgr6jV4 In the video he is assigning upper teeth to vertex group Headx where you will be assigning to mFaceTeeth Upper. The same for lower teeth, assign them to vertex group mFaceTeethLower .
  23. I may be wrong but .......... I wouldn't worry to much about the exact position of mFaceJawShaper. See the screenshot below to see what part of the mesh is influenced by this bone :
  24. You mentioned in an earlier post that when in weight paint mode the mesh is all black (instead of the expected blue). This could be because of the material you have assigned to the dragons skin. If this is the case then you could try opening the Viewport Shading drop-down and select the Single option instead of the default Material. And you may find if helpful to see the position of the vertices when weight painting. Viewport Overlays > Weight Paint > Show Wire :
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