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Aquila Kytori

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Everything posted by Aquila Kytori

  1. hi There is one important final step you need to take that you haven't mentioned...... Once you have rezzed your house inworld you need to Edit it and then open the Features tab of the edit panel. There you will find an option called Physics Shape Type. The default is Convex Hull, to enter your house you need to change this to Prim.
  2. Was that the file you meant to post ?  I ask because it hasn't been optimized and there is no Physics mesh in that file ? beli wrote : "Okay I'm about to give up and just redo it (again) ............" . I think that would be a good idea The best advice you have recieved in this thread was from Drongle when he said "ETA: In fact, I think it would be much easier to make a completely new model, using the imported mesh as a plan, than to do all the necessary decimation. I expect it's the UV mapping that would give the most trouble for someone not familiar with it." I would suggest you put asside the luxury Beach House project for a while and start with a simpler Beach Hut In the images below I have tried to show the workflow for creating a basic hut. I deliberately left the roof of so that you see inside. (note: there are many ways to create such a model, this is just one of them )   It may take a while even to get this done but you will learn alot of what you need to know and become more confident with using Blender before tackling more complicated models. Also you will find that sorting out problems along the way will me simpler and less frustationg for you
  3. Hi Hold down the Shift key while selecting the faces: Select face A then hold down the Shift key and select face B. Now both faces will be selected at the same time. ( or simple hold down SHIFT while selecting faces A and face B )
  4. oooooooops..... I didn't look at the .blend file you posted in this thread ....... i had presumed it was exactly the same as the one from a couple of weeks ago. Your on the right track with the Physics mesh beli. When i first tried to Upload the building with the Physics mesh , the Physics mesh wasn't showing up in the preview window but the uploader was still calculating the Physics cost as approx 10. And when rezzed there was no Prim option in the Physics Shape Type drop down. First i tried was: in Blender delete ALL those materials from the Visual mesh. result was the same , no Prim option. Second; I deleted ALL those materials from the Physics mesh object. This time i could see the (yellow) Physics model in the Uploader preview window BUT the uploader gave an error because it found triangles with too little or no area:  Next I went back into Blender and using the "thick black lines" shown in the preview window as a guide i found and removed from the physics mesh those troublesome triangles/quads. as a side note: you can clean up your physics mesh some by using the Mesh Clean Up tool  After removing the tris/vertices that the preview window had indicated , the building uploaded ok and I was able to change the Physics Shape Type to Prim and walk around inside the buildiing ( after scaling it up to make it big enough to do so ) Some notes: When you have finished with your mesh in Blender but before exporting, in Object mode select each mesh in turn then open the Object menu > Apply > Rotaion ans Scale. Physics mesh: Make the walls two sided , sometimes its possible to walk through walls that only have one side. In Blender, open the Properties panel (N) and scroll down to the Shading menu and then enable Backface culling. In mesh a polygon/face only has one side. The other side does not exist. With Back face culling enabled you can see the real face and see that the other side of the face is not there. For Physics/Collision surfaces the fact that the "other side" doesn't exist matters. It means that sometimes, especially if you are moving quite quickly you can move through the wall from the side that "doesn't exist" . so where ever possible a wall's Physics should have two sides; Quads/tris for collision surfaces on both the outside and inside of the walls. Also, with Backface Culling enabled you will see that most of your wals have the face on the outside ( thats called having the Normals pointing outwards) but a few are pointing inwards ....... To reducde the physics cost a little you could remove those remaining few faces at the tops of a couple of the walls ( for example, those 2 wall sections that were giving errors in the preview window have those unnecessary faces ) you are almost there
  5. Hi beli If this is the same building as last time then you need to do the following: 1: The inner wall that is a separate mesh object you can join to the rest of the building. 2: Optimize the building to remove all the unnecessary vertices/triangles/quads. 3: UV unwrap. 4: Export building as .dae 5: Create a physics model for the building. 6: Export the physics model as a .da file. 7: In the SL mesh Uploader, load up the visual mesh as usual then open the Physic tab of the uploader and in Step 1 Upload the physics .dae file. Don’t touch any of the other options in the Physics tab. 8: When rezzed in world, Edit the building and in the Features tab set the Physics Shape Type to Prim.  To Optimize the building : 1: In Edit mode select everything and then Mesh menu > Clean Up > Limited Disolve. 2: With everything selected from the Tools panel Remove > Remove Doubles. 3: In face select mode remove all the faces at the top of all the walls. (these will never be seen). 4: Check all over you mesh and remove any faces that are inside the walls. 5: Edit mode: with everything selected Mesh > Faces > Triangulate Faces. 6: As much as possible Merge vertices that are not contributing to the shape of the mesh to vertices that are. See image below. Note: to do this you may find that you need to delete some of the triangles and rebuild the walls. (The more time you spend doing this the lower the final LI cost of the building will be.)    Now that the building has been optimized it is easier to create a physics mesh for it. The Physics mesh should be made from as few triangles/quads as possible. And you should avoid having small or thin polygons in this mesh. The uploader likes to see big polys in the Physics mesh and will reward you by with a low Physics cost. If it finds small or thin polys it will punish you by charging a higher Physics cost. 1: Make a copy of the optimized mesh and move it to a different layer. 2: Use this copy as a guide for creating the Physics mesh. For the the Physics mesh the walls don’t need window openings. Any faces that join outer to inner walls around door openings should be deleted. See image below, when you have something like that as your physics mesh then you are ready to export it as a .dae file and use in in the Physics tab of the mesh uploader.  Some notes : As Drongle has already said, If your visual mesh is a single mesh object then your Physics mesh must also be a single mesh object. Each visual mesh object has to have its own Physics mesh. The overall size (bounding box) of the Physics mesh must be the same as the visual mesh. If it isn't then the uploader will squish or stretch to fit the Visual mesh's bounding box. That would result in the collision surfaces not being exactly where you wanted them to be . I will send you the .blend file of the optimized and Physics mesh inworld so that you can take a closer look at it.
  6. Hi Have a look at what size the Uploader thinks your model is :  If it is indicating that the mesh objects/s is more than 256 meters then go back to your 3D software and check that you are only exporting the Object that you want to export. Or perhaps you have a stray polygon that is causing the mesh objects bounding box to be that size. If you are using Blender you can see the bounding box: in Object mode > Properties window > Object tab > Display menu > Bounds ( box). When exporting, if you are not doing this already : select the mesh Object/s you want to export and then in the Collada export menu make sure that you have the option "selection Only" checked. its not clear is you are trying to upload a single mesh Object or several at the same time and always a good idea to mention what 3D software you are using ..........
  7. Hi I think it would be worth spending a little time at least trying to make your favourite non tileable sandstone texture seamless. Here is a link to making seamless texture in Photshop: http://www.designpanoply.com/blog/how-to-turn-a-photo-into-a-seamless-tileable-texture-in-photoshop
  8. Aquila Kytori

    Face Issue

    Hi I don’t have night vision enabled so this is just a guess, Alpha sorting? Do your textures contain an alpha channel? If so try removing the alpha channel before uploading the textures.
  9. To join two vertices together you can use the merge tool. 1: select vertex A then Shift select vertice B 2: from the Tools panel find the Merge tool menu and open that. 3: then choose the At Last option. Note: Which of the merge options you choose depends where you want the two (or more) vetices) to be joined.  Or you could join the two parts together by adding a new face (quad) 1: select all four vertices ( A, B, C, and D) 2: then hit the F key. This will create a new face which will join the two parts. 
  10. Hi Interregnums wrote: Hi guys. I am following a tute on YT. I need some help here. in the beginning when he's making the pane extend and have new pieces. How is he doing that? Video : Thank you He is adding the new edges by holding down the Ctrl key, then placing the mouse cursor where he wants the next edge to be , then hitting the Left Mouse Button to validate. The new edges are snapping to the surface of the Mesh head object each time. To get it to do that look carefully at which options have been enabled in the header at the bottom of the 3D window. ( Snap to Face and Project individual elements on the surface of other objects. )  The Hair mesh has to be a new mesh object so add that first Plane in Object mode. Then Tab into Edit mode to create the rest of the hair.
  11. Drongle McMahon wrote: Or you can use the Solidify modifier, which gives more control, including choosing whether to add edge faces*. *I think that used to be an option with the tool, but it seems to have disappeared (2.77a). Its still there in 2.77a Drongle, called Fill Rim . The Only Rim option was added somewhere between 2.71 and 2.73  
  12. Hi Chic Ragged = aliasing ? If you do a Google search for something like: cycles bake anti-aliasing? you may find this : BeerBaron · 3 months ago I think the proposal should just be called “Anti-Aliasing for baking in Cycles”, it’s a longstanding issue. The workaround is to bake at a higher resolution and then downsample the image to the desired resolution. Example: You bake at 4096x4096 and then rescale to 1024x1024. This has more or less the same effect as taking 4x4 (=16) Anti-Aliasing samples (if the baker had support for that), assuming your rescale algorithm takes the average of 4x4 pixels to produce 1 pixel (e.g. “Bilinear” or “Bicubic” rescale option in Photoshop). Also note that if you render e.g. AO maps, you can then reduce your AO samples accordingly to achieve the same level of noise, i.e divide by 4x4 (=16) if you render at 4096x4096 for a 1024x1024 rescaled output. But maybe good news now : from the Blender Wiki : https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77/Cycles Dev:Ref/Release Notes/2.77/Cycles Baking Cycles baking combined pass options The baking process can now be customized for the combined pass allowing which passes should contribute to the final baking. We also have more control over the light passes diffuse, glossy, transmission and subsurface. We can bake the direct and/or indirect contributions alone and decide if we want them combined with the surface color, or as contribution weights. (9a76354) Anti-Aliasing is now enabled for baking. (c359343) From the screen shot of your Bake Panel it doesn't look like you are using Blender 2.77. Try 2.77 and let us know if it is really working
  13. If you are still having problems with the Physics of your wall, you could upload your .blend file to : http://www.pasteall.org/blend/ then post the download link here so that I or someone else can take a look at it and then do a test upload.
  14. Hi After rezzing your wall you need to Edit it and change the Physics Shape Type from the default Convex Hull to Prim. You will find that option in the Features tab of the Edit panel. A screen shot of the Features tab can be seen in message number 4 here: https://community.secondlife.com/t5/Mesh/Problem-with-home-mesh/m-p/1788825#M18558
  15. Hi I'm guessing it is because you only have one material in your mesh Object? The maximum number of triangles per material is 21844 and by joining the two objects you now have exceeded this limit. Quoting from : http://wiki.secondlife.com/wiki/Mesh/Technical_Overview " 65536 vertices per texture Face 21844 triangles per Texture Face. Note: there is a caveat here: Whenever the triangle count of a Texture Face exceeds the limit of 21844 triangles, then the SL Importer automatically creates a new texture face, thus it automatically fixes your mesh when the triangle count per face gets too high. Actually the Importer creates as many texture faces in chunks of of up to 21844 triangles as needed for your model. "
  16. Hi If you are still having problems you could upload your .blend file (or even a part of the mesh building) to : http://www.pasteall.org/blend/ and then post the download link here so that somebody else can take a look at it and try uploading to SL.
  17. Hi Just to let you know, when i tried the spring unwrapped as i expected it would :  I tried not adding the seams at the end caps or not applying rotation or scale,(when scale was not at one and rotation not at 0°) Conformal or Angle based ....... messing about manually creating the straighted end parts etc ........... but couln't get that tapering to zero like in your screenshot. My advice ......... do it again
  18. Hi Edited .......... OOOOOOOOOOps I forgot to check your earlier posts to see what 3D software you are using ...... Maya Oh well ....... Transfer UV maps for Blende users : You can copy the UV's from one mesh to another mesh using the Makes links menu. Note this only works if both mesh objects have "matching geometry". In Object mode select the mesh that has not been UV unwrapped, then Shift select the mesh that has been UV mapped. Then open the Object menu and choose Make Links ( Ctrl L ) From the Make Links menu choose Transfer UV Maps   
  19. Hi Perhaps this is what you want ? ........ http://blender.stackexchange.com/questions/19681/my-rig-changes-position-in-edit-object-mode
  20. Hi The most popular 3D software used by SL users is probably Blender. For texturing check out the open source 2D software Gimp. When you think you are ready to upload your first model: https://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.4.1 For testing your models I would suggest you make use of the SL beta grid Aditi, where uploads are, like Blender and Gimp, free ! http://wiki.secondlife.com/wiki/Preview_Grid
  21. Hi Chic I went looking for you on the Beta but you had already left . Roof physics for the porch: As in Izzy's image above, for non analyzed Physics a couple of flat planes, see screenshot below. 
  22. Hi Another non "Lickerty Split" answer... It is not necessary (or advisable) to have your building divided up into so many different individual parts. It looks quite low poly so the first thing i would do is want to check the LI cost of the whole house as a single mesh object : Make a copy of the Blender file. Open the copy and join all your house parts into a single mesh object in blender, then in Object mode select the house and export as House.dae with “Selection Only” box checked in the Collada export menu (lower right hand side of export window). Your Physics mesh looks good. Join all the collision parts into a single mesh object and export as House_PHYS.dae, again with " Selection Only " box checked. Go to the SL Beta grid (Morris sandbox is always available and if necessary from there you can open the main map and type in “mesh sandbox” to find other sandboxes) and Upload the House.dae in the uploader. Then open the Physics tab and add the House_Phys.dae. For your type of physics mesh you don’t want to use the Analyze button. When rezzed Edit the house and from the Features tab change the Physics Shape Type from the default Convex Hull to Prim. Check the LI cost Then go back to your Blender and try, for example dividing it up into 3 parts, Porch, Main Building, and the Room at the Back. (side room ? ) Do the same with your Physics mesh. Upload each of the three parts individually (along with the appropriate Phsyics mesh) and check the LI when linked inworld. It is possible to upload multiple mesh objects together but you have to use the proper naming convention of the objects within Blender. For example Porch.dae Porch_LOD3 Porch_LOD2 Porch_LOD1 Porch_PHYS Main.dae Main_LOD3 Main_LOD2 Main_LOD1 Main_LOD0 Main_PHYS Etc………. https://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185 but for now keep it simple and upload as separate objects untill you have got it working correctly. You haven’t mentioned if you have UV unwrapped or assigned materials to parts of your building or created any lower Lod meshes. In general keep the number of materials to a maximum of 8 for each mesh object so this may effect how you join those parts. Creating your own Lower LoD meshes is the best way to keep control of how your building will look as you zoom out from it and also the best way to control LI cost. Each mesh objct needs to have its own Physics mesh object and the Bounding box size of the physics mesh must be the same as the bounding box size of the visual mesh. ( if not the physics mesh will be stretched or squashed to to fit the High LoD mesh object by the uploader. Some more Beta grid sandbox names you can use at Login : Sandbox HTTP A Mesh Sandbox 1 Mesh Sandbox 2 Mesh Sandbox 3 Sandbox Wanderton ACME H Morris Sandbox - Weapons testing All the above sandboxes are open today (and usually everyday)
  23. AdamZadig wrote: One point I would like to make is that although I built it all in one go on blender I have given it approx 14 texture faces. And it uploads as 3 seperate parts instead of one even though I have it as one in Blender. Something I forgot to mention yesterday....... If the uploader is splitting your mesh into 3 separate parts you have lost all control over the LI cost ! You can't let this happen. Any lower LoD meshes you make will be useless. Also, because LoD switching distances are dependant on size, (bounding box dimensions), the three 3 parts will be switching at different times..... which can look odd. As already mentioned you need to go over your mesh and reduce the number of materials faces to 8 at most. Keep in mind that the number of materials in a mesh object also effects the final LI cost
  24. Hi The “secret” to getting your DJ Equipment to have an LI of 1 as others have said is to create your own Lower LOD meshes. For something the size of your CDJ 2000 it will be the Low and or Lowest LoD mesh the will be effecting the Download cost the most. So these lower LoD models need to be using as little geometry as possible. The CDJ 2000 is basically a box, with the top face a panel with buttons and displays. In the lower two LoD meshes all this detailed geometry can be replaced by simple textured face. This Texture is called an Imposter. In the example below you see the geometry of a High LoD mesh panel. Then below that is the geometry of the mesh that would be used in the Low and Lowest Lod slots in the mesh Uploader. Basically a simple box shape. Notice how this lower LoD mesh’s top face has been given its own material. (As all LoD meshes must contain the same list of materials you will need to add this material to the High LoD mesh somewhere) If you search in these forums you will find more detailed info on creating a lower LoD meshes that use Imposter textures. https://community.secondlife.com/t5/Mesh/Tips-Needed-To-Maximise-Mesh-Detail-Whilst-Minimising-Land/td-p/2143879 https://community.secondlife.com/t5/Mesh/Best-Practice-for-pruning-a-lot-of-vertices-with-3D-text-Blender/m-p/3016414#M3 When rezzed in world this material face will be selected and given the Imposter texture. The simplest way to create the Imposter texture is to rezz the mesh in world, texture it as usual, then take a snap shot of the top face. Export to your hard drive and resize it smaller to something like 128 x 128 or 256 x 256 in your 2D editor of choice. It will only ever be seen at a distance so a larger texture size is not necessary.   To get the best results when using Imposters like this spend some time getting the snapshot/texture right expecially the brightness and contrast. If you don't know already, LL provides a Beta test grid where mesh uploads are free, so experimenting and testing won't cost you anything but your time.
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