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Aquila Kytori

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Everything posted by Aquila Kytori

  1. Hi Pamela Galli wrote: BTW the weirdest thing is when I kept getting errors I exported the high level LOD as obj then imported as .dae, and it ADDED another material, one I had never seen before, and none of the LODs had been assigned. If you do the following in Blender: Add > Mesh > Cube and give it a Material, Export Cube as .obj . With the same Blender file still open : File > Import > .obj and import the Cube.obj . When you select the imported cube it has a new material, Material.001 assigned to it. I had a similar Uploader error a few weeks ago, …… I may be mixing this up with a different error but I do remember I had an error that seemed nothing to do with physics but when I used a simple cube for Physics the uploader magically allowed me to upload. Other than that I would suggest you start by up trying to find out if it is one or all of the lower LOD’s that is causing the error. Like try using the Lowest LOD mesh in the Med, Low and Lowest LOD slots. If that’s still causing the error then simplify the Lowest LOD mesh to a single triangle and repeat ............
  2. Hi Start as most others have by creating a simple T shirt for the standard SL avatar. (System clothing) You will learn so much by doing that. If you found that interesting and fun then yes you are a good candidate
  3. This is what Arton meant :  The long edge of the triangle passes through the origin of the hook mesh. Next one of the vertices of that triangle will be moved to the same position as the highest vertice of the triangle. The triangle still exists, but looks like a single edge passing through the origin. This edge/triangle will not be seen when the hook is rezzed inworld.
  4. The reason it is stretched is for some reason when uploading to SL the uploader is reading the Z dimension as less than 0.01 meter Probably best if you could upload the .blend file of your little hook to : http://www.pasteall.org/blend/ then paste the download url here so that I or someone else could take a look at it.
  5. Hi First thing to try is before exporting Apply the Scale so that the X, Y and Z in the scale panel all equal to 1. 
  6. Hi This 12 part beginners guide to modeling in Blender was recommended by someone here a few weeks ago I have scanned through them ...... she used to teach Blender in Second life and every thing i saw was relevant to what you are wanting to do. If you attempt to create rigged anything without first learning everything that Haven is teaching here it will only end in tears ! After that it will be UV unwrapping and texturing .................. It takes time, practice and alot of patience, and if the passion is still with you then you will be ready for Avastar For testing your meshes use the SL beta grid because you can upload as much as you like there for free. There will be much testing.
  7. Thanks Drongle (The One and Only) Drongle McMahon wrote: "Someone like Drongle ... " You mean there are others? :matte-motes-agape: Perhaps it would be helpful for others who may also forget if you add this link to your profile
  8. No , what you are seeing are more overlapped quads in the physics mesh. That one is the one on the ground floor in the middle that has been stretched so that it extends from one door opening to the other door opening. I have a feeling, (not sure from where i got it, my imagination probably) that somewhere in the equation for calculating Physics weights for non Analyzed Physics meshes is a variable "average triangle size" ........................ like divide result by "average triangle size" ...... and so would effect the final value? Not good is it , lol . Someone like Drongle would know if this is true or not. I'm so not happy with this i'm going to change the font colour to a very light grey.
  9. Re-read what Drongle wrote in message number 4 ........... " Arrgghhh! Tiny narrow triangles around edges of the added cuboid -> High physics weight. Remove all except the top surface in the physics mesh (and maybe make that as large as possible without undesirable collision effects). It's counter-intuitive, but the physics weight of triangles get smaller the bigger they are. Tiny or narrow triangles are BAD." The Physics mesh was made from unconnected planes (rectangles, quads, which are converted to triangles when the mesh is exported as Collada.dae) so that they could be stretched and overlapped if necessary. Initially I did that because I didn't like those little quads at the top of each ground floor doorway and wanted one stretched quad (bigger triangles) instead of 2 to cover the tops of both doorways in each wall. Also I was going to do something similar with the little balcony physics planes but as the total Physics weight in the first test upload was already quite low I left them as they were. It should be noted that to much overlapping, some will say ANY overlapping, will add unnecessary load to the Physics engine. So best not to overdo it
  10. As Drongle said, something is not right, a physics weight of 2 is still too high for such a mesh. I made an approximate copy of your wall section and then a physics mesh for it and as expected the Physics weight was below 0.5. (that’s the mesh on the right in the screen shot below). Except for bumpy landscape meshes where accurate physics is important the physics weight should not be dictating the final LI cost. As an example I used that wall section as a starting point to create a small building and then made a physics mesh for it and even having collision surfaces on both inside and outside the Physics cost was below 2.  Because your mesh has so little geometry I would suggest that, unless you have special reason not to, that you will get more mesh for your L$ if you upload in larger sections. Doing that should also help with getting better LOD switching.
  11. Hi As you have used the Non Analyzed Physics mesh i'm guessing the problem is because the wall thickness is less than 0.5 meters thick. See this earlier thread: https://community.secondlife.com/t5/Mesh/Physics-Shape-appears-correct-yet-closes-hole-doorway/m-p/1798659#M18629 (message number 4) This only applies to Non analyzed physics mesh if one of the dimensions of its bounding box is les than 0.5m. You have a choice of workarounds: 1: Avoid uploading single walls that are less than 0.5m thick, for example add one or more of the other walls of the building to that mesh wall, (must be part of the same mesh object) and so increasing the bounding box dimensions so that non are less than 0.5m. 2: As Drongle mention in the thread I linked to, add extra geometry ................ 3: Use the box/hull method to create the physics mesh for the wall and in Step 2 of the Physics tab in the mesh Uploader (MAV) hit the Analyze button. If the above is not the cause of the problem then i would suggest you post a couple of screen shots from your 3D software of the building and another of the Physics mesh.
  12. Hi I think if you add a couple of edge loops as shown in the image below that will sort the shading problem. 
  13. Hi When someone uses the word weird in the opening post of a thread in the mesh forum its customary to include at least 1 screenshot. I think you need to add a little more information
  14. Hi What you need to learn to do is add seams to your mesh before UV unwrapping. For a T-shirt these seams will usually be where you will find the sewing seams in a RL T-shirt. When you add seams the UV's will be split into separate islands along those edges. This is the first Video tutorial Google found when i did a search for unwrapping a t shirt in Blender. https://www.youtube.com/watch?v=8LFU0IFRbQE To have the front and back as separate islands you would need to add seams along the shoulders. Once you have finished your T-shirt project you should look into finding tutorials on basic UV unwrapping and editing in Blender .
  15. Hi maeglutz I think I can see two errors in your Physics mesh. 1: the physics mesh is smaller than the visual (high LOD mesh) This is probably because the Visual mesh is made up of several mesh Objects and your Physics mesh is only one mesh object ? Each Visual mesh Object has to have its own Physics mesh. If your building is made up of 3 separate mesh objects (Object1 , Object2, Object3) then each of those parts needs a corresponding Physics mesh, (Object1 Phys, Object2 Phys, Object3 phys) If you are using Blender, in the Collada.dae export window, Export Collada Menu, (the panel on the left hand side), at the the very bottom of the menu check the Sort by Object name checkbox. The visual and physics mesh will be sorted alpa-numerically so that the correct physics mesh gets used with the appropriate visual mesh object. ( If the building is only one mesh object then perhaps check that both Visual mesh and Physics mesh have their X Y and Z scale set at 1.000, If not select object and Object > Apply > Scale. (Ctrl + A Scale) 2: In my post above I mentioned the error of small triangles in the Non Analyzed Physics mesh , Indicated by thick black lines ending in black squares............... i can see some of those in the preview window.
  16. Oh you of little faith. The Lindens have not given up on improving the error messages. It just takes initiative, time and the occasional poke with a stick. An example for you that doubt: If I remember correctly Non Analyzed Physics meshes with tiny triangles or overlapping vertices used to just give a Mav- something- or-other error. Improvement 1: A year or so ago these thin triangles in the Physics mesh were indicated in the uploader preview window by thick black lines with little black squares at each end. Improvement 2: A couple of weeks ago I had a physics mesh with some overlapping vertices in it and ..................... see the image below.  ".... The physics shape contains triangles that are too small. Try simplifying the physics model." A error message that tells you in plain english what is causing the error, a second message suggesting a way of fixing it and a visual indication of exactly where in the mesh the error is occuring. Well done that Linden. Well done that Linden employee who realised that if s/he invested 60 mins of their time in improving that error message they could be saving hundreds of people many hours of frustration later on. A care bear for that Linden. Thank you. "Mav" is the Uploader ? I used to think it had something to do with materials, so thats yet another improvement Edited yet again........ Could MAV stand for Mesh Asset Validator ?
  17. Hi Pam This is going to be the blind leading the blind ............... I don't think you can export an avatar with anything other than in the T pose. If you wanted an avatar in Blender with that "Sleep pose" you would have to save the "Sleep.bvh pose file separately to your hard drive and then import that .bvh file to the blender file you have the avatar mesh. Then "join" ( i don't even no the correct term ) the .bvh bones to the avatar mesh so that the avatar mesh takes up the same position as the Bones. Anways you can tell i have no experience with rigging meshes .........but that is not going to stop me teaching you how to do it So another option is to download the Avatar Workbench .blend file from here http://blog.machinimatrix.org/avatar-workbench/ and use it to pose the avatar. This is a .blend file that has: The SL female avatar on layer 1 and the bones on the layer underneath (layer 11). A Make human avatar on layer 2 and bones for that on layer 12. A SL male avatar on layer 3 and his bones underneath on layer 13. Using this blend file its very easy to pose one of those avatars into the desired position and then copy/paste the result into another .blend file and then you could use it as your sleeping dummy. 1: Avatar workbench file open in Object mode and layer 1 visible : Select the three parts of the female avater mesh, Head, Upperbody and Lowerbody. 2: Shft + D to make a duplicate of the selected parts and the M to move them to layer 5. 3: Got to layer 5 and with all three parts still selected Ctrl + J to join them into one mesh Object. 4: With layer 5 still visible Shift select layer 11, thats the one below layer 1 that has the bones for this SL female avatar mesh. 5: With both layers still visible and in object mode select the bones. Then change to Pose mode, (you will find pose mode in list with Object and Edit mode). Change the 3D manipulation widget to the Rotation widget and select a leg bone and rotate it. The avatar leg will follow the bone rotation. 6: Rotate the other bones untill you have the avatar posed as you want it. 7: Deselect all and go back to Object mode. In object mode select the posed avatar mesh. Using Ctrl + C copy the mesh and then go to the Blend file you want to use it in and Paste it there with Ctrl + V. Next you have to Apply the armature modifier because if you don't when you rotate or scale the posed avatar it deforms horribly. But you will find you cannot Apply the modifier because the mesh has shape keys. Before deleting the shape keys you have to create a new one which ( i think combines them all into one new one ) The image below is taken from http://blender.stackexchange.com/questions/5364/how-to-apply-shape-keys 8: Follow the instructions in the image below on how to first create a new shape key before then deleting all of them. Note it is very important that it is this new shape key that is deleted last.  9: With all the shape keys deleted the avatar should still be posed correctly. Now you can Apply the Armature modifier and delete the bones that are layer 1. Done, the sleepy avatar is now ready to be put to bed. I see Gaia has already replied ...............oh well .................I expect she has done this before lol
  18. As Drongle has already pointed out it looks like you have tried to upload several mesh objects together. Each mesh object has to have its own physics mesh and the uploader has to know which physics mesh is for which visual mesh. To simplify the upload as much as possible I would suggest you try uploading only the interior walls mesh along with its Physics mesh. Also again as Drongle has said using the hull/box type physics, and Analyzing in Step 2 of the Physics tab the physics weight of the mesh, 5.5 will probably be higher than the download weight. So use the “triangle” method and do not Analyze it. Then the Physics weight will be below 1. See image below.  The reason it is called the “triangle “ method is because once rezzed and set to Physics Type prim inworld, if you enable Show Physics you will see all the triangles that make up the physics/collision mesh. When you hit the Analyze button in Step 2 you are asking the uploader to look at your physics mesh and try to convert it into a collection of hulls/boxes, each physics “box” it creates will cost 0.36 Physics weight. If you do not use the Analyze function the Uploader leaves your physic mesh alone. Which means your physics mesh will be exactly as you made it. So that’s another good reason to use the “triangle” method. So as a kind of proof of concept do the following . 1: In Blender , Object mode, select only the interior wall mesh Object (1 mesh Object) and export as Collada .dae (Interier wall.dae) . In the left hand panel of the Collada mesh exporter menu check the Selection Only option. 2: Repeat above for physics mesh. (Interior wall Phys.dae) 3: Load up Interior wall.dae as usual in the High LOD slot. 4: Load up Interior wall Phys.dae in Step 1 of the Physics tab (choose from file option) 5: Calculate weights and fees button then Upload 6: Rez Interior wall mesh and edit it to change the Physics Shape Type to Prim. Sorry to have repeated a lot of things you already know but if you do follow this step by step approach first, with a single mesh object and prove that you are doing everything right, and that it works then you can try uploading the more complicated option of multiple mesh objects.
  19. hi Check out this thread, message number 5 and the link to an earlier post. https://community.secondlife.com/t5/Mesh/Mesh-house-with-invisible-physical-walls/td-p/2961241 It sounds like you are doing every thing right but without knowing exactly what you are doing with your Physics mesh in the Uploader it is not easy to know what it is thats wrong. Can you post a picture of your Visual mesh object in Blender of the piece you are trying to upload and a picture of the Physics mesh for that object. (and or upload a .blend file of that part of your building with its Physics mesh to here: http://www.pasteall.org/blend/ so some one can take a look. After uploading the file, numbers will be added to this URL so paste that new URL in your post.) Edited to add , because you have many Objects in your Blender file make sure when you Export to Collada .dae that you are only exporting the one object, On the left hand side of the export panel there is a Selection Only checkbox, make sure you have checked that. Oh and also check that the bounding box size of the Physics mesh is the same as the bounding box size of the visual mesh. If they are different the physics mesh will be stretched or shrunk to fit the bounding box size of the visual mesh.
  20. Hi Baking out only an AO texture for the picture frame........ Once you have created your picture frame mesh, assigned the two materials (mat_1= Frame, mat_2= picture) and have it all UV unwrapped : 1: In edit mode make sure you have the mesh deselected. 2: In the UV Editor create a new image and name it Frame AO (for example). 3: In the 3D Editor select only the part of the mesh that has had the “Frame” material assigned to it. 4: Return to the UV Editor and open the “Frame AO” image. (Opening the image with the frame part of the mesh selected has linked that part of the mesh to this image). 5: Bake out the AO texture for the frame.   That’s it you are done. The part of the mesh that has been assigned the “Picture” material has not been baked because it was not assigned/linked to the “Frame AO” image before baking. There are other ways of doing this , for example using the Node Editor but I think this is probably the easiest way to start with. The complete AO texture will appear on the mesh in Blender but once you have uploaded and rezzed the picture frame inworld you need to edit the frame and check the “Select Face” option, select the face and give it your proper picture texture.  If for some reason the AO bake did include the picture part of the mesh what you have to do is disassociate/unlink the “Frame AO” image from that part of the mesh. To do this : 1: In the 3D Editor select only the picture part of the mesh. 2: Go to the UV Editor and hit the little “x” to the right of the field which shows the name of the active image. 3: Return to the 3D Editor, deselect the picture part and select only the Frame part. Check that the “Frame AO” image is active in the UV Editor then you can bake the AO texture as before.  Edited to add : check out this forum thread for some tips on AO baking parameters in Blender https://community.secondlife.com/t5/Mesh/Need-advice-buildings-in-blender/m-p/2368791#M24858
  21. Hi Ok lets start with answering your question about how to detect those invisible walls You can see the Physics/collision shape of your building by Opening the Develop menu at the top of the SL viewer and then selecting the Render Metadata submenu. From that submenu enable Physics shapes. Now all physics collision surfaces will show up, normally in a blue colour. (See example of how they look in the Link at the end of this post). If you did not specify a physics shape to use with your building in the Uploader the uploader will use the Low LOD mesh for the collision shape. This can often be just a few triangles! Worse ……. If you have not Edited your rezzed building inworld and changed the Physics Shape type to Prim the physics shape will be like a blob connecting those few triangles together! To get accurate physics for your building you have two choices : 1: In the mesh Uploader, load up your building as usual then open the Physics tab and in Step 1: choose High. The “High” refers to the High LOD mesh you have just uploaded in the Level of Detail tab. This means that this same High LOD mesh , your building mesh, will be used for the physics aswell. Now hit the Calculate weights and fees button and then when calculated Upload the mesh. Rez your building and check out how it looks when Show physics is enabled. Now Edit your building and in the Edit panel open up the Features tab. You will see a field marked Physics Shape Type. The default is Convex Hull. You always need to change this to Prim to enable the shape you asked to be used in Step1 of the Physics tab of the Uploader. Now you will be able to walk inside your building , each wall in your visual mesh will also be used in your Physics shape. The downside of this method 1 is the LI (land Impact) of your model is likely to be higher than it need be because the Physics weight part of the calculation may well be higher than the download weight causing the Physics cost to be used as the LI cost ! The Physics cost will be high because there are so many triangles (all the Quads you have in your building mesh will have been automatically converted to Triangles when exporting/uploading) Also the Uploader does not like small or thin triangles in the Physics mesh and will charge you more in Physics cost for them! So to get the Physics cost lower we usually use the second method, create your own physics /collision mesh in Blender and upload that in Step 1 of the Physics tab in the mesh uploader. "Planes" method : 2: In Blender, in Object mode make a copy of your building and move it to a separate layer (with the copy selected hit the M key and the layer popup will appear, select and empty layer) This copy will be the bases of your Physics mesh. Go to the layer you have the copy on and in edit mode start simplifying this mesh as much as possible. The goal is to use as little geometry as possible to represent your Physics, Any window openings can be removed from the walls, any details around the windows should be deleted. As should any door frames . As mentioned earlier the Uploader doesn’t like small thin triangles/quads in the mesh so for example the faces/quads that join the outer wall to the inner wall around the door opening should be deleted. Remove any other small or thin tris/quads you have in this mesh. The physics mesh should be as simple as possible. The uploader doesn’ like small tris but it does like big ones, simplifying the mesh should be creating big tris/quads. As Drongle said the Physics mesh’s bounding box should be the same size as the visual mesh"s bounding box. Keep in mind that the Physics mesh is always stretched or shrunk to fit the bounding box of the visual mesh by the uploader ! When you are finished, in Object mode Select the physics mesh and export it as a .dae file and make sure that you check the Selection Only check box in the left hand side panel of the export window so that ONLY this mesh is exported in this file . In the mesh exporter, upload your Visual mesh as usual, then open the Physics tab and in Step 1 choose From File and upload your Physics mesh here. Don’t touch anything else in the physic tab ! Calulate weights and fees and Upload Rez your building and then Edit it, In the Features tab change the Physics Shape Type from the default convex hull to Prim. You can now walk around inside of your building. Because you have used a lot less tris in your custom physcs mesh the Physics weight will be a lot lower. Important I am presuming you mesh building is ONE mesh Object in Blender. If it isn’t then I suggest you either join all the objects together, Shft select all the objects and then Ctrl+J to join them into one mesh object. Or you start with a very simple building, one mesh Object and get the physics working on that before trying to mess around with Uploading multiple objects at one time. Each visual mesh Object needs to have its own physcs mesh object. Its usually easier to upload one mesh Object at a time and link them together when rezzed inworld. Take a look at this earlier thread that explains the same things but with added pictures : https://community.secondlife.com/t5/Mesh/Problem-with-home-mesh/m-p/1788825#M18558 note: This linked thread shows another method for creating the physics using none overlapping box shapes in Blender. All the boxes should be one mesh Object so add the boxes in Edit mode. The box method may look easier but will usually result in a higher physics weight. Each box used to create the physics shape will cost 0.36 Physics weight so can quickly add up. The majority of people creating mesh buildings for SL will be using the "Planes" method i mentioned above. Physics is not differcult once you have done it once. Edited to add, Just in case you are not aware ..........Meshes are rarely perfect on the first upload and repeated uploading fees just for testing purposes can quickly add up! there is a beta grid, a smaller parallel grid used for testing where uploads won't cost you anything.
  22. Damn ! ............ damn damn damn ! Your right. I just tried making copies of one of the bad anchors and rotating them some in all 3 axis then running the Separate/Data Transfer modifier etc and eventually adding and applying a mirror modifier on them and then texturing with a colour grid. The one that was in the same orientation worked fine but now with a grid texture on them I see the mirrored versions are wrong. And the rotated versions just bad ! OH Well nearly worked. Now I will have to put a line through my previous post.
  23. Thanks Pam for dragging Dree into this Dree, the four anchor points I used in the example are 4 taken from the 20 used in the left hand side of the air plane. Its this left hand side that has the mirror modifier which creates the right hand side so there shouldn't be any mirroring used in these four objects. I tried using your flipping normals fix on the yellow and green anchors but the Uv’s came out even worse. I next tried your fix on a completely new test mesh and it worked as you said it would. There is something else going on in these borked meshes. There should be no mirroring used in making these 4 anchors, if I remember correctly I created the first wire which has an anchor point at each end, one of which is that Red one. Then in Edit mode Shft+D dragged copy to create the wire containing the BLue anchor, then with both of these wires selected Shft+D dragged a copy to create the next two wires with the Yellow and Green anchors. The other anchor points would have originated from one of these four , I did use S Z -1 (for example) to flip the orientation (then had to flip normals) of some of the others. But as I have said earlier at one point at least this wire and strut mesh was joined to the wing mesh that contained an Edge Split modifier and also somewhere along the line I may/probably have hit one or two keyboard keys that did… who know what to the mesh ! So next was drongles method………. Edited to add in red. Warning everything below this no longer applies. I didn't do enough testing before posting. See Drongles post below. Message number 8 And it worked perfectly …………on the left hand side of the mesh but the right hand side, (the mirrored side) the UV’w were terrible. The Flip normals fix worked on the right hand side but meant having to do them one by one using the original from the left hand side each time. The “shorter” workflow I came up with was deleting the Mirrored side and then use Drongles method. When the left hand side was correct and joined to become a single mesh object again re-added and applied a mirror modifier. The Transfer Data modifier only needs to be manually set up for one of the objects. By selecting the others and then lastly selecting the object that has this modifier and opening the Makes links menu (ctrl+ L) and choosing Modifier, this modifier is copied to all the objects selected. So for anyone following along and has a messed up mesh like mine and so can’t use the usual Transfer UV map method here is the Drongles workflow again: 1: If you have a mirror modifier in this mesh or have applied one , Delete it. 2: Separate all the parts that need to share the same UV mapping into separate mesh Objects. 3: Select one of these and UV unwrap and edit the UV’s as required. All the other objects will eventually have this same UV layout. 4: Next you need to set the Origin to Geometry of each of these objects. Select one of the objects, Tools panel> Set Origin>Origin to Geometry. (For the rest its quicker to select each one and use the shortcut key for Repeat last Action, Shft+R). 5: Select one of the Objects and Add the Data Transfer modifier. See Image below. There are only 4 options that need selected/enabled/disabled, the rest are left as default. 6: Copy this modifier to all the other objects. The quickest way of doing this is to select all the objects, except the one that has been UV unwrapped, making sure you select the one that has the modifier last. Then with Ctrl+L open the Make Links menu and choose Modifier. 7: Apply the modifier to all the objects. All objects will now have the same UV mapping as the first one. 8: Join all the objects back to become one mesh object again. 9: If necessary Add and Apply a Mirror modifier. Drongle, how you ever work out what all the options do in these advanced panels of Blender I'll never know ! This may be a very small "Blender" forum but always seems to come up with the answers. How many Blender users would have known about Dree's fix or have worked out how to use the Transfer data modifier to transfer UV maps (or for anything else ) ? Thanks again Dree and Drongle (and Pam)
  24. Hi Drongle Thank you for taking look at this . I tried your suggestion of 1: Source mesh object (Red anchor), Edit mode, Snap cursor to a vertice, select all, Mesh>Sort Elements>Cursor distance,and selecting vertice,Edge and Face. 2: Repeat above for the Object mesh (Yellow anchor) 3: Select Yellow then Red anchor mesh and Transfer UV map as before and the result did look alot better. But ................ in my original Transfert UV map borked UV's of the duplicated anchors ...... on close inspection I saw that each quad/tri in the UV unwrap was a separate island and now with your method i still have some tris and quads that should be part of a bigger island but are still separate islands, see image below. Tedious is much to short word to describe all the work that would be necessary to get the UVs of all the anchors neat and tidy! So tomorrow I will just have to finish the hand editing of those Uv's that I started editing this afternoon. Lesson learnt. When ever possible UV unwrap originals before duplicating. Edited to note: At least one time in my workflow this "wires and anchors mesh object" was joined to the "wings mesh object" which has an Edge Split modifier, perhaps somehow the 'wires and anchors mesh object" still contains a memory of this in its data ? This could explain why when this mesh is UV unwrapped using the Transfert UV map method all the tris and quads are separate islands?
  25. My project in Blender (2.75a) at the moment is a bi-plane which is now all UV unwrapped except the wires and struts mesh object that support the two wings from the fuselage. This part of the mesh (1 mesh object with a mirror modifier ) contains multiple (20) duplicated copies (in Edit mode) of a part that anchors the wires to the wings/fuselage. What I’m trying to do is Unwrap and edit the Uv’s of one of the anchors then Transfer the UV mapping to all the others. Dree explained how to do this in this post: https://community.secondlife.com/t5/Mesh/Blender-mesh-texture-problem/m-p/2923670/highlight/true#M31326 message number 8: note 3 and a 1 minute video showing the the process can be seen here: https://www.youtube.com/watch?v=gORp5LC9xZk So what I am doing is this : 1: Selecting the 3 parts that make up one anchor point , adding seams , Unwrapping and scaling and repositioning the resulting UV islands. 2: One by one I select each anchor point and make each one a separate mesh Object. (P to open Separate menu and then choose Selection). 3: I Shift select all those objects, selecting the one I UV manually unwrapped last. 4: With them all selected I open the Make Links menu with Ctrl+L and choose Transfer UV Maps. 5: With all the anchor objects still selected I Shift select the original mesh (the one the anchor points were separated from earlier) and use Ctrl+J to join them all back to one mesh object again. The result is that instead of all the anchors being unwrapped and mapped identically to the original one I manually unwrapped, only one of the anchors has been unwrapped and mapped correctly the rest have been unwrapped incorrectly. To illustrate this I have separated four of the anchors to a different .blend file and coloured them: Red, Blue, Yellow and green. The Red one is the one that was given seams and UV unwrapped and the resulting islands scaled and repositioned in the UV space. The Blue one got unwrapped scaled and positioned correctly. The Yellow and Green ones got unwrapped and scaled and positioned in the same space as the RED one but only partially unwrapped the same ! Does anyone have any ideas why this is happening and how to fix it ? I have tried applying Location, Scale, and Rotation even though this should not change anything because the Original Shift+D duplicating and dragging was all done in Edit mode. I have even tried giving each anchor the same seams as the original one but that didn’t change anything. I have tried exporting all the anchors to a .obj file then importing into a new .blend file. Didn’t change the result. If someone would like to take a look at it and try to figure out why the Transfer UV Maps is not working as expected I have uploaded a .blend file which only contains the four coloured anchors to here: http://www.pasteall.org/blend/37728 At the moment I have 2 options : 1: Delete all but one anchor point, unwrap that one and then use it to replace the ones I deleted. The difficultly with this is that there are 20 anchor points on each side of the air plane that have to be replaced and edited to get the correct rotations etc. I started doing this but its very difficult to get them in exactly the same position/rotation as before. 2: Add seams to all the anchors , Unwrap and manually (with help of snapping tool ) reposition all the islands. I started this as well but sooooo many islands to sort out I decided to take a break and ask here for a possible solution J HELP !
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