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Aquila Kytori

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Everything posted by Aquila Kytori

  1. Hi Texturing looks good but you seem to have forgotten a step in your modeling workflow :matte-motes-agape: The Optimizing of your mesh to reduce the number of vertices to a minimum. Also I think an LI of 5 is too high for something like this. For a mesh this size its reducing the vertice/tri count in the Lowest LOD that will reduce the LI weight the most. So work on that, a simple cube shape and perhaps a couple of planes for each foot is all you would need. And for the physics mesh an Analyzed cube is sufficient. I would then expect the LI to be around 1 or at most 2.
  2. Hi Nowhere in your post have you mentioned UV's or UVnwrapping. UV unwrapping is about mapping the vertices of your mesh onto a 2D space (usually a square). If for example you were making a teddy bear in RL you would start with a patern with the body, head, arms and legs parts layed out on a 2D space, a piece of paper (then you use the pattern to cut out pieces of cloth which will be sewn together to make the teddy). Where the legs join the torso you have a seam. Seams are also used in the mesh UV unwrapping process. The patern is like the UV map of the Teddy. The diference is in 3d modelling this pattern, called a UV map is made after you have fiinished creating your mesh model. This UV maps coordinates are part of the Collada.dae file of the mesh that is uploaded to SL. If you paint an X on your 3D model it will now be mapped to the UV square somewhere and visa verso if you paint an X on the UV map it will appear on the mesh model (if you have your 3d viewport shading set to Texture mode) So once you have the model UV unwrapped you can: Bake out the textures you already have on your model to this map bake out Shadow, Ambient Occlussion,Diffuse or whatever maps for your model or paint directly on your model inside blender or paint on your UV map or export the UV map to Gimp or Photoshop and add textures etc there or any combination of the above. So if this is new to you Google something like Blender UV unwrapping and you will find alot of tutorials going into detail the steps involved it getting a good UV map . Often the first lessen about UV unwrapping is unwrapping a cube Main rule of UV Unwrapping is , don't waste space Editing a UV map (resizing and moving the unwrapped parts (islands) around the UV space) can often take more time to do than creating the mesh .
  3. Hi Drongle Drongle McMahon wrote: (mesh = maille ???) Weren't you ever taken to see the Bayeux tapestry ? http://en.wikipedia.org/wiki/Mail_%28armour%29 "Mail (chainmail, maille) is a type of armour consisting of small metal rings linked together in a pattern to form a mesh." Maille jackets were quite the thing to be seen in for years after 1066. Cold in winter but so is alot of today's haute couture.
  4. Yay! good for you You won't regret doing that .......... well somedays you will but ..........well many days you will wish you had never heard of Blender, it can be so fustrating but for the days you you suceed its worth the effort.
  5. What ! ! ! ! (Qoi !!! ) You let me struggle and struggle some more with my french when all the time you speak English ! MDR I test the High LOD mesh but it does not work I'll try the other Physics model, I already try it once was, but it shall not work either, I may simply be wrong. Are you sure after rezzing your house in SL that you Edit the house and change the Physics Shape Type to Prim ?
  6. Salut Je suis pas une utiliser de sketchup .............. Pour entrer dans ta maison il faut faire 2 chose: 1: avoir un Physics model (collision mesh) 2: puis Edit ta maison est dans la Features tab changer la Physics Shape Type de la default convex Hull a Prim. Regarder dans la mesh uploader, il ya a un tab appeler Physics. C'est dans la Step 1 de la Physics tab que tu dit le quelle mesh a prend pour la physics. La plus simple est de choisir l'option High. Ca a dire que tu veux que utiliser ton High LOD mesh pour physics. La problem avec l'au dessus est le Land Impact Physics value peu etre tres haut . Normalment on fait cree une separate Physics model est choisir From File est entree ca. La physics mesh est une model tres simplifie de ta High LOD mesh. Pas des ouvertures pour fenetres est pas de details. Donc tu a besoin a cree une seconde mesh dans sketchup tres simplifier de ta premier mesh est prend sa pour tes Physics. Tu a besoin de experimenter pour savoir si dans Step 2 tu Analyze ou pas. Je vous souhter BONNE CHANCE J'espere pour toi quelqune qui parle mieux francaise arrive est repondre a ta question Vour ici pour quelque images http://community.secondlife.com/t5/Mesh/Problem-with-home-mesh/m-p/1787025#M18542 Une chose Neody, Sketchup est pas ideal por cree des mesh pour SL . Si tu a une peu d'esprit d'adventurer je propose tu regarder la Logiciel 3D gratuit s'appeler Blender. http://www.blender.org/ Il n'est pas simple a demmarrer avec blender mais il y a beucoup de tutorials (en francaise aussi ). Avec Sketchup, tres vite tu veux appris des limitations pour SL .Par contre avec Blender les limitation est seulement ton imagination. Oh; Oui j'oublier, Bien venu a SL
  7. hi 1: To get the LOD switching to occur at the same distance for each object in the linkset you would need to make the bounding box of each of those objects the same size. This could be done by adding geometry (a tri in diagonally apposite corners) and giving that extra geometry a separate material and then setting that material face to 100% transparent inworld. Or using one large triangle through your model to increase the size of the bounding box. Then selecting one of the vertices of that triangle and move it to the same position as one of the other vertices , but not merging it so you still have 3 vertices but it looks like a single edge passing through your mesh object diagonally from one corner of the bounding box to another. This "triangle" does not need a separate material because it is so thin it will not be seen inworld. Increasing the size of the bounding boxes will probably increase the LI . You can see the Bounding box of an object in Blender by changing the Viewport shading type to Bounding box. 2: From the header at the top of your SL viewer, Advance menu > Debug settings > type in RendervolumeLODfactor I think the default is 1 or 1.25 What most people have it set to only LL will know. Mine is normally set to 1.25 some have it at 2.0 and others at 4.0
  8. Mesh Generators can : Convert a collection of prims to a single mesh. Reduce the number of faces used to make up a prim cylinder or sphere. Delete faces in the prims that are 100% transparent. ..................
  9. Hi In Edit mode select one of the boots and hit the shortcut key P to make it into a separate Object.
  10. Hi Tenly wrote: whats the best way to make a 4 wall room that will have windows and a door with less prims...3d tool like blender or can I do it inworld? To answer that question I'm reusing the images from an earlier post. http://community.secondlife.com/t5/Mesh/Problem-with-home-mesh/m-p/1787413#M18544 Image 1 shows a little one room building with a door and a single window opening made in Blender. Image 3 is the physics mesh for the room using the Planes method. And Image 7 shows the room rezzed inworld (with Show Physics enabled) and the the LI weights.
  11. Your not making this easy lol....... You know your mesh bow intimately but i'm still guessing what type of bow it is. A ribbon bow, the kind you put in your hair or on a gift box? But you say it has a string so maybe its a bow tie or the bow from a violin or the bow from a bow and arrow ? Your fist image was taken at a low angle AND in Perspective view which can make it even harder to understand what the picture is suppose to illustrate When attempting to explain something it is often better to use screenshots of the Orthographic view of your mesh. And a screenshot of your baked shadow texture and how it looks when applied to your bow would have helped answer your new question lol. So still guessing...............From my first image Lamp tab > Shadows play around with the settings especially the Soft Size. I was going to mention that you could add a lamp than is set to cast no shadows to lighten areas that baked to dark but best to keep the number of lamps as low as possible One thing I should mention is you don't have to bake out these combined textures at all. Its often better and simpler to bake out a shadow texture or an AO texture or a diffuse texture etc and save each one as a separate .png image then open them as layers in Gimp or photoshop and do the combining/blending there; For Example in the image below I have the Shadow texture above the Wood texture layer and set the blend Mode to Multiply. Then below that I change the Opacity value to make the Shadow layer less harsh. And one last thing Maybe its not shadows cast from actual lights in the scene that you want but Ambient Occlussion ! The first tbake most people do is this AO (Ambient Occlussion) Bake. its this that can bring your mesh "alive" . And the good news is for an AO bake you don't need any lights at all ! .So if you haven't tried AO baking before then do that; save that texture out, open it in Gimp as put it in the top layer and set Blend Mode to Multiply. See this thread for AO bake settings http://community.secondlife.com/t5/Mesh/Need-advice-buildings-in-blender/m-p/2368791#M24858
  12. I just realised that you are asking how to bake shadows onto a pre-existing Texture to get a combined texture. You will need to have the pre-existing texture as a Material for your Middle mesh. In the example image below: 1: I made my "pre-existing" texture in Gimp. (the wood grain texture seen in the image below) 2: Then created a New Material for the Middle mesh. 3: Added a new texture in the Texture tab. This is where the "pre-existing " texture will be loaded up. 4: In Type choose Image or Movie. 5: In the Image panel load up that texture from where ever it is saved to on your hard drive. 6: In the Mapping panel > Coordinates choose UV 7: and Map choose the UV map for the Middle mesh. Return to my previous message and continue from ........ 4: Add lamp/lamps. 5: Adjust lamp settings. 6: ........... 7: ............... 8: In the Bake panel > Bake Mode, select FULL RENDER 9: Hit the bake button. The baked texture will load up onto the Image you have just created in step 7. With a bit of luck the new baked texture will be what you want .............
  13. Hi Its a little bit difficult to see what you are trying to do but i"m guessing you are trying to use the outer meshes to cast shadows on the middle mesh and then bake them into a texture?. And you didn't say if you were getting any error messeges or just baking an all black texture................ ? The workflow for baking is something like this : 1: Create the Middle mesh. 2: Create the Outer mesh/meshes. 3: UV Unwrap the Middle mesh. 4: Add lamp/lamps. 5: Adjust lamp (and Shadow) settings. (Try the settings shown in the image below) 6: In Edit mode select all of the Middle mesh. 7: (With the Middle mesh still selected in Edit mode) go to the UV editor and create a New Image. This will be the image that the shadows are baked to. 8: In the Bake panel > Bake Mode, select Shadows. 9: Hit the bake button. The baked texture will load up onto the Image you have just created in step 7. In the 3d Viewport, if f you switch Viewport Shading to Texture you will see the Shadow texture now on the Middle mesh. I would advise you to do some practice baking with a simpler mesh setup than the one you have shown You can download my Test shadow bake.blend example file from here http://www.pasteall.org/blend/32411 it may be useful to see the settings etc , Hit he bake button and it will update the texture in the UV/image editor window.
  14. ChinRey wrote: But now I'm really confused. Separate boxes fow each hull was the first thing I tried. But my mother always told me never to leave holes in the physics model because Havok will make a havoc out of it so I placed them with no gaps between. Was my mother wrong??? Was your mother wrong when she told you "never to put anything smaller than your elbow in your ear " ? No , your mother is never wrong so naturally anything she says will over-ride anything you are instructed to do by anonymous people on the Internet.
  15. Hi Ideally the physics model should be using either the *Not Overlapping box method which will be Analyzed in the uploader or the Triangle based (Planes) method which will not be Analyzed in the mesh uploader. Your model looks a bit of a hybrid Note: When Analyzing the uploader can give unexpected results even for models using the Non overlapping box method. Generally for large meshes like parts of buildings the lowest Physics cost can be achieved using the Planes method. *Just to add: Non Overlapping means leave a little space between each box.
  16. hi You may find an answer here: http://community.secondlife.com/t5/Mesh/Mesh-problem-on-Firestorm-viewer/td-p/2784806 Darcia Wildmist wrote: I can wear other mesh avatars just fine with no problems, it's only these new ones that are giving me this issue. Sometimes this happens with someone else's avatar on my screen, too. There are two types of rigged mesh for SL, the original version that is rigged to the SL Avatars standard bones and the newer Fitted mesh which is rigged to the Avatars collision bones. I believe what you are seeing only happens with Fitted mesh.
  17. This is just a test . The second image in my previous post was showing ok in the preview window and in the finished post but later was disappearing. And the second image was only 154kb .png and I am sure i deleted way more than that from "My Images" Just noticed i could start a new Album (The old one says it contains 271) So with the problematic image in a New Album I try to get it to stick here ....... and again ..........
  18. Hi Using the same starting torus as in your example I made an Avatar size necklace. In example 1: the chain links are unwrapped in Blender and uploaded using the default LOD settings and a cube for physics. LI = 23 In example 2: same chain but this time setting the Lowest LOD to minimum. LI =1 I have my RenderVolumeLOD factor set at 1.25 and because the links are so small compared to the size or the mesh I was unable to notice a difference between the 2 versions as i zoomed out. In my third example its exactly the same chain necklace but this time the links are not UV unwrapped, its uploaded using the default settings and a cube for physics. LI = 200 This is a bug of sorts and only effects certain types of mesh like your chain links AND if the mesh has not been UV unwrapped before uploading. See this earlier thread .. http://community.secondlife.com/t5/Mesh/LI-count-something-not-right/m-p/2254573#M23880 Edited : I hope the imges stay loaded this time ........ I think i have reached the limit of uploaded image memory so now have to delete old ones to make way for new ones and because I have no idea of the sizes of the image files sometimes I have to delete 4 or 5 to old ones before i can upload a new one edit, edit 1 last try ..........
  19. Hi As Drongle said an hour spent experimenting with a very simple "house" will not be wasted. Have a look at message number 5 here http://community.secondlife.com/t5/Mesh/Problem-with-home-mesh/m-p/1787413#M18544 and redo the experiment yourself. Basically there are two types of physics model you can make for your house : 1: Using simple non overlapping boxes to block out the walls floors and roof of your building as if you were using SL prims. Upload your mesh house as usual and then open the Physics tab of the mesh Uploader and in Step 1 upload the physics mesh In Step 2 hit the Analyze button . 2: Using as few planes as possible rebuild your house. This means ignore any small surface details and only have the planes where you really need them for collision walls floors and roof .(Windows generally be can be ignored). When using this method avoid small or thin Planes, for example unless you have exceptionally thick walls you don't don't need to include the faces that make up the thickness of a wall (around door openings etc). Small thin planes/triangles will cause the Physics weight part of the LI to increase disproportionately. Upload this Physics model in Step 1 of the Physics tab in the mesh Uploader but this time do not touch the Analyze button. In both methods its useful to make a copy of your mesh house and move it to a separate layer then use the copy as a starting point to create the Physics mesh. Very important: When making a physics mesh the physics mesh bounding box should match the Visual mesh bounding box For each visual mesh object that makes up you building you will need to create its own Physics mesh object.
  20. Hi You haven't said what you have tried already and as I know nothing about ringtails except they look cute and live in Madagascar ..............I may be stating the obvious here The texture you linked to looks like 4 different textures , so I would start by dividing them up and uploading as 4 separate textures. I would rez copy of the head and see how that is put together , looking for linked meshes and different texturable faces. The top texture looks like it has to be the nose and top of the head so starting from there I would try applying the textures one by one to the different faces of the mesh. You did ask for any ideas
  21. Hi again I did some more searching and found this : http://community.secondlife.com/t5/Mesh/3DS-Max-Design-not-exporting-Face-ID-s/td-p/2050501 Look at Kwaks suggestion in message number 2. Kwak is saying that the fbx plugin 2013.1 for 3D max 2013 has problems. At 2:37 in the video you posted it looks like you are using FBX EXPORT (Version 2013 (1) So I think you should follow Kwaks advice and use the fbx exporter version 2013.2 or 2013.3
  22. I have been searching Google for a tutorial but as a Blender user I find everything to do with 3D max horribly complicated. I'm sure it is very simple to do in Max (a couple of the videos I watched seemed to have the default UVW unwrap of a cube as overlapping shells but ............... they always went on to separate them ) From watching your video it looks like you are stacking the shells correctly so maybe you need to look at your material / face assignment ? I can only hope that a 3D max user will come along and explain where you are going wrong. Patience
  23. Hi Jumbo Are you trying to make a cube which when uploaded and rezzed inworld you can give each face a separate texture? If so, in3D max you need give each face a different material then UV unwrap the cube so that all 6 faces occupy all of the UV space. The individual faces will be stacked on top of each other.
  24. Hi Zed Zed Tremont wrote: Perhaps first of all it's good to mention that all pictures are always 2D Well ................ not quite :
  25. Aquila Kytori

    MAV_BLOCK_MISSING

    Hi I had always thought of it as a materials problem, something like message 5 in this thread : http://community.secondlife.com/t5/Mesh/Specifications-for-SL-Compatible-DAE-Format/m-p/1344567 Best is to do a search in these forums for that particular error because I also found in other threads that it could be a problem with tiny triangles in the mesh. Not the same error but also caused by very small triangles, this time is in the Physics mesh is this:
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