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Aquila Kytori

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Everything posted by Aquila Kytori

  1. Hi Yes in the past I was often running into that file size limit because I wasn't using enough compression when converting from Gimp to .png. I thought I would lose quality by using high compression but yesterday I did some experiments and didn't notice any difference from when using 0 compression and maximum compression but the file sizes were reduced dramatically. So will use max compression from now on and see how far that gets me.
  2. Sometimes you will find that Blender is not behaving. This can happen after you have been experimenting with enabling/disabling some of the many buttons that are all over the place in Blender, or even because you accidentally used the wrong keyboard shortcut along the way. In cases like that what you can try is Save your mesh and then reload Blender with its default settings so it opens the same as when you first opened Blender : File > Load Factory Settings and then open the mesh you were working on with the default UI ( User Interface ) : File > Open .... Or an even simpler solution may be to copy / paste your mesh into a new file : Select your mesh and copy with Ctrl + C to "copy selected objects to buffer" Then open a new file and paste it in : File > New > Reload Startup File then Ctrl + V to "Paste objects from buffer" If the original mesh had been UV unwrapped the pasted in mesh will also include that as well. If you don't immediately see the pasted in mesh have a look for it on one of the other layers.
  3. Hi Perrie I was on my 13th page of images with 25 images to a page so somewhere around 310 . Maybe its not the number of images but the total size in MB's ? Alot of my images were close to the max file size of 1024k when I uploaded them.
  4. Hi everybody :) Is there a limit to the number of images that you can have posted in the forums ? In the last 2 posts I made the images were showing in the preview window but not in the actual Posts. I tried deleting some older images and then found that I could again include the new images. So I'm guessing there must be a limit of around 300 images?
  5. Hi Yes the Uploader is saying "screw you" because you are not following the rules . When you are creating your own physics ........ 1: The physics mesh will always be stretched or shrunk to fit the bounding box X Y and Z dimensions of your visual mesh. This means that at least one vertice / edge or plane of the Physics mesh must extend out to touch the bounding box in all three directions. 2: If the model you are trying to upload contains multiple mesh parts (Objects) then each Object must have its own physics mesh. The uploader will have to know which Physics mesh belongs to which mesh Object. This is achieved by naming them in numerical or alphabetical order. Or you upload each part separately with its appropriate Physics mesh and link together once you have them rezzed. If you are new to Uploading mesh then i would recommend this method to start with 3: If you do not Analyze your physics model in Step 2 of the Physics tab in the Uploader the physics mesh will be exactly as you made it. To get a low Physics cost use as few and as large Planes/triangles as possible. If the Uploadr finds very small or very thin triangles in your physics mesh it will give you an Error. 4: If you do Analyse your Physics mesh the uploader will look at your physics mesh and convert it into a collection of ConvexHulls ( box type shapes) If you make your physics mesh from Non Overlapping box shapes each box will cost Physics cost 0.36LI . So what you are doing wrong in your two boxes example is not following rule 1 (and rule 2 if the two boxes are seperate objects) A search of mesh forum here for Mesh Physics will turn up quite a few threads on this subject.
  6. Hi or : Or maybe you used the Full Screen keyboard shortcut: Shift + Spacebar which toggles from regular veiw to fullscreen so with your mouse hovering over the Editing window try "toggling" back . If you are still stuck post a screen shot.
  7. Aquila Kytori

    mesh upload

    Hi Nothing wrong with the mesh , uploads just fine . About the size of a birthday balloon but i'm guessing its for a giants door A couple of notes : In Blender you have a torus on layer 2 so if you don't check the Selection Only that would get uploaded along with the door knob, Upload this .dae file in the mesh Uploader as usual When it come to physics , just create a separate cube Object in Blender of any size ( the cube will be stretched or shrunk to fit your visual mesh automatically by the Mesh Uploader ) and export this cube the same way you do the door knob, (with Selection Only checked ) Upload this cube in Step 1 of the Physics tab in the mesh Uploader. Then in Step 2 hit the analyze button . thats all .......... Something to think about Dusty ........... its a door knob ......... something very small .......... you don't need all those vertices to get a decent looking door knob shape. Start with a circle with say 6 or 8 vertices making up the circumference and extrude out from that Also I expect you would get better LI count if you made the door and the door knob one mesh object
  8. hi Drongle Yes it seems the 'bug" is still there. I tried uploading a subdivided plane with no materials assigned and 193842 tris in Blender.It got reduced to the 174752 limit. The extra faces had been deleted. When rezzed it had been given a number of material faces.
  9. hi Because I never go any where near the max vertice/tri count its not something I have ever noted down but seeing your post i think it would be useful to have these limits set in stone somewhere. So perhaps you could clear up a couple of points for me and if possible add to your table of limits if necessary . First is is it Vertices or triangles that are counted for the limit ? The second is ....... will passing the max limit cause an error in the uploader or will faces just be deleted ? I am referring back to this thread http://community.secondlife.com/t5/Mesh/Is-topology-important-in-SL-as-in-other-game-engines-when/td-p/1903379 Drongles message number 6 ......... " In fact there is a limit of 174752 triangles, beyond which additional triangles will appear as holes. This is because the 64k vertices per material is (presently - it's reported as a bug) pre-empted by a limit of 21844 triangles per material, after which a new material is "secretly" started by the uploader. It will go on making new materials beyond 8 x 21844 (=174752) triangles, but the extra triangles then get dropped by the limitation to 8 materials, causing the holes. When you go over the 21844 triangle limit, the vertex count will start to climb steeply, even with smooth shading, because the materials get highly interspersed so that the same vertices have to appear in multiple material lists. So the moral of the story is to keep below 21844 triangles per material, for now, if you want to avoid some unexpected effects." ...........174752 tris is alot more than 65536 or am i misunderstanding something here . And the max number of tris per material is 21844 ? have things changed since this earlier thread was posted . When i first started using Blender i seem to remember reading the max vert/tri count was around 64k is this still the case ? Sorry if this reads a bit confusing, i'm in a hurry to get ready for work
  10. Yes its a 2.71 version from the Latest Builds page. 2.72 is not yet out. IF you see the Slots tab when in Texture Paint mode its the correct version for this layer painting video tutorial. You don't need the Fill brush , you can still paint the "base" layer of your mesh all one colour with the regular paint brush, just takes a bit longer. Or you can select your base layer from the layers in the Available Paints Slots panel and then open a UV editor and in Paint mode paint the whole layer one colour. Clicking on (selecting) a layer in the Available Paint Slots panel automatically opens that as the active layer in the UV editor.
  11. Hi I seem to remember you have Blender , so just a thought , would it work if you subdivided a plane into 4 faces and gave each of those faces its own material? Then when rezzed inworld select by face and give each face the appropriate part of your image.
  12. If any one else has been struggling with painting in blender especially painting on different alpha layers you will be happy to know that Martin Turner from CGmasters has now produced a very good tutorial explaining how it works . http://www.cgmasters.net/free-tutorials/layered-painting-in-blender-2-72/ Notes: I usually run Blender directly from the extracted zip file and in this download there are two Apps, the first doesn't contain the Fill brush so use the second (blender-app) If you are completely new to painting inside Blender at 14:50 he enables Face Selection Mask. This is just like using Face Select mode in the 3D viewport. The keyboard short-cut key A toggles between selecting and de-selecting all, and with right clicking / Shift+right clicking etc you can select only the faces you want to paint on. If a new layer doesn't appear in the Texture Slots list try tabbing in and out of Texture paint mode. You can change the paint brush into an eraser by changing the blend mode from Mix to Erase Alpha And one last thing, you do have to have your model UV unwrapped before painting :)
  13. Hi My advice (from someone who has never made a hover bike before) would be to decide on a method of propulsion and build around that. Keep the lines simple but add some basic details to make it more interesting to look at . Also don't let the texture you are using overpower the mesh I tried modeling one and it looks more like a jet bike ..........but maybe it gives you some ideas : and please allow yourself to use more vertices . 58 verts is EXTREME low poly modeling
  14. MIstahMoose wrote: There just really needs to be one linden member who goes around the MP deleting inactive shops, removing copyrighted material etc. Its realllly easy to see it all if you're familiar with modern games and logos etc. I really don't understand why they don't pursue it. Then I suggest you do a quick search in these forums for Chosen Few and Copyright . Here's one of many : http://community.secondlife.com/t5/Mesh/Stolen-mesh/m-p/1959077/highlight/true#M20405 From Chosen's message N°8: "The bottom line is it's not LL's job to decide who might or might not be infringing. That's what we have courts for. LL's role, just like that of all service providers, is to remain neutral at all times, and comply with all legal notices they receive. That's it." Simple enough isn't it ? I'm not even going to reply to people who are border line vigilantists , who decide others are guilty just because it suits them to do so. What ever happened to innocent until proven guilty ? This makes me so angry I'm not going to say any more.
  15. hi again Hmmmm ! You say the second picture shows your mesh's bounding box but to me it looks more like in edit mode (with ctrl + shft keys held down) ready to be re-sized ? Can you explain more how you are getting the second and the third images? Your mesh was uploaded to SL in 2 parts ? You say in the second image "1ere partie boite de redimentionnement aux meme proportions que l'object" and in the third image you say " 2eme partie boite de redimentionnement disproportinee" Have you tried Applying Rotation, Scale and Location ( ctrl + A ) to both mesh objects before uploading ? ( Note to see Bounding box in SL : Develop > Render Metadata > Bounding Boxes )
  16. Hi As Chic has already mentioned a couple of images would help Just a guess.......if your mesh objects bounding box is smaller than 0.01m in any axis in Blender, it will be scaled up to the SL minimum size of an object, 0.01m when rezzed in world:
  17. Hi For the above the avatar and jeans have to be separate objects. Edited to Add : Hidden Wire is in Blender 2.70
  18. Hi One fix you could use is to Append them from another .blend file. In Object mode : File > Append and then navigate to any other saved .blend file . 1, left click on .blend file 2, open the brushes folder 3, select missing sculpt brushes 4, Append You should now have the sculpt brushes again where they should be. How you keep them for next time ?.......maybe File > Save Startup File...... Edited to add : You didn't make it clear if the brushes are only missing from that particular .blend file or from all files opened in your new 2.70 upgrade. If just from that file then the brushes will be saved the next time you save that file (File > Save) If missing from 2.70 then I think I would prefer to download again rather than try Save Startup File.
  19. Hi I don't think your doing any thing wrong but there is really no advantage to trying to upload the textures along with the mesh. Usually most people would simply: 1, Assign a material to each face and UV Unwrap 2, Export as Collada.dae and import into SL 3, Import the 6 images/textures for the 6 faces 4, Edit cube and with Select Faces checked select the faces one at a time and apply each texture.
  20. Hi Don't forget to optimize the mesh by merging down all the vertices not actually contributing to the shape
  21. Hi A mesh solution is to make the bounding box of the tiny mesh object bigger by adding extra geometry. Have a look at message 4 and 6 here : http://community.secondlife.com/t5/Mesh/Making-mesh-jewelry-small/td-p/2671562
  22. Just to note, Layer 2 of the Avatar Workbench http://blog.machinimatrix.org/avatar-workbench/ already has a Make Human mesh UV unwrapped to cover the SL UV's
  23. My mistake ...... I had guessed that Spinell's view was not set to the default (Ctr + 9) and that was causing the problem. After using Alt + Drag mouse to zoom in I see the face distorting as in Spinell's second image. I guess thats why they set a zoom in limit with the usual mouse scroll zoom in method. BUT i still don't see how editing the mesh in perspective view would help. Surely if that was done it may look less distorted when zoomed in on real close but because of that tweaking when viewed from the normal (restricted) viewing distance, it would then lose the desired shape again? So instead of appearing strange some of the time it would appear strange most of the time. Is it even possible to have both, looking how it is suppose to at usual viewing distance And also looking correct when zoomed in ? surely not ? Like Dora said If you need to zoom in close (for example a portrait picture) then that is what the "increase the focal length, press Ctrl+0 a few times and step back a few steps" is for. Spinell don't throw that avatar away to start all over again because it could be you have already achieved perfection (most of the time)
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