Jump to content

Aquila Kytori

Resident
  • Posts

    1,212
  • Joined

  • Last visited

Everything posted by Aquila Kytori

  1. The roof of the front porch preventing the front wall from receiving enough light from your lamps ? Try the "Disable in Render" only for the roof object. Or add more lamps so that the front wall gets lit.
  2. Its not a completely black bake ........... what happens if you disable all the other objects in the scene, little camera icon in the outliner and then bake ? If you don't see the camera icon in the outliner you will find that option in the filters drop-down.
  3. You are not giving very much information so this is just a guess If the wall has its face normals inverted then it will bake out black. One way you can check for the direction of the normals is : In the 3D workspace open the Viewport Overlays drop-down and enable the Face Orientation option. Faces with their normals facing outwards will appear blue and faces with their normals facing inwards will show appear red. Example of one face with incorrect normals: If necessary, to correct the normals: in edit mode select All then Mesh > Normals > Recalculate Outside, (or simply Ctrl N ) .
  4. Hi Sounds like it could be inverted face normals. Check out this short video on how to check face normal direction and how to fix if some are inverted. Best is to work with Viewport Shading > Options > Backface Culling checked.
  5. I have to work on some lower LoDs first. When done I will and send you a copy inworld along with a note card with a link to the .blend, probably Monday.
  6. You will find a copy of Ruth in Avalab's (previously Machinimatrix) Avatar Workbench blender file : https://www.avalab.org/avatar-workbench/
  7. The complete board is 3079 triangles ( the base board by its self is 228 tris ) :
  8. The reason I suggested assigning the board to a vertex group was, as I had thought I had explained, so that you wouldn't have to try selecting all the boards vertices in one go (which could be tricky) so that it could then be separated to be its own object. Instead you could select some vertices > assign them to a Board vertex group, > select some more board vertices > assign these to the Board vertex group, > repeat until all the boards vertices had been assigned to the Board group. Now, to select all the boards vertices you just have to go to the Vertex Group panel > select the Board vertex group and hit the Select button at the bottom of that panel. If you want to create a library of models, textures etc, then you would use the new Asset Browser feature: Its disappointing that for such a simple shape you have to "do some more searching to see how I can add them back." Some options for adding back the pins : 1: Edit mode > select a pin from another component > Shft D to make a duplicate > move duplicate to correct position and resize if necessary. Duplicate this new pin and move to approx; correct position for the next pin. Duplicate and move for the other missing pins. 2: Create from scratch, Edit mode select a nearby vertex > duplicate it > move , extrude etc to build up a pin. Duplicate this new pin and move to approx; correct position for the next pin. Duplicate and move for the other missing pins. 3: Edit mode, Position 3D cursor to approx correct position > Shft A and Add a new mesh cube > resize etc........... Duplicate this new pin and move to approx; correct position for the next pin. Duplicate and move for the other missing pins. 4: Open the original Arduino model > Edit mode Select the missing pins > duplicate > P to separate to be a new object > Object mode > select the new "pins" object > Ctrl C to make a copy > return to (or open) your new "Optimised Arduino" .blend > Object mode > Ctrl V to paste (it should be pasted into the correct position) > Select the new "Pins" object then Shift select your partially "Optimised " board object and use Ctrl J to join so that the pins will become part of the "Optimised" board. Note that the exact position of pins/components will be determined when you have the top surface of the board mapped to a texture. They will need to be aligned to the solder pad positions of the texture on the board. And you don't have to be very accurate in the dimensions of the pins. See the image below for a comparison between an actual reset switch pin relative size and the pin size in the original model. The mistake that you made at the very beginning is that you should have made a copy of your original Arduino .blend file using the Save as option, then in this new file Object mode > Shft D to make a duplicate copy of the original board and worked on simplifying this copy. Doing it this way means you would still have the original board in the same .blend as your simplified board which would have been useful for when you make errors like this (deleting parts by mistake) You could easily copy and paste from original to simplified model. Nothing to stop you now copying and pasting a copy of the original board object into this new file:
  9. Yes you are correct. Something wrong with exporting smooth shading in2.79. The smooth shading exports correctly (as expected) with Blender 3.10. OMG how I struggled trying to work in v2.79 again. The first couple of days will be frustrating learning the new UI etc but I am sure very soon you will begin to see just how much better the newer version is. Let us know how you get on
  10. Just repeating everything Codex said : Using Blender v 2.79.1 The boolean is causing creasing in the tubes and cups : In the Uploader for some reason or other you have to enable generate Normals at around 50°
  11. Hi Can you share an example .blend file so that we can take a look and do a test upload ? https://pasteall.org/blend/
  12. Well I think if you have spent the time to optimise the model spend just a fraction of that time to create a reasonable texture for it. It will look much more interesting when rezzed inworld if you add a texture to the top faces of many of the components. When you layout the top and bottom images of the board on a 1024 x 1024 size texture you will find you have plenty of space below to add some component textures. Some can be copy and pasted from google and others you can just create a little dark grey rectangles and add some relevant white text The more of the little components you have textured like that the better. I did a few: Adding the coloured background is useful for a couple of reasons but in this case it means you don't have to be quite so accurate when you come to mapping your UV's to the texture. I forgot but you can add a red spot to this texture. The reset button on the board can be mapped to this red area. This texture can be brought into Blender and used as the material for the board and non metallic components. In Edge select mode add UV seams around the outer edges of the board top and bottom and the edges of the holes. Also around the top edge of the IC. Next go into Top View and Face select mode. If you now hover your mouse over the top face of the board and hit the L key is will select all of the upper faces bounded by seams. Do the same for the top face of the IC then hold down the Shift key to select the top faces of the smaller components that you want to texture. U to open the UV Mapping menu and choose the Project from View option. Now go to the UV editor and reposition each UV island over the relevant part of your texture : Repeat for the bottom of the board. For the edge of the board and the inside edges of the 4 holes just select them and U > Unwrap. In the UV editor select the newly unwrapped islands ans scale them to zero (single point) Select > S 0 Validate. This scaled to a single point can be moved so that it lies over a blue part of the board image. The model now only needs 3 materials. 1 for the board and UV unwrapped component top faces. 1 for the dark surfaces and a third for the metal parts. The 2nd and third can be coloured when rezzed inworld. I should add that instead of matching UV's to the texture you can also save the UV unwrap, open it in your 2D software and map your texture images and texts to the UV's.
  13. Works as described in the video in Blender 2.83. Doesn't seem to work so well on "messy" mesh like the top face of the IC of the your Arduino board: Similar operation on cleaner mesh :
  14. Remember in this screen-shot I Separated the Board from the Components : Now the Board is one object and the Components are one object. This was done so that it would be easier to work on reducing the the geometry of the Board and Components if they were separated. Meaning we can now easilly select and hide one of them while we work on the other. When both Board object and Components objects have been optimised we can join them both back together so that they will be one object again. To join 2 objects to be one single object: In Object mode, first select one of the objects; then Shift select the second object, and use the key board shortcut Ctrl J to join them. 2 become 1
  15. Then all you need to do is : Find the mess, Delete the mess, Re-construct the missing faces using less geometry. Find the mess: Temporarily triangulate the model so that we can see which parts are a mess, Face menu > Triangulate faces : Take a step back with Crtl Z (Undo the triangulation) and in Face select mode delete the sides and lower Ngon faces of the IC : Re-construct the deleted ngon faces using less geometry: Next is do the same with the top faces of the IC. Before deleting the top face we need to Add some circles with less vertices in their circumference directly over the circular recesses. The circle will be added at the position of the 3D cursor. To do this first select one of the original circles top edge ring, use Shft S to open the Cursor Snap to pie menu and choose the Cursor to Selected option : With 3D cursor correctly position go into Top View and Add a circle ( Shft A > Circle) with 8 vertices and scale it to match the original 36 vertex circle : Repeat for the other circles : Now we can delete all the original faces that make up the top of the IC : And finally fill in the top faces using the new lower vertex circles : Of course another option could to do away with the recesses in the top altogether and use an image texture instead.
  16. From the error messages it seems, as Quarrel has suggested, that more then one object was being exported from Blender. In Object mode with only the Horseshoe object selected File > Export > Collada (.dae) Then in the export window top right hand corner open the export options panel (little gear icon), from the Operator Presets choose the sl+open sim static option. this will set all the exports options correctly for a simple static mesh object including the Selection Only option. Also, as already mentioned apply All Transforms before exporting. In Object mode with object selected: open the Properties side panel and check that X, Y and Z rotations are all at 0° and that X, Y and Z scales are set at 1.00. If that are not then you need to correct this by Applying All Transforms see images below : Edit mode :
  17. As arton has already said the Physics should be only 2 thin boxes (exported as a single object) = 2 Hulls in the mesh uploader after hitting the Analyse button = Physics cost of 0.72 when rezzed and set to Physics shape Type : Prim (0.36 cost for each Hull) In the mesh Uploader it should look similar to these screen_shots : In the physics menu after hitting the Analyze button it should show Hulls: 2 and when Weights and Fees have been calculated it should show a Physics cost of Analysed: 0.72 (this will be the Physics cost when it has been rezzed and set to Physics Shape Type: Prim) : Perhaps you could post a screen_shot of the uploaders Physics menu after calculating weights and fees ?
  18. One other thing, before exporting from Blender you should always check that the objects Transforms have been applied. ( Objects X, Y and Z Rotations all set to 0° and X, Y and Z Scales are 1.00) Your Physics model has Scale values of 0.025 ! To Apply the Transforms : in Object mode, select the model, open the Object menu > Apply > All Transforms
  19. As you are setting the model t0 be Physical then I have to refer you to anton's replies above, he Knows about vehicles. But I should point out that in this screenshot you have not Analysed the physics model because it is showing the number of Triangles (156). : When Analysed it will indicate a number of Hulls : Because the Physics model was not Analyzed in the mesh uploader see artons reply:
  20. ok, Thanks Wulfie and arton I will edit my first post.
  21. I am completely confused now and feel that I have missed something important ! 😕 I was recommending BEGOCER to use Triangle based, not Analyzed, physics as I would for any large building type model but you are suggesting that BEGOCER use Box/Hull shaped, Analyzed physics. ?? And also Wulfie seems to be suggesting to use Analyzed physics as well : This is also going to be confusing for BEGOCER , so can you please explain why, in this case, box/hull based, Analysed physics should be used instead of triangle/plane based, not Analyzed physics ? The double walled, triangle/planes based example model that I was suggesting :
  22. Edited to re_direct you to @arton Rotaru's replies below. So you can probably skip the rest of this post. Don't know ..........we need more information Can you say if you are using triangle based (Not Analyzed in the mesh uploader) or hull based (Analyzed) physics? For such a model I think the Non Analysed (triangle type) would be the better choice because it should give the lower Physics cost. I did a quick approximate mock-up of your Physics model and the Physics cost was only 1.2 (Not Analysed) with physics shell on both inside and outside surfaces. Can you add a screen-shot of your Physics tab Upload window like in the image below so that we can see the relevant numbers, (This is non Analysed physics) : And can you share your Physics model ? If you are using Blender then you can use this .blend file share link https://pasteall.org/blend/. A screen-shot of your visual model "ship" may be useful as well
  23. Basically what Chic has already said you are going to have to do the geometry reduction by hand. Just to add the first couple of steps that I would do to reduce the triangle count: 1: Separate the board from the components. Make it a separate object for the moment. Select all the faces of the board , top bottom and sides and all the faces of the 4 large holes. It can be difficult to select all the faces in one go (perhaps do it in Side view with in Wireframe mode), so it may help to create a "Board" vertex group so that you can add the selected faces as you go. Quick way to select the face rings of the boards very small holes is to , In Face select mode select 1 of the little faces then Select > Select Similar > Perimeter and if you set the Threshold value very very low all the liitle face rings will be selected. With all the board now selected hit the P key to separate it to be a new object. 2: Now with the board separated from the components you can work on the components as needed. Most are already low poly so they can be reused as is but parts that have circles in their makeup should be replaced with parts using less geometry. The board as it is at the moment is 10861 tris ! When, simplifying this I don't think you should model the very small holes at all. Later you will be mapping the boards top and bottom to images of an Arduino board and I think the little holes can be replaced with the pixels form that image. So just select a few of the edge vertices of the board? duplicate them and make them a new object. From there you can reconstruct a new low poly board by joining the vertices and filling in the faces. This low poly board will have just the 4 larger holes (something like 12 or so vertices in their circumference). The most important thing will be finding and mapping the board to an image with or without the components, photo ................ or a more illustrative image : When ready you can join the components back to the board to have a single object again.
  24. To give your model some thickness add a Solidify Modifier. But not too thick otherwise it will get messed up !
×
×
  • Create New...