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About OptimoMaximo

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  1. Rigging Quadruped in Maya Needed

    Everything looks like it's squished in... i'm wondering if you're using the Collision volume bones too? If so, what you're incurring is a scale bind pose problem. SL avatars use collision volume bones that, at their default state, are scaled very tiny and rotated a few degrees. When you freeze transformations, you lose those data for a neat zero rotation and scale at 1. Collision volume bones are in the scale of 0.09 so imagine the shrinking effect it has from a scale of 1, just to render the idea. Generally, quadruped characters don't have an actual use for collision volume bones at all, their shape is too far from the human stance and editing the shape may turn out to be not practical. I'd suggest to try removing those bones (easily identifiable by their names, all in upper case, ie PELVIS, HEAD, NECK etc.) first and bind again.
  2. Texture Problems in World

    right, if there were, the issue would keep coming up. So you must have hit a limit per upload, not sure which one it is though
  3. Texture Problems in World

    The opposite, it doesn't need to be there, and it may be sitting there as a left over. To avoid this, start assigning a material to the whole object, to then keep assigning the other materials to the single faces This might be a problem of having overlapping sets of faces (lamina faces) or, even worse, same duplicate faces with different materials, a bug that results in layered textures by duplicating the geometry in place with different materials. Definitely worth a check by running a Separate, to know whether you have overlapping and separate sets of faces, and in case a Mesh Clean up, set to check for Lamina Faces (faces that share all of their vertices)
  4. Texture Problems in World

    What you do on the UVs end up in the regular history, so you should be good on that. My best two guesses about your problem: 1)try to import the body parts in different files (upper body, lower body, etc) to see if this still occurs. If it does, see #2 2) you did the 8 materials be "recycled" over and over on all of the meshes, so the 8 materials limits per Collada file is respected. I would suspect that you started applying the additional materials starting from the default Lambert1, but you didn't assign a first material to the mesh to override Lambert1 completely. Even if you cover all of your faces with different materials, Lambert1 may still be lurking, hidden, never used, and possibly breaking your import's material list. Double check the attribute editor for the attached materials. If Lambert1 is sitting there, restart the assignment from scratch! Lambert1 can't be deleted at any time. Assign the first existing material to the object first, then all the other materials to the single groups of faces. Hope this helps
  5. Rigged mesh LoD bug

    I missed this part and i wanted to specify something. Internally, the equivalence between generic unit and meter is done inworld, implicitly or explicitly. As per my experience with the .anim file serialization, i could observe a behavior that points to just "units" as being important: i had two options for anim files, either keep the scene as in the rigging set up and animate that size, exporting the linear values as they appeared in the transforms (in centimeters) or, as i did for animation on props, scale everything up to meter scale and convert the measurements from centimeters to meters. As long as some scale compensation is done within the hierarchies, nothing should be really different.
  6. Firestorm 5.0.11 New Mesh Building Tools

    Too bad! The rest of the community does Being a good modeler doesn't necessarily mean being good also at content creation, which includes modeling and texturing as first stages, then it also needs the knowledge to make something work on a specific platform for how the platform requires such content to be. The "free LoD factor" behavior you and your sock puppet alt C(rap)S(h*te)Virtual are so much defending, is going to drive people off SL because the rendering requirements go through the roof for stuff that would need way less computing power. Be less ignorant = problem solved
  7. Rigged mesh LoD bug

    It all depends by how you began the scene in the first place. In 3DSMax, meter based, you will have a giant avatar when you set the scene to centimeters. However, if you group it and assign to it a scale value of 100, you would do a scale compensation that brings everything back to being relative distances. Oddly enough, even if i set my Maya scene to meter, an fbx or collada would sign the scene as centimeters anyway
  8. Rigging Quadruped in Maya Needed

    If you-re working on a random scale, as it appears from your grid size, it's too big for the uploader to get what you want. Moreover, SL requires rigged items to be oriented Z up, as the original avatar does. Your scene shows you're using Y axis up. Because of this, i think there also might be a group node, that contains the skeleton, with some scale and/or rotations on it, due to the import compensations. Restart fresh new, change the world orientation to Z up first. Then import your avatar, it will come in VERY tiny. Adjust the wolf mesh down to a reasonable size in comparison to the skeleton. When the wolf will be of the relative size you want it in regard of the avatar dimension, then you can move the joints around and do your stuff. Keep in mind that each joint can't move more than 5 meters units away form the avatar center( the hips location in standard TPose)
  9. Rigged mesh LoD bug

    Indeed, depending on the application, the Collada file will report the scene units as 1.0, or 0.01. Again, this is a feature in order to keep the scaling consistent. This would happen if you changed the linear unit scale without compensation, say by manually editing a collada exported in meters and setting it as centimeters. Which is a practice i often hear being used in reverse when exporting from Maya, unfortunately.
  10. Maya Joint Offsets not uploading for non-human avatar

    Rotation and scale can be frozen, but if they both show correctly, there really shouldn't be anything to keep it from working
  11. Materials & water (environment)

    The black diffuse is specific to the Specular/Glossiness workflow, and it's the same as it was with Blinn and Phong materials. SL has no PBR renderer and the legacy diffuse color textures would go broken if they fully implemented a shader like that. So i think they went for a hybrid, using the legacy diffuse color as a PBR's base color channel, resorting to the environment map in order to define metallic areas. But it still uses a blinn-like shader, so it uses Specular and Glossiness which work like in a Spec/Gloss setup. As i said, i see it as an hybrid, and i'm quite satisfied of how my materials look, making them as i explained in the earlier posts from PBR software.
  12. Materials & water (environment)

    This is a quick material i made, flooded cobblestones. Not a finished one, but enough to show what i was pointing out earlier. Defaultnight mode, only one floating prim set as point light. The specular intensities need some tweaking yet As you can see, the specular exponent aka glossiness is embedded in the normal map as alpha channel, and its areas are definitely being differently affected by it. The specular map aka spec intensity and color has just 2 slightly different tones of grey, one for the stone and one for the water, and an environment map featuring a 0.04 as per non metallic materials reflectance at normal value, aka f0. So to recap: the specular map defines intensity and color. The color is for metals, as per Blinn phong model, whereas all non/metals aka dielectric material always share a grey color. Their values define the intensity, or amount of light being reflected off the surface. Its alpha channel defines how much of the environment get reflected, and an environmental reflection is possible only on polished metals. Reflection is meant as mirror effect. the normal map's alpha (i don't need to explain what a normal map is) embeds a vital information for the specularity look: how rough a surface is. Glossiness is just the grey scale inversion of a roughness map. The same amount of light being reflected off a surface, will do this in different ways, depending on how smooth/rough a surface is; where on a smooth surface, the specular highlights will look well defined and sharp, a rougher surface will blur these highlights, because the light was scattered around more because it hit an irregular surface.
  13. Materials & water (environment)

    This is totally wrong. depends on the shad model you're working on Blinn and Phong materials REQUIRE black diffuse to define metals, and its color being transferred to the specular color, whereas PBR embeds these 2 parameters in the basecolor texture, defining the metallness using the metalness texture. You don't even seem to grasp the difference between a specular map and a specular highlight, but i guess it's due to the use of photoshop or such, that you say so. A specular highlight is a render pass that shows the rendered specular effect given by the specular intensity map, but the 2 are totally different from each other. Please don't shoot sentences that can very easily confuted
  14. Materials & water (environment)

    Sorry, but it's totally right. Take a look at the similarities between pbr mapping and this LL hybrid before stating such things
  15. Rigged mesh LoD bug

    Because it's how LL built it in the first place, and metric scale needs a compensation method, as shown by the export/import from both Blender Avastar and Maya itself. It's how LL distributed it in the first place for 3rd parties to develop other stuff (like SL related plug ins). As i was also saying, and you confirm that, vertices get a position from the weighting and the scale factor is no longer taken into account, while indeed 3D programs in general need some attention to scale when it comes to hierarchies. The difference in treatment between rigged and static meshes is very much clear to me, as i have witnessed that, for animation encoding, it works on units, not specificaly meters or centimeters. Which for encoding, again, is more than fine BUT... when it comes to transform a hierarchy root node, scale IS a factor that may (or may not) influence the outcome.