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Kavorka

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  1. try flipping the normals, not recalculating them. If you have them all flipped, recalculating wont do anything.
  2. even if it is dropped, you can just use an older version of blender that has it. no new features and fixes, but it works well for me now.
  3. Kavorka

    Mesh Physics

    Okay, got it working. What happened is that I exported it without joining the trunk and leaves meshes so I could apply 2 textures. this made it set a physics shape for each object. Now, I joined the meshes, keeping the material data and was still able to add both my alpha leaves texture and my tiled bark texture to the parts and only load one physics shape. And btw, my shap is 5 triangles and 1 hull. So, everything works out good. Thank you guys for all your help
  4. Kavorka

    Mesh Physics

    Okay, I was able to make the prim option show up by first selecting "lowest" for the physics, then "from file" and loading up my file. But when I I check the physics meta data, it is using the lowest setting for physics and not my file even though I selected "prim".
  5. Kavorka

    Mesh Physics

    I am using the official viewer. I did all that, I saw the 2 faces to make the bounding box disappear when I analyzed and it calculated fine.
  6. Kavorka

    Mesh Physics

    I got it to work, but I cant set the physics shape to "prim". my only options are "none" and "convex hull". I am on the beta test grid. How do I set to "prim"?
  7. Kavorka

    Mesh Physics

    I am creating trees and all I want the physics to do is stop the avatar from walking into the trunk. When I upload my physics shape, it scales it out to match my object. Is there any way to stop it from doing this? What if I want parts of my mesh to be able to be walked through? I make my shape right over my mesh, so it is the size and position that I want. Anyone have any work arounds?
  8. The hotkey for toggling the shelf on and off is "T"
  9. Kavorka

    Polygons in Prim

    is it possible to have a seperate texture for the imposters? As it is, at LOD 2 I have each quad leaf cluster turn into a tri, delete all internal branches and simplify the trunk. I'm using OpenSim for the project, so the "cost" of uploading doesnt matter and as far as I know, the PE is irrelevant. All I really care about is the polycount.
  10. Kavorka

    Polygons in Prim

    Ya, no worries about that, I've been making mesh objects for over ten years when low poly was REALLY low poly. Just asking because I want to make sure that the objects I'm making will be more effecient than the previous scupties. I'm making tree's btw for a rain forest research island that will be used in science classrooms in universities. The tree I just made for testing has about 3k tris which seems about the equilivent of 1.5 prims, but SL tells me the PE is over 100. So, I was just making sure I didnt actually have a tree that was actually 100 prims. Looking on the forums, it seems some prim trees were around 30 prims, so my mesh should be fine. Need to do testing still but it seems fine with lots of instances on a slow machine.
  11. Kavorka

    Polygons in Prim

    I was wondering how many polygons are in the highest LOD of a sculpted prim. Just so I can keep it in mind for when I am creating my mesh objects.
  12. Did you try using Blender 2.61 to export? I'm pretty sure the collada exporter was updated for 2.6 and maybe that will solve your problem. I dont work on avatars, so not much I can help there. Also, for your LODs, are you placing them all on seperate layers and then exporting? Because this always give me an error upon uploading to SL. I have to save the original as a seperate file then work on it seperatly for my second LOD. Save that twice (one for LOD 3) open up my LOD 3 file and work on that.
  13. Also, If you change the view mode in blender from solid (default) to textured, it should only render the front faces, this can be a quick way to see if you have any normals that are flipped. The button is located on the bottom and has a white sphere as default (solid)
  14. Oh, and to answer that baking question, I think that was a bug in 2.59 because I saw it before on these formums. Try it again in 2.61 and see if it fixes it.
  15. I have blender for mac and PC. My PC is slower, but has photoshop so I switch between the 2 very frequently when working. I have used several versions from 2.49 to 2.61 and have had no issues what so ever. there are no problems on the mac that are not on the PC.
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