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Hieronimos Audeburgh

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  1. Having the same problem here. Anyone else who actually CAN log into Aditi at the moment?
  2. Hey all! I'm having some strange problem with a mesh (or well, I had this problem happen more often lately but this time I can't work around it). I want to assign different textures to the different faces of a model. I use five different materials in total. In Blender and the mesh uploader on SL everything looks perfectly as intended:  It's after uploading, when I rezz the model inworld that I get this:  As you can see the yellow and white faces have turned green. These faces (the yellow and white) are separately selectable and I can put a different texture/colour onto it. But after I take the model back into my inventory the texture/colour is reset to the green material as seen above. Why doesn't SL remember what colour/texture I assign to these faces and reset it after taking it back in my inventory? Has anyone run into this problem before or have an idea of what might be going wrong? Thanks!
  3. Hey all! I'm presently looking for a scripter who can help me script my most recent mesh car model. At first the doors and engines and such need to be scripted, maybe after that there is possibility to add other cool features. There are various possibilities for compensation and this is of course no problem (think of regular payment, commission, making meshes for you, etc.). In case you are interested please send me an IM/NC inworld. Thanks! Hieronimos Audeburgh
  4. Thanks for the reply and the steps on how to solve it, ChinRey, you were completely right!
  5. Hey all! I'm running into a rather strange problem with a piece of furniture upon upload in SL. For some reason when I add the texture, the model turns almost completely black (with exception of a part of the handles on the drawers): And this is how it looks like in Blender and should look like in SL: By now I've done quite a number of far more complex models for SL, but I never ran into this problem before. Anyone have any idea in what direction the solution may be? Thanks!
  6. Jake: I haven't got any experience with avastar yet and I didn't know it was actually possible to export my shape... So that is some very good information to follow up on... After all, it was 'influence' enough to keep me busy for hours : ) Thanks! : ) DerpWolf: I still get the same issue so I guess it must have something to do with the issues Jake and Gaia brought up. Thanks for your help though!
  7. "Its when I see people buy something from turbosquid and upload it here and sell it high priced because no one can identify it and know better except the users who are on turbo a lot." As a creator I think I can say I'd very much appreciate it if someone notified me when they have a strong suspicion my creations are being abused (not to mention feeling annoyed about it happening in the first place). But I think that's really pretty much the only thing one can do in such a case. And then it's up to the creator to do something with that information. Such course of action would be justified.
  8. Thanks for all your replies... I'll keep you posted, lol : P : ) DerpWolf: when you were setting the parent for your cylinder (control+P), what type of parenting did you use?
  9. Gaia: Ofcourse! I hadn't thought of that solution yet! That little trick will get it within the limits of the acceptable at least! Thanks a lot! : )) DerpWolf: In Blender it looks just perfect: no distortion. The oval deformation only occurs after upload in SL
  10. Hey Sassy! Thanks for your reply : ) "I'd still question whether there are any other weights there too." That was my idea also, at first anyhow... But after checking every bone in the blend file multiple times I can say with pretty great certainty (I'm a rigging noob I must admit though) that the only bone influencing the movement is the shoulder bone. I had hoped I could get it to work with the arm rather than the chest since the part would move better with the rest of the pauldron... But maybe I'm trying to do something that's just about impossible. I presume that if I do get it to work with the arm then I'll have to weight it to the chest also a little to get the right movement, which without a doubt is going to cause distortions again. Which brings me to the question: isn't it possible to have a piece of a rigged mesh move with multiple bones without distorting the shape? Thanks again for your reply anyhow!
  11. No, there are generally no laws against helping someone. On the contrary, judgment based on presumption is a different matter entirely. If you have a strong suspicion your creative projects are stolen, of course it's strongly recommend you take action against it.
  12. Hey DerpWolf! Thanks for your reply! You mean the value here in the object tab right? All the other vertex groups/bones are set to 0.0. I checked all bones in weight painting mode and everything is full dark blue except for the shoulder bone (full red)... Still no luck though... The round shape keeps distorting into an oval shape 'Preserve Volume' seems to be supported by SL; I used it a couple of times - although that doesn't help anything in the case of this specific problem though.
  13. Hey all! for some reason the besagew on my rigged mesh armour set keeps showing unwanted deformations (I'm using Blender 2.64). I tried various things: only weightpainting the shoulder (as it should move at least a little with the shoulder/upperarm's movement), weightpainting it to the shoulder and collar, weightpainting it to the shoulder, collar and chest, toggling 'preserve volume', toggling 'Bind To: Vertex Groups', toggling 'Bind to: Envelope Bones' (and all the combinations between these). Still I keep getting the same result shown below: The Besagew is supposed to be perfectly round, but it keeps deforming into an oval shape no matter what I do. How can I make sure that the round shape is preserved? It's alright if it sticks into other parts of the mesh, even that it becomes a little bigger or smaller, but an oval shape just won't do... Any suggestions? Thanks! P.S.: this problem only occurs around the shoulder area: all other pieces of the mesh (whether round or not) are working perfectly.
  14. It took some experimenting but it worked : ) Thanks for pointing me in the right direction!
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