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Spinell

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Everything posted by Spinell

  1. Spinell

    Pink problem

    Well, it took some time but I did manage to get rid of it. I'm not sure what I did that got rid of it, I just followed your advices and played around with the weights a bit and it fixed itself. Bizarre... I may never get used to weighting, but at least now I seem to be getting good results.
  2. I'm quinda interested in this myself since for the past few weeks SL has been crashing constantly for me as well when it used to work great. I use the SL viewer and usually play on high quality graphics, since I have a good engine. But not sure what's been happening, I keep crashing lately. Is there a reason for this?
  3. Spinell

    Pink problem

    Changed to solid, still have the pink spots. They appear in the following bones: neck, head, skull and eyes. I can't clean them with the subtract weight brush.
  4. Spinell

    Pink problem

    So, my mesh avatar actually still has a few kinks to work out with the weighting, so I finally got the corage to go back to it. My problems come from the neck up as parts of it are choppy when the avatar moves and I have problems with the inside of the mouth peaking ou when the head rotates. Ok, so I started with the head bone, did some modifications, mainly using the weight gradient tool and moved the bone to check that some vertices were moving. I thought it was because they were stik with the skull bone, so I changed bones and... pink? I changed back to the head bone and the weights were now all jubled and the vertices that weren't acting properly were now shaded i pink, something I had never seen in weighting before. I tried cleaning all the weights, but the pink remained.
  5. I'm making a floor texture and found these lovely brushes on deviant art. I want to immitate the tile on the midle bottom, but I have no idea how to do the grundge look in the background. I generated some back clouds and played around with some filters but I can't get that look, and it isn't the first time I tried. For me, it loks like someone took a sponge a sponge, dipped it into black paint and gently pressed it on red paper. I love that effect. Can anyone show me how to make it? Thank you!
  6. No no, I made the avatar. I have the UV maps and textures. And I already made some simple makeup. I just wanted to know if there was a way to apply only the makeup without changing the texture of the entire head. I'm thinking sort of like how you can combine one lipstick several different eye shadows?
  7. So, I have my costum-made mesh avatar and the texturing is divided into two parts: head and body (materials). I want to make some makeup for my avatar and was curious to know if it's possible to apply the makeup on top of the clean face texture I have or, to change make-up styles, I would need to change the whole head texture. At first I thought I might be able to use some sort of tattoo mechanic in SL to play only the make-up, but I have no diea how those work and my avatar doesn't follow the same UV mapping as the default, so chances are it work? Any advice is welcomed! I never made make-up before and certainly not for a costum mesh avatar.
  8. Are there any sort of poses or animations that can be downloaded ito blender for the SL armature? I was interesting in checking inside the program how my well my mesh was rigged. While I can move each individual bone and check that way, I was curious about checking multiple bones ata time using poses or, perhaps, a simple walking loop animation?
  9. Well, I can try and make it, but like it was mentioned at the MESH forum, I can't make an exact replica since I do not have the rights. But I should be able to imitate the cut: I believe this is a victorian-style summer dress. How about I sketch something up as similar to this and you can check if you like it? Once again... I have to agree with everyone's opinion: this will probably look better in the long run with flexy prims. While I do like the flow of mesh fabric, there is a problem with stiff physics in SL. In other words... the dress' tail will look weird if you're not standing on a flat surface. Still, if you really want it, here's a very quick sketch of what I've been doing: I've never taken a resquest before, btw.
  10. Ok, just to let everyone know: I couldn't get my shape to work no matter what so I decided to try Aquila's box method. After fiddling with the materials, I got it to work like charm. Just wanted to tell evryone, problem solved! Thanks so much for all the help and sorry I didn't answer earlier!
  11. Damn I wanna know how they're doing that! Probably a script and I can't write code to save my life. Looking good, though!
  12. I'm struggling with another mesh problem at the moment and probably won't adress this eye-bones thing until much latter, I'm afraid. But now that I know the probably cause I can easily fix it.
  13. Sorry for not giving enough info. I don't know what you need, so keep me informed as things go along. Here are some mroe visuals. I used Chosen's shape and I can't select the rpim option. As an experiment, I tried the Analyse option while using Chosen's shape and while I could, for the first time, select the Prim option, it still didn't work at all: I could pass through walls. Oh, and thanks for the "show physics" trick, Aquila. Quite handy to get a better perspective. Hum, if anyone wants to take a look at the blender file, I really fon't mind sharing. Someone from Builder's Brewery said she's take a look and never said anything. Either she's been stuck with a puzzle or she nicked it. Either way, I didn't even mind sharing the build.
  14. Ok, changed the shape to what you guys suggested. The good news is that I no longer get an error. The bad news is that the shape still doesn't work perperly. There's no floor on the porch entrance (my avatar sinks into the ground to the knees). I still can't get through the door and inside the building to check the interior floor, most of the walls works except for one corner (right side of the porch) where I can sink into the corner walls but then an't walk to the right side of the porch. At this point I'm so frustrated with this I'm almost chucking the whole thing away and buying something cheap and tacky on the MP. At least it works. Right now, if I can get the whole in the wall where the entrance is supposed to be to work and manage to get an avatar inside the damn thing, I'll be more than happy. And the floor. But I can always just make an in-world invisiprim as the floor and apply it to the entire thing. Won't be astheticly pleasing, but it'll work. So, any more suggestions? You guys have seriously been a huge help. I've never worked with physics shapes before but I swear, this is the last time I'm doing buildingds in SL. It'll back to clothes for me.
  15. I was on my university's PC and couldn't post any images. Now, when I upload the house with no physics shape, it's fine. But when I add the shape, I get the error. Here is the shape: And here's the house: As you can see, the shape has no triangles. All quads. Any suggestions? I'll try and post a pic of the error as well.
  16. Ah, so it's the bones! Ok then, I'll give it a fix. Thanks for pointing it out!
  17. Oh, it's done. I managed to get it to a nice LI and everything is set for uploading and texturing in-world. And then I ran into the problem of "I can't get inside". Someone explained to me this was because I needed to import a shape along with the mesh to tell SL where the walls were and where we can walk on. Good enough: made a simple shape of the walls, floor and ceiling and wnt to the uploader to get it done. But when I clicked on the calculation button, I got a triangulation error. I have no idea how to fix this nor do I know what to do. Help? I've never uploaded a building before.
  18. Every single time I loggon I have this problem. I've made a costum mesh avatar for myself and I'm wearing some dolly eyes from By Snow. When I first uploaded and wore the mesh avatar, I created a specific shape for it and everything was perfect and fitted nicely. Now, everytime I loggin my eyes are slightly moved forward and they're bulding out of the avatar's eye sockets. It ruins the look. The shape did not chage, the values are the same ones as I had put. I've been advised to run a female character test and it sometimes works... Not always. And still I have to it whenever I logging. I have no idea how to fix this or what's wrong. Is it from SL or is it my mesh?
  19. Vote goes for #2 as well. Good work.
  20. Picture taken as a contest for PSP, thought I'd show it off here. Decided to sensor it a bit better, don't wanna get in trouble for suposed nudity in the forums... again... Anyways: I made the pose, the rose crown and the bouquet. Why are flowers and poses so expensive in SL? Better make your own.
  21. Never mind, ended up making my own anyway.
  22. I've seen something very similar at Curious Kittens. I don't remember if it was a hair style ot just the branch accessories, but you can probably easily adapt it to a male elf. I also belive she does seasons: I remember seing one for christmas and another for spring blooming sakura. Good luck!
  23. I'm looking for a specific pose to enter in a photography contest. I want something very similar to the pose on the far right on this picture: https://marketplace.secondlife.com/p/Full-Perm-Handbag-Pose-Set-1/3095284 I won't be holding a bag but rather a very large rose bouquet to go in between the arms while the avatar is looking sideways. I didn't want to waste 250L$ just to get one pose, so I was wondering if anyone knew something similar, just the one pose, for a more afordable price? Thank you!
  24. Well, the problem with SL is just you never know when things are gonna be released. I mean, is the deformer project still going at all? I've heard LL dropped it, some say it's comming soon. You just never know. I'm not going to just wait idly; I think the best solution is to go ahead with the building and then, when the materials part come around, I'll just update the build. It's not for sale, it's for me, and I don't mind. The main reason why I was asking if it could (at the moment) be done inside blender was simply for prim management, so I don't go over my limit. That said, I will try out the trick with the prims. Now, about the alpha mask: which part should look black in the alpha chanel? The invisible background or the part with the pattern?
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