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perfectslam

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Everything posted by perfectslam

  1. I've been trying to get my inventory updated on the Preview Grid to avoid paying small fortunes to test rigged mesh. I've changed my grid password nearly two weeks ago and yet inventory hasn't changed. I don't remember it ever being this bad. Has the policy changed?
  2. Seems the sloth lifestyle continues. It's been eight days since I changed my password and my Aditi inventory still has not been updated.
  3. The fact that nodes are renamed to allow for Unicode characters in the joint array? That was a change from a while back. There's a reason why you cannot have spaces inside joint names (in older versions) and the use of placeholders using ID[09-] resolved that. Any newer programs would export using this ID system but SL importer won't accept them. I suspect it's because if that new format was sent to an older viewer, it would break it. If I exported a DAE file with a jointed name "Right Hip", it would work inside Preview on the Mac desktop because internally it's reference by a placeholder name ID<whatever>. But the SL importer would puke because it would pull the joint array as text, then think that there were two joints named "Right" and "Hip" because the array is space delimited. It's why in the SL armature for exporting it's L_CLAVICLE. I also think the new ID system doesn't have to have the joints in a particular order, making it a bit more resilient but I've never experimented to see if it's true. Okay, so, I don't understand why joints are just disappearing. Am I blacking out and hitting the delete key? Invisible gnomes coming in and scurrying off with them? I used the same process (using 'diff') above and suddenly mHead was missing. I plopped mHead back manually into the array and at least skin weight is now no longer greyed out. Now to recheck my armature. Lesson #1: Don't assume a protected "root" document is correct. I started from that point and assumed that it was working correctly. I had made new ones (based of versions by LL) last week and just assumed they looked correct and totally missed that two bones were missing. Lesson #2: Keep copies of my DAE files after I import instead of assuming I can just export new versions from backups.
  4. In converstaion with the team responsible for my modeller, SL apparently does not. And that I'm out of luck because they have no plans to provide backwards support for older versions. This is why even output from 3DS Max have to have files manipulated with text editors to get weight maps to work.
  5. Those log shows nothing of real use in this situation. I was wondering if there was anything else. Nothing in the user specific folders that I could see, either.
  6. Even with the two missing bones added back in, skin weight is *still* greyed out. Perhaps SL should starting consider using COLLADA 1.4.1 and I utterly despise Blender. My original question still stands, is there any error log that I can find to figure out why Second Life is unable to use skin weights? Or am I having to resort to tea leaves or the infinite monkey theorem?
  7. I believe I figured out the problem but I haven't tested it yet. My modellor will only export DAE but not import. So, I used Blender 2.6.1 to import the DAE and export it back out. Turns out, Blender didn't export mFootLeft and mFootRight for some unknown reason because I know I didn't delete them and I use a copied version of this "root" document for any items. I figured it out by opening performing the command-line diff command between the "pure" DAE file from Linden Labs and my "root" DAE document. A bunch of lines poppued up and the <name_array> was one of them. Previously, I wondered why there were 48 entries when it said count was 50. Now I know why. I thought maybe there was some sort of hieracy issue (as my rigged mesh items tend to be in parts). Anyways, live and learn. Hopefully this will help others in the future.
  8. I've made rigged mesh before, a few years back and was trying to get back into it. However, nothing I've tried that worked in past works anymore for importing anything rigged into SL. What'd I'd like to know is where does SL, if they bother at all, dump out errors when attempting to import rigged mesh so I can start to track down where to start. I had hoped that my existing items could be saved back out of SL (using Firestorm) into DAE files but the rigged weights don't go with them.
  9. Thread bump. I've been having some trouble with the female avatars. I made a rigged mesh outfit and only discovered after all the work was done that nothing above the waist really lines up. Anyone know what the numeric values for the female shape are or where I can fine them? I'm not finding them at the Creation Portal for some reason though I was sure I saw them there once...
  10. I'm using the LL provided Viewer. I knew there was something missing.
  11. Grid selection is enabled, I do believe. CTRL-SHIFT-G does nothing. From the dropdown all I have is something like "Last Location" and "My Home".
  12. At the login screen, if I type in Aditi as the wiki says, I get bumped to Agni. I thought one had to do something to their viewer to access Aditi? -- Keeping that grid tool link in my favourites. That will help. Now it's saying password is incorrect at least. How does one change their Aditi password? The link it's sending me to is for live. Seems I just had to retype my Agni password in. Strange how the autocomplete didn't work. I saw placeholder but I guess that may not mean squat. Thanks for the link and help. It's much appreciated.
  13. "Your desired location is not currently available. You have moved into a nearby region." I'm on Agni now.
  14. Not sure what other forum to put this thread in, but since most mesh creators use Aditi a lot, I suppose this is the best place. I'm previously registered to use Aditi, and while I haven't used it in a while (and changed my Agni password since), I can't seem to log into Aditi at all. Everytime I enter in Aditi for my Start location at login, it just dumps me on live and tells me that the region is unavailable. I've read the wiki entry and it's not offering up any help. I also remembered that LL had a specific website for it here which appears down for me. Can anyone tell me what simple thing I'm missing here?
  15. "Vertices that are not assigned to any weightgroups (non weighted) will dissapear / be de-rendered when worn." That must have been the issue. I redid the weighting (so much fun!) and seems to work now.
  16. ... but the imported mesh has a huge hole ONLY when worn. If I rez them on the ground, the hole is not there. I thought maybe somehow the underlying alpha was making those polys/vertices disappear but the hole remains with the alpha or not. The mesh imports into other programs fine and displays no hole (DAZ3D, but the rigging has to be removed otherwise DAZ crashes). Photoshop Extended loads the DAE file and displays no hole whether or not rigging is present. Again, the preview inside the SL import window displays no hole. It seems it's the rigging information that is somehow boinking things (explains why DAZ imports without rigging and Photoshop is probably ignorning rigging altogether). As for LoD, I base physics on the lowest setting, though that shouldn't matter either.
  17. There is nothing quite like spending an entire day doing a mesh, then getting a message to view the error in the log file only to discover nothing is written there. Bravo.
  18. With the help of some fine people over at Builder's Brewery, I do believe I found the issue. It could be that the Second Life viewer isn't setting permissions on objects inside the inventory. You may change an object's permissions to modify and copy but it may not always take even though the viewer says those permissions were now set. **POSSIBLE SOLUTION** The workaround is to rez the object in world and use the build menu to set the permissions there, then take the item back into inventory. So far, it seems to have fixed the issue.
  19. Well, I guess they're not totally pointless, just not worth making multiple sized versions. Until LL implements some form of deformation system for mesh, I'm sort of avoiding (I'll do one-off mesh creations, for example). Now, again, uploaded mesh attachments I give/sell to people occassionally will refuse to resize. They can move and rotate, but that's it. Even when copies given are modify and copy enabled. This is getting absolutely unacceptable. I'm tired of having to reupload a mesh just so SL will allow resizing.
  20. They are avatar attachments, primarily because I don't want to have to make multiple sizes. And also because rigged mesh boots are sort of pointless as there is only one joint. I give the mesh to some people, it works fine. Some people it doesn't work. I'm suspecting this issue has something to do with the Singularity viewer that people use. Those that use Firestorm and the LL one seem to never have this issue.
  21. They are given as modifable and copy yet they are unable to size the item. This has been a problem for a while and no one seems able to understand what's going on.
  22. Well, casting from string to vector REFUSES to work for me. Not sure why. sScale = (vector) llList2String(l,10); Results in a ZERO_VECTOR. if I do llOwnerSay("Item at 10: " + llList2String(l, 10)); Then I get Item at 10: <1.00000, 1.00000, 1.00000>
  23. I find that doubtful in my case. It was a very substantial piece of coding. I can't believe LL can be so easily flummoxed by text files. I am very much beyond livid. If I saw a Linden, I'd take an axe to them. Especially now that I've IM'd a few and asked if they could extract my pervious script from an earlier version of the object that I gave away for use/testing. No response, as I sort of expected.
  24. Was blessed with this today. I do not have a backup copy and the items that I have distrubed to others were no copy and now face the annoying prospect of seeing all my work disappear because LL seems to have trouble with a simple text file. Is there any suggestions other than a complete rewrite?
  25. Thread bump. I decided to do a couple tests by making some simple fullbody rigged mesh as well as adjust the joint positions. So I made what I called "Deathbot" rather quickly. The mesh is bound to the armature, the transform has been burned. I haven't played with the weights but I'm not looking for perfection here, just to see how hard it would be to do. Things go fine through the DAE export but when I do the search inside the DAE file for the find/replace, it is not matching the pattern. It won't even find </Name_array>. So, I search for "mPelvis": <library_visual_scenes> <visual_scene id="RootNode" name="RootNode"> <node id="..." sid="..." name="Camera"> <matrix sid="matrix">...</matrix> <instance_camera url="#..."/> </node> <node id="ID417589872" sid="ID417589872" name="Avatar"> <matrix sid="matrix">...</matrix> <node id="ID417621824" sid="ID417621824" name="mPelvis" type="JOINT"> . . . </node> </library_visual_scenes> I then do a search for ID417589872 and only finds the one entry (the one above). Anyone have any thoughts? DAE File
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