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perfectslam

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Everything posted by perfectslam

  1. Gavin Hird wrote: Go to this link http://www.cheetah3d.com/forum/showpost.php?p=63264&postcount=36 and download the SL skeleton Cheetah friendly.jas.zip file that you find there. Use this skeleton rather than the one from the simplebot file. Excellent! The boot is 90% what I wanted. I just have to adjust the skin mesh and twiddle with the boot position but it does attach properly on Aditi.
  2. Kwakkelde Kwak wrote: Yes that by no means excludes the possibility that they are bent though. "Appear" doesn't equal "is". What do the numbers say? The problem is that the armature simplebot.jas is rotated. I've looked at the numbers. If I look at the mTorso, the Rotations are 0.3059, 4.1737 and 4.191. The mKneeRight it's 5.4857, -3.4234 and 3.4469. Unless those are in radians (which I don't believe) there doesn't appear to be any serious enough rotation to make the boot distort like that. I've compared these rotations to a pristine copy of the provided simplebot.jas file from the Cheetah3D forums and the rotations are exactly the same.
  3. The T-pose in the modeller appears proper inside my modeller; the knees are not bent. Both boots (I made the right boot as well and rigged it to the armature as well). I logged back into Aditi to see if unchecking joint rotations would have any effect. As soon as I enable "include skin weight", the boot goes nuts as before whether or not joint positions is enabled or not. Since I reordered the joints as well as renamed them, I've been looking in the DAE file to see if the weights need to be reordered as well.
  4. There are two options: skin weight and joints. I've enabled both. If I include the skinweights, the mesh appears as it should in the viewer window, but if I import or display the weights in the preview window in the uploader, the mesh goes bonkers. As for the knee rotation, it's not appearing in my modeller. It appears zero'd on export.
  5. So, I've gone through and reordered the joint structure inside Cheetah3D, redid the skeleton, rebound it, exported and editted the DAE file. This is the result now: Another question, inside the simplebot armature folder, there are series of folder items (i.e., Right_Hand, Skull, etc). Are they to be skeleton'd and bound too? They are not required by Second Life are they? Well, I discovered that my problem is related to weights; because the mesh is "normal" in the preview untilI select the weights option. See below. So back in C3D, i've been going through all the joints in the skeleton properties looking for any weight situation that could cause that. I can't seem to find anything. I don't know how to start in the DAE but it sounds like the weights section has to be reordered too maybe? I'm looking now.
  6. I'm not sure I follow. I thought the whole point of the provided JAS file was that it automatically did that rotation? What's the difference then from straight importing the joints and using the default positioning? Because that's what I used on my first boot mesh but it won't import either. At least this time *something* gets imported into Second Life, albeit something out of a Cronenberg film. I guess that each new object uses the "world" coordinate system which could mean that's why my second attempt at the boot didn't work either because the transform tool doesn't change the internal coordinate system for my object. I do think I sort of follow. My imported mesh will preserve it's coordinate system from the original JAS file but I need to have that object rotated. When I use the transform tool to rotate and place my mesh, the mesh maintains the old coordinate system and the transformations are made to appear on screen but when I export the mesh, the mesh maintains the original cooridinate system? Therefore burn transform gets rid of this phantom rotation matrix by multiplying the matrix through? I'll have to look up on exactly how to use those tools as well. Never needed them before. -- What I did was take the simplebot.jas file, removed the robot-like mesh. I then imported and transformed my boot mesh into place on the left leg of the armature. I then burned the boot mesh using the burn transform tool from the Coord options. I put the skeleton tag on the boot, dropped in mPelvis joint as root then bound the mesh to the armature. Export that as DAE, did a find/replace to edit the joints and then saved it for import onto Aditi. Still fails on import. Still says attached to right hand (I tried "forcing" it to go on Avatar Centre but the result was the same). Doesn't look like a snorket but...
  7. Here's a simple question. In the skeleton tag, the "base", or 0 item should be mPelvis (as I currently have it), or should it be avatar? The find/replace doesn't have avatar listed but... Right now, on my boot, I have a skeleton tag, dragged over mPelvis from the joints hierarchy and bound it. It will upload into Aditi, but it's COMPLETELY wrong. It says it's attachd to the right hand, but on the side of my face like a Bluetooth headset and scaled into what looks like a snorkel of sorts. -- When you import a mesh, does the imported mesh now use the coordinate system of the scene or is there some original coordinate system preserved and an intermediate rotation/scale matrix used to bridge the mesh with the new scene? -- So, I've decided to recreate a boot mesh from scratch using the simplebot.jas from the Cheetah3D forum right from the start. I added in the OBJ meshes from SL, rigged them too. Before I export I delete the "simplebot" as well as the skin so all that's left in the file is the camera, the boot and the armature. When I import onto Aditi, the mesh is distored in the preview and utterly crazy when equipped (still saying attached to Right Hand). Link to File
  8. It's still not working, unfortunately. How many entries are there in the DAE file?
  9. I was wondering if anyone has managed to upload a rigged mesh using Cheetah3D. I've had no trouble uploading mesh in general, just the inability to import rigged mesh at all. I used the simplebot.jas from the Cheetah3D form as well as importing an FBX amature from Blender, and neither has seemed to work for me. Each time I try to upload, the skin and joint checkboxes remained greyed out for me. Also, I've tried the copy/paste technique Gavin Hird spoke of and it doesn't seem to work (he was using v5.8 at the time of that posting and I'm using v6.0). Anyone have any thoughts or experiences? I'm asking here as well since I've received no response on the Cheeta3D board itself.
  10. Don't bother asking any Linden there. They ignore any and all questions, people are rude there which doesn't help either. --Edit-- I spoke too soon. A couple people kindly informed me that you can do two things: reset your password or use an alt. If anyone has edit access to the Wiki and knows how to do fully explain it, that information should be placed on that page (http://wiki.secondlife.com/wiki/Preview_Grid_Common_Questions for example).
  11. Not sure why but the following script seems to dislike any sort of string. Even simple global declrations of string results in Syntax Errors. It's driving me nuts. Anyone have any idea? // string msg = "Select Floor"; // Generates Error list Floors = ["Lobby", "2", "3", "4", "5]; integer channel; key Owner; integer Listening; ChooseFloor(key id) { channel = (integer)llFrand(2147483646) + 1; llDialog(id, msg, Floors, channel); llSetTimerEvent(30); } CancelListen(key id) { if(Listening > 0) llListenRemove(Listening); Listening = 0; } default { on_rez(integer num) { // llOwnerSay("Ready."); // Generates Error llResetScript(); } state_entry() { Owner = llGetOwner(); } touch_start(integer total_number) { ChooseFloor(Owner); } listen (integer channel, string name, key id, string message) { CancelListen(Owner); } timer() { CancelListen(Owner); } }
  12. I should start exporting to TGA. I just prefer smaller file size. As for the floating problem, I went back to an earlier version of the mesh (I make milestone copies for the ability of having super-undo capability). I also did make DAE physics file(s) as well which didn't seem to work. Every time I did, the upload cost shot up from ~$40 to about $700 and over when it didn't give me an "Invalid Asset" error, that is. I also tried using one of the three generated LOD objects and got various errors I'm going to have to sacrifice prim count because if I import the objects and assemble it, the physics problem goes away. I'm not sure what Cheetah is doing when I collapse the mesh using the boolean operation; I don't believe grouped objects inside Cheetah are created as single items in COLLADA format. Things seem to be working fine now but I wanted to have as few prims as possible buf if a slighly larger prim count is needed to make it work right, then so be it. That causes problems?
  13. Update: I figured out the texture problem. I was exporting as PNG files. As soon as I uploaded JPEG versions the problems stopped. Now just have the floating avatar problem.
  14. I've created my third mesh and I've two problems. The first is that polygons that should be hidden by a textured face are visible at any angle. The textures themselves are PNGs which do not have any transparencies at all. The textures themselves are applied properly, but they are not hiding polygons behind them as it should. The second issue is also annoying. The object is an open top box, and the avatars should fall down to the floor beneath but they constantly walk along the top as if there is invisible force field holding them up. It seems the Physics option in the uploader isn't working right. The source modeller is Cheetah3D and the files were exported into DAE with no trouble and DAZ Studio renders the objects properly by SL does not. I'm spending a bit of a small fortune reimporting these things. Any help would be appreciated.
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