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BlackHeaven1983

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Everything posted by BlackHeaven1983

  1. This question has not been answered yet. I don't mean to be rude, but post-editing has nothing to do with the question. I'm well aware of high res images and how to use photoshop. There is a WAY to do this inworld with the camera, so if there's advice on how to do that, then please let me know. Thank you.
  2. @ Lindal Kidd Yes it's possible to do that if you take a zoomed out snapshot, but you will have to crop 50% of the image. And for a photographer, that's a huge reduction in quality. Not to mention, it's far better to be able to see HOW it looks rotated from that angle, without doing guess-work between the Raw Shot and Post Editing.
  3. As I stated, I've learned how to do it with an xbox controller and 3D Mouse already. But the controls aren't precise, and it requires going into Flycam Mode which kills your default cam controls. I have two friends (pro SL photographers) that can do camera rolling with only thier mouse and keyboard, and it doesn't require Flycam Mode. However, they both claim it was just LIKE that for them. They use firestorm and said they didn't do anything special to set it up. But I really want that feature to work for me too. Any advise is appreciated.
  4. When I ask how to camera roll, I'm asking how to take a side-ways picture/snapshot. How can you Roll/Tumble/Rotate the camera so you can view the world upside-down? I have found little-to-no info on this. And it's surprising how difficult it is to setup. Here's what i've found out with firestorm: --1st-- You must turn off Auto Leveling (which prevents camera roll). That can be found in the phototools. --2nd-- By enabling 3D mouse it is possible to do a camera roll (using a 3d mouse or xbox controller), but you might have issues with the camera moving in other directions too. So controlling it properly can be iffy. --3rd-- Some people can do a camera roll by holding ALT and using the scroll-wheel or click-dragging.. Which is what I want, but I haven't been able to make it work. I have two friends that say it worked for them by default. And I found 1 image online that showed that same keyboard shortcut, but again it's NEVER worked for me. So does anyone know how to setup camera rolling/tumbling with a mouse and keyboard??
  5. Awesome. Thanks for all the help. I can somewhat read and understand how functions link up throughout a script, and get a feel for how it works, BUT I can't even begin to write it on my own. I might end up taking your advice and hiring someone if they don't over charge me. I know what I want isn't a complex script, but it's still complex for ME, lol.
  6. No you're right, I don't need alot of that. It's not for mass use, it's just for me. I don't need payments split, nor do I need the group info. But I do like how it keeps track of who made payments, and it lets you customize the amounts that show when they click to pay.. But all I really need, is a way to give a notecard, then recieve a notecard and a payment with a record of it. If you know of another tipjar script that does just the basics, please point me in the right direction.
  7. Oh you're right! Thank you Rolig! I had considered the issue of someone injecting a script, and read that scripts aren't allowed to be dropped in. HOWEVER, I didn't think about someone dropping in a notecard to change access. But instead of going through the process you described, couldn't I just hardcode my UUID into the script and ditch the supporting notecards? How hard would that be?
  8. I'm a mesh designer and a scripting noob. Currently I am trying to take a tipjar script, and allow people to CTRL-drag/drop notecards into it. I've found the ||AllowInventoryDrop function, but I can't figure out how to impliment it into the tipjar's advanced scripting. Any help/guidance would be greatly appreciated. The tipjar script can be found here http://wiki.secondlife.com/wiki/Tipjar I don't need any other features beyond collecting notecards in the prim, except MAYBE a notification sent to me when a notecard is added. So I THINK that should be simple, but maybe I'm wrong. However, what happens if two notecards with the same name get added? Does one over-write the other? Or does it store both without an issue?
  9. STILL NEED HELP, but I have an update. I turned off the IK system before exporting and that helped a LITTLE. Now the feet don't shift AS much, but they still do alot....more so than what is acceptable. I hope a few poser animators can help me refine this, cuz right now it doesn't seem like any complex animations with poser are possible for SL.
  10. I'm new to poser and have created a very crappy but simple animation test....inside of poser, the feet are locked, so when i move the hips around, the legs automatically buckle and bend while the feet stay in one place....however, after i export the BVH file and import it into SL, the opposite happens. Instead of the hips moving and the feet staying still, the hips stay still and the feet shift all over... does anyone know a fix or a work-around?
  11. Ah, thank you! It worked! Though it's actually located in the Users folder C:\Users\Public\Documents\Poser Pro 2012 Content\Runtime\Libraries\Character I just made a new folder in there called SL Avatars and dropped my cr2 and obj files in, then restarted poser and BAM, presto chango, I can open them in the library. Thanks a million!
  12. I'm new to poser and wanting to create animations for SL with it. I don't care for animating in blender, and most the alternatives only let you import one figure at a time, which makes two figure animations almost impossible (i.e. hugs, sex, interactions) My issue is that when I open a CR2 file in poser, it doesn't seem to open anything at all... and when I open the OBJ file, that came with the CR2, it shows me the mesh of the figure but it doesn't seem to be rigged at all... I know the two files work together, but HOW do you open them? I've tried looking it up in the poser forums, and they only tell you WHAT the files are and what they do....it doesn't explain HOW to use them....which seems ridiculous to me, but that is where i'm stuck. I've tried importing and opening both the CR2 and OBJ in multiple ways and nothing seems to work... Do I HAVE to put the figures in my library somehow? I hope someone can save me from this madness, and feel free to include any tips from your experience.
  13. Hi, I was wondering if there are any tips people can give me. I'm texturing a sky platform for building on...it's 64mx64m (the largest size possible) and i'm using a 1024x2048 texture. My problem is that the texture isn't high enough quality... when i apply it to my mesh inworld, and i zoom into the floor, it's very pixilated... about as much as i would expect, but i want it to look sharper... Now let me explain my current texture... since the platform is essentially a giant square (minus all the details), i decided to unwrap one quarter of the platform so that it would simply be mirrored on all four sections of platform/giant square... obviously to try and optimize the quality.. and the map is 1024x2048 because i have the top and the bottom of the quarter, and to keep it in good ratio, i made a UVW that's twice as wide as normal. Obviously i could get more detail by making it 2048x2048, but to keep it in ratio and make good use of the space, i would have to break my UVW in more parts (which might be my only option). Based on all of this, is there anything that will boost my quality that won't require a UVW rework? How would YOU texture a mesh that's 64mx64m?
  14. Ah THANK you....most people give the creation portal link on the wiki doesn't have the files....not clearly or without alot of searching at least. It's enough to drive a person mad. But you are a life saver. Thanks
  15. I've made a couple animations using QAvimator, but it's IK options are limited, and you can't pose two avatars for interactions... SO i'm trying on Daz Studio. Why? Cuz I'm a 3dsMax user and have made many meshes, but in allllll my searches I have never found a "rigged SL avatar (male and female) for 3dsmax".....Now I'm using Daz studio and found a website that claims to have both the male and female avatars for animation, however, after i import them to Daz, they don't seem to be rigged at all. When i goto the "Pose & Animate" window, it only shows the male mesh.... SL_Avatar_True_Male is the only selectable thing in the scene... which leads me to believe it's one solid mesh and there are no bones... Otherwise i think i would see SL_Avatar_True_Male:Foot and SL_Avatar_True_Male:Head...etc etc... PLUUUUUS for soooome reason the SL avatar is INVISIBLE!!!! ......wtf....... I don't know daz studio, so this is a learning experience, but any help would be appreciated.... cuz after fooling around for a couple hours on google, i still have nothing to show for it.... i'm frustrated. Please, if someone can tell me where to go to download a proper SL avatar with bones, preferrably male and female, or even just email me the right file, i will be in your debt! These files can be for Daz studio or for 3dsmax....i don't care....I just want a WORKING file. please! Oh, and if someone gives me a link to the wiki creation portal, i might hunt you down and kill you. I've found that link all over, but there is NO link on that page that downloads a male & female avatar WITH bones for Daz Studio or 3DSmax....and if there is, then it's hidden so well that jack sparrows would be impressed!
  16. oh ok, so there's no need to even do the LOD utility in 3Ds Max, right? I pressume that's just for working internally while building inside 3D studio. Alright, thanks, i'll give that a shot!
  17. First, I'm using 3Ds Max.. and I know SL has issues with micro objects and there's limitations to how small prims can be, but what about mesh? There must be a work around...right? My pendant is about the size of an avatar palm/hand, but it's very thin too....after it's uploaded, it suddenly becomes 5x as thick! I know I've seen smaller objects, so what am i doing wrong? btw, I've reset the XForm already. It's part of my process before exporting an fbx for SL...i even did it again to make sure it wasn't a transform issue on my end.
  18. I've never done LODs before, but here's a run down of what I've done. I created a charm for a necklace, then proceed to make two lower poly versions by hand. I then followed a youtube video /watch?v=oVa9H8FBw6g that shows how to combine the 3 mesh objects into one.. first i grouped them, then I used the Level Of Detail tool in utilities. The export and the upload both go smooth, and there's nothing wrong with the mesh, except that once i have it inworld, it has all three meshes grouped together and doesn't work as an LOD at all... Does anyone know MAX well enough to understand what my issue could be?? BTW, while uploading the mesh in SL, I did tell it to "Use LoD Above" for the mid, low, and lowest values... which now that i think about it, i only made 3 different meshes for the levels of detail, not 4... but I don't think that's my issue... I don't think... lol
  19. I want to create a GM sword, but I haven't found any tuts on it. Where can I get the right scripts? I found this https://code.google.com/p/lsl-code-library/source/browse/trunk/Combat+Systems/?r=60#Combat%20Systems%2FMelee%20Weapon%20Scriptset%202.2.0 but I'm not sure if that's what I need. Any help would be appreciated. Thanks
  20. Ok, so it turned out the issue was that my mesh was too small. After making it bigger in Max, it uploads fine now. Thanks for the help
  21. OK....well....I had some success! Though I don't understand why... I used a Normal modifier before in order to flip the normals the wrong way and it was still inverted in SL. ....however....adding a normal modifier, and turning OFF the "flip normals" option (so it doesn't change anything) seems to make it work... I don't know why, or understand it at all...cuz technically it shouldn't be changing anything....but it WORKS. And that's all I care about
  22. I wouldn't think the axis point wouldn't matter, but I'll try that. And yes the units are set to metric. Is there anything else that could cause the issue? I always reset the xform, so i know it's not a transform modifier issue
  23. Yes, but the normals don't seem to be the issue. They look fine inside 3dsmax. And i've even inverted the normals the wrong way, and it makes no difference to the model in SL. So I don't know that the problem is the normals for sure....what else could it be though? Oh, and i'm using the fbx exporter, then using the stand-alone fbx convertor to make the file a dea. I've done several uploads before that work. The inverted issue only happens after i've used xform on some meshes. And I know the xform can invert the normals, however as I said, the normals are all flipped the correct way.
  24. Whenever I upload my meshes, they look fine in the preview window, but after rezzing them, they are stretched along the z-axis making them very tall. This isn't the worst thing in the world, i can always resize them after all...but if i upload a group of objects, then I have to resize and reposition each individual peice which can be very annoying. Does anyone know what might be causing this problem?
  25. I'm using 3dsmax 2012. Most the time when I upload a mesh, it appears inverted inside SL...as if the normals are flipped.... I've tried selecting the polygons in 3dsmax and flipping them while in edit mesh mode...and i've tried using a Normals modifier to flip them....and everytime I upload the mesh, it still looks inverted. Any ideas?? Side note... this only happens after i've reset the xform. However i have to reset the xform in order to get the mesh to upload AT ALL cuz SL doesn't like transform modifiers.
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