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HunniHope

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  1. Beta grid doesn't require PIoF, the L$ you work with there is like monopoly money, looks good, feels good, but its worthless lol the error on accepting the IP terms is a bug and should be reported to LL via a ticket or Jira. It isn't not really, each mesh body brands owns the IP/copyright/whatever to the mesh bodies they produce, and only they can authorize anyone to have a dev kit, some do it freely, some want to see that you know what you are doing by seeing products you have already made. And the final decision of who gets it is up to them. Personally I wish more would do it that way, some folk would rather see more freely available. Then there's the matter of programmes, I don't think you will find many who make mesh and rely on one programme, no plugins etc, some of those are gonna cost ya. If it's just for personal use you can try get a dev kit for just the body you wear, and do without avastar and try doing it the native blender way. If you can't get a kit for the body you wear then you're SOL i'm sorry to say. And then you have the limitations of SL. It is what it is and we work with it. I'm not sure why you think you have to buy everything twice. As I said, you can use a demo body to test the fitting of mesh., your inventory in the main grid will be updated into the beta grid around 6am the day after you log in and out so your inventory in beta grid will always be relatively uptodate. But you cannot move things back from beta grid to Main There are. But they are not as widely used as the branded types. You have the standard SL body, 5 sizes, and you can get free workbench files for it on the avastar website, you also have the Ruth & Roth mesh bodies for example, they're free and come with dev kits. If there was a base mesh body that we all wore we wouldnt have the diversity of avatars that we have now, we'd just be clones in different skins
  2. It's on their website, you can find links in the profiles of LiveHelp, Mesh body, shoppingCart and others associated with it, you can also google for it as "secondlife meshbody legacy", and i believe there are links for it in their store, though admittedly I haven't been there for a while
  3. This bit is confusing, so just to clear things up, each mesh body is it's own shape, and each mesh body will have its own weights. For e.g. Hourglass Petite is not going to fit eBody Curvy. So.. Get yourself a copy of each Dev Kit. Top branded ones like Maitreya, Slink, Belleza, Legacy etc will have an application form on their own websites for you to fill out. and some brands will have a kit you can pick up in their store Get Avastar. Though rigging can be done with native blender tools, most dev kits will come prepared to be used in the likes of avastar. Avastar will also help in so many ways when it comes to rigging. Make your base garment and then size it to shape of each mesh body, and then you will need to rig and paint it for each body. Get a copy of each body to test your fitting. Demo bodies work just as well as full versions for this. Get signed up for the Beta Grid so that you can upload your items for testing If you can't get the Dev Kit you want most at this time its no big deal, build up a portfolio using other body types, then you can reapply later when you built up something they can see. To get on the Beta Grid, if you do not already have permission, you will have to file a ticket with Linden Lab. And you will need to read and agree to the IP Terms on both Agni & Aditi accounts to be granted mesh upload ability. http://wiki.secondlife.com/wiki/Preview_Grid This statement I quoted sounds rather flippant. Retopolgy isn't just about putting new mesh on existing. For starters you gotta have an existing model to retopo and that means making it usually, it can be used for cleaning up geometry, making good edgeflow and, importantly for SL, reducing the overall triangle count. Rigging in blender has quite the learning curve, and the curve isn't reduced by having Avastar. Familiarise yourself with the different bone types that SL uses, how to assign materials/faces etc in blender. Learn how to unwrap, bake AO's, bake normal maps from high poly to low. How to bake textures if thats the way you want to go. And some limitations that SL has in regards to mesh http://wiki.secondlife.com/wiki/Limits#Mesh Personally, if i was starting again, from scratch, I'd do the same as i did first time round. Start without avastar and using the default SL collada which you can get from the wiki, or better yet get the workbench files free from the avastar website, and practise. Practise modelling the mesh, practise basic rigging to just deform bones. then move up to get avastar and with the likes of eBody or Tonic which are easy kits to get in both stores, then practise with those dev kits, and adjusting sizes. I know i've missed stuff out, my brain kinda has things on auto pilot that i cant remember anymore it just "does it" lol. And whether we use blender & avastar or maya & mayastar or whether we stick to native tools, there's a ton of different workflows out there so you'll probably get different, and possibly conflicting answers. Don't expect to find many videos that takes you through from step 1 to step finished, if you are looking for tutorial guides you will likely find them broken down into different segments, there may be a video for making the original garment, then another for unwrapping, another for the baking, another for resizing, another for rigging and so on and so forth. The trick to the search is really to know what stage you are searching for, and though some videos may appear to be old, for the most part they are still relevant in some way, but the programme you use now may differ a bit to the one used in a video made in 2013 lol
  4. the SLink dev kit comes with models ready to use in MD, you dont have to do anything with Blender, Siddean Munro has done the work for you.
  5. You don't mention what programmes or add-ons you are using so I am going to assume Blender & Avastar 2.79-6. If using this combo make sure you are setting up the hands DAE using the Dev Kit Manager with the correct parameters. The hands have custom joints that i recall so using the DKM is the quickest and easiest way to make sure those are maintained. Don't forget to enable bind pose and dont include joints in the uploader. If you don't use blender and avastar then mebbe it'll be helpful for someone else instead.
  6. Question has been asked and answered here
  7. @Vir Linden If this is expected for Universals to be above the Tattoo layer then perhaps the description in the knowledgebase should be verified as the information given there is contradicting what you are saying here I quote: "In layering order, universal wearables go between the tattoo and body layers.
  8. No you do not have to give anyone a texture, all you would need to do is make up a system layer, you then give them the system layer, as its the system layer that a Bom part would wear, be it clothing, tats or lake-up etc. You can then decide if you leave it mod or not for tinting. Slink has released BoM updates for the bodies and parts today. i use all Slink and in updating all to the BoM versions i have reduced complexity by 15k, texture area dropped over 200m2, i regained 4 attachment points, and tri count reduced by 150k, and script count down by 1/3
  9. are you using the BoM viewer that Vir linked to in his original post?
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