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BinBash

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Everything posted by BinBash

  1. Yes. You can contact me in-world and I'll explain what you're doing wrong and how to fix it. I am BinBash Resident . A notecard is best in order to get my attention, your instant message will probably get lost.
  2. Honestly you won't have a reference unless you try both for yourself. Contact me in-world and I'll toss you a package to get you started on this end for free. I'm assuming the friendly service suggested that exists on the other end will be just as kind O.o, you will let us know I hope. I'm BinBash Resident .
  3. You've been given some back-ground already, I see, in order to help you along your path of discovery and creativity. This will help you quite a bit but when you're ready to dig deeper you'll have more complex questions to ask and may not know how to ask them, and others may not understand what you want at that point. Let me help you a bit, so that you can have a wider library of information available to you when you seek out additional help. People surrounding content creation for SL, specifically with regard to mesh bodies, will often utter the terms "rigged, rigged to, rigging" and all is fine until you actually have to do one of these things. What they are referring to is skinning, actually, so that's how I'll refer to it, using the proper term and, if you use correct terms when searching for material, you'll have a much larger area to explore, obtaining correct information and professional, expert, advice. With that in mind, if your item isn't skinned it's just a matter of right clicking it, possibly in your inventory, and choosing edit. Then you'll be able to manipulate it. However, if it IS skinned then this won't work and you'll need to skin it properly using the material that was given to you. If you want an extensive, or even functional, understanding of how this works, why, and just basically to GET it to work, you can contact me directly in-world. I am BinBash Resident .
  4. The complexities shrouding the so-called "devkit" material fiasco is hiding the reason they exist at all. Most people just want their stuff to work, it's understandable, and I certainly do encourage this, that it "just work". However, because of the hidden unknowns many will think that they can grab a "devkit", or its provided DAE/FBX file, and put it into their 3d application and it should just work. I agree, it should just work, but it doesn't except for a few like Jake, as you've discovered, there are a few others. I won't get into the complexities because most don't want to know, and I'm confident it'll start a war here and I'll end up wasting more of my time attempting to correct misinformation, so what I'll direct you to do is contact me in-world and I'll tell you everything you ever wanted to know about SL skinned content, and animations if you care, and then some. I am BinBash Resident .
  5. When I first landed in SL I stood in the same spot for 2 hours at least. Much of that was in edit appearance as I recall, trying to shape and dress my avatar with the classic texture clothing. After being in SL for about 6 months I started to find ways to entertain myself, even in these somewhat boring situations. One thing I attempted, and actually worked to relieve the boredom, was to gather a bunch of these newies together and sit them down on my land, giving a newie 101 class. They didn't understand the meaning of teleporting back then and I guess people just clicked on every blue box they saw, which was a good thing for this event. Once gathered I would announce the first rule of SL... Don't take teleports from strangers. After the initial giggle many were entertained enough to see what was in store for them and I am still in contact with some of them even today. I see potential in most situations, I never find myself in a position of being bored. Maybe I don't have a bored bone, can I borrow yours to see what it's like?
  6. It is true, testing has become a very popular fad lately. We're glad to see this becoming more popular among users of usable things that they want to know if they can use. Let us all rejoice in the knowledge that we can know things from testing, it's much better to be knowie. In staying on topic with the forum I'll take this opportunity to topic the context, or some fun words. My avatar always has perfectly fit clothing, no matter what brand, size, shape and even if the item is not made very well. I only demo a product to see how it looks with my other fun stuff, and not to see if it fits since everything fits. Many will scratch their heads at this point, or some other part of their self that is shaped headly, and ask ... "what is this magic?!". I may share this secret with you, but you will not be surprised or impressed. But you may have a giggle. I am BinBash Resident and I approve this message.
  7. Sometimes all you can do is blink. I can see that you're pretty upset about this. I completely misunderstood earlier, now I understand that your intention was to advertise product and not to help someone. But, despite your intrusion, we were able to fix the problem. Hopefully some few others were able to learn something useful during this unfortunate interaction, I was hoping that you were one of them. I think you learned something, I'm convinced that you will assert yourself differently in the future on these, or similar, subjects. I intend to address misinformation, regarding skinned and animated content creation for SL, whenever I see it.
  8. I can toss you my newest Blender School kit, it'll help you get started in a good direction. We affectionately named it Nit-Wits which is right to the point, very basic stuff. Along with that I'll hand you other courses for when you're ready to learn advanced techniques. Just contact me in-world, I'm BinBash Resident Good luck in your adventures, it can be frustrating but incredibly rewarding once you've established a work-flow.
  9. If it landed in the general area that it needed to be when you wore it then it makes sense that some of the skinning took effect. If you had to adjust it, to place it into the general area, then is it possible that you uploaded it without weights? It's also possible that the uploader hiccuped, which is happening right now in beta grid, so keep that in mind when you're pulling your hair out.
  10. I wanted to give people an update in case anyone else needs help with this process. The conversion worked perfectly and the devkit was able to be utilized in 3ds Max afterwards. I created some instructional content which includes a video. If anyone else needs help with something similar please contact me in-world.
  11. I was unable to understand anything that you attempted to articulate except that you disagree with me, and everyone else that adheres to the Collada specification. I think I detected a hint of "I tested it" in your comment and I don't doubt that, since you would have had to make sure of your assertion when disagreeing, but your test was half baked, as it were, since the bind data cannot, does not and will not accept quotes to enclose nodes, and I personally do not have to test this in order to assert my authority on the subject. I expected at least some confirmation from you that you were incorrect earlier, at least with regard to underscores being used, since there is no problem with this node format whatsoever when uploading to SL. I don't know what tools you're attempting to use but, whatever it is, they are broken. An example of the bind data that's required in order for a skinned item to be utilized in SL follows ... (start) <library_controllers> <controller> <skin> <source> <Name_array> <!-- ID and joint count but the fun stuff follows --!> mAnkleLeft mAnkleRight mTorso mChest mNeck mCollarLeft mWristLeft mHandPinky1Left mHandPinky2Left mHandPinky3Left mHandRing1Left mHandRing2Left mHandRing3Left mHandMiddle1Left mHandMiddle2Left mHandMiddle3Left mHandIndex1Left mHandIndex2Left mHandIndex3Left mHandThumb1Left mHandThumb2Left mHandThumb3Left mCollarRight mWristRight mHandRing1Right mHandRing2Right mHandRing3Right mHandMiddle1Right mHandMiddle2Right mHandMiddle3Right mHandThumb1Right mHandThumb2Right mHandThumb3Right mHandIndex1Right mHandIndex2Right mHandIndex3Right mHandPinky1Right mHandPinky2Right mHandPinky3Right mHipLeft mPelvis mHead mFootLeft mElbowLeft mFootRight mHipRight mKneeLeft mElbowRight mKneeRight mShoulderRight RIGHT_PEC mShoulderLeft LEFT_PEC mSpine4 mSpine2 mSpine3 mSpine1 (/end) I challenge you to open up one of your functional, and SL compatible, dae files and enclose your joint names in quotes. We are all anxious to see what you assert next and we're hoping that we'll be able to understand it this time. If I'm wrong about your assertion, and you actually do agree with me, maybe some simpler language will convey your intent?
  12. Contact me in-world, I'll explain how all of this works so you don't go nuts sifting through misleading information. I'm BinBash Resident .
  13. Collada does not support whitespace in its unique named nodes. Underscores are added automatically by any Collada compatible exporter and no "tricks" are needed. An add-on may be required for other reasons but this is not one of them. These underscore'd node names are supported by the SL uploader for dae files. It surprises me that you don't know this.
  14. There is a reduction algorithm in Blender but my experience with it doesn't seem to show that it's of much use, overall. If you're using Bento Buddy your animation will not be altered, you get what you see from Blender to SL. But, like OptimoMaximo said, you're eventually going to hit this 250kb mark but there is a fix. Bento Buddy has an automatic animation splitter, which will export time segments based on your criteria, and creates a specific script just for these items that you can export along with the animations. Once in-word you just toss the animations and script into an object and you're ready to go. Good luck with your endeavors, you obviously have put a lot of effort into this and it's quite entertaining.
  15. This is a lot of fun. I think it's perfect the way it is, even if it looks a bit quirky which just adds more smiles.
  16. I've done it using 3ds Max but yes, you can use Blender. If using Blender it helps to have an add-on that works easily for this particular situation. But it's also helpful to know why one may be needed, or if you can do it without an add-on. As a matter of fact I'll be doing a class showing how this is done in Blender without the use of an add-on.
  17. I'm pretty certain you're referring to skinning, not "rig" (rigging). There's your first lesson. Some may tell you that you'll get better search results if you use the wrong term "rigging" since everyone is using that term. But, of course, not everyone is using that term, most are amateurs/hobbyists and may I suggest that you will want to learn from those that adopt a professional work-flow, and its terminology.
  18. You're not alone. There's plenty of hair on the floor from those that came before you, many have walked away clueless. I hope you have a better experience. The discussion about this is a very long one so if you would like more information about what's going on I'd be happy to have that talk with you. You can contact me in-world, a notecard is best, it's unlikely I'll see your instant message.
  19. Scale animations are not supported in SL. Though there are some tricks you can play to get a few things to comply. Like Quarrel Kukulcan said, unless you're using an add-on like Bento Buddy that automates these things, you'll need to convert to inches when using Blenders native exporter. Grab my attention in-world, a notecard is best, and I'll give you all the information you need to get your task completed.
  20. Yes, it's allowed. You can even pay for reviews. You are not allowed to restrict someone on how to review, or how many stars. In my recent request for reviews I made it clear that an honest review will give me the feedback that I dearly need in order to serve people better, which is the reason for the review in the first place, using an existing venue that people are generally comfortable with.
  21. I hadn't actually tested this before so I wasn't sure but I tested it just now and the physics does not become disabled as a result of animating a volume bone. I don't doubt what you are experiencing but may I suggest that it's not a property of SL but, instead, a combination of other unassociated parameters.
  22. I have to assume that some clarity is required here. Maybe my English is bad but the way I am reading this is that you're discouraging someone from using translation animation in SL, except for a small set of bones. I have absolutely no problems with conditioning translation animations for my needs, and recovering the original bone properties when I'm done. I understand the issue, that a bone remains in place after the animation stops, since that's where the animation placed it. This is not unusual and is, in fact, expected behavior. What IS unusual is that background animations, that we did not create, are taking over after an animation has stopped, for those bones present before the Bento Project, which is a feature of SL and can be confusing for some, thinking that the problem is reversed. Someone suggested using a neutral animation. I honestly have no idea what this is but I think I understand the apparent meaning. What needs to be done is to finish the animation, leaving the bones where they started, or wherever you like really, if your animation tool can actually do that. The accuracy will play a role in this, however, and if it looks "good enough" then you won't experience any issues. Animations made for one set of bone properties do not translate to other skeletons with different bone properties, it may look ok, it may move ok, but once the accuracy/offset is noticeable then you start believing that a new error is in play when there has always been an error, you just didn't see it before.
  23. This information is quite limiting, and ancient, but I can appreciate your attempt to help them. @atyid contact me in-world, I'll explain the whole thing to you and you'll never look back. Please send a notecard initially or your message will get lost.
  24. I respect a person that is up-front with their assertions, desires to be recognized for the good they do, the motivation it brings them and the general feeling of well-being. I do not respect those that pretend that they do not personally, emotionally, benefit from the same.
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