Jump to content

ChinRey

Advisor
  • Content Count

    5,889
  • Joined

  • Last visited

Community Reputation

4,602 Excellent

About ChinRey

Recent Profile Visitors

3,500 profile views
  1. Skin weight may seem trivial to most people but in fact the skin accounts for 16% of an average human's body. It's an amazingly complex organ that... No wait... that's not... exactly what you were asking about, was it? Let's try again: We probably need a bit more info to help you but to clear up some of the basics right away: There is nothing you can do with Avastar that you can't do in Blender without it, it doesn't add a singe new feature. But Avastar does make rigging so much easier you really, really don't want to do it without. Which Collada library you use for export shouldn't matter. They all generate different syntaxes but SL's uploader can handle them all. Premium membership makes no difference whatsoever. All vertices in the mesh has to be weighed. That's a very common problem when people try to rig without the help of Avastar since it's very easy to overlook a vertice soemwhere.
  2. Not to zero. LoD factor 0 means that only the lowest LoD model is ever rendered so effectively you switch off the entire LoD system.
  3. I know, Pamela, but this isn't a new or unknown brand. This is one of the big old, well established, well known and well respected makers. Big enough that even thoguh I haven't mentioned any name, I have to expect reprisals from the "insiders" for posting this thread (as if that ever bothered me). I'm sure they they deserved the trust they gained from their customers back in the sculpt age when they started and it's both sad and annoying to see how they are abusing that trust today.
  4. Good point. But this is a full perm mesh parts store and they don't traditionally offer demos.
  5. You have a point there but I did check their inworld store and the items really have very poor LoD. Certainly not "very strong manual made LOD" as the item descriptions falsely claim. On top of that, everything in the inworld store is displayed in these very narrow rooms, so narrow that you have to derender walls if you want to see the meshes at realsitic view distances. This makes me think they are perfectly aware of what they are doing and are deliberately trying to mislead their customers.
  6. I'm not sure if I should laugh or cry but here's a detail from the standard poster of an MP merchant - no name given of course: (To those who don't get the point, the very definition of strong LoD is that the LoD models are solid enough there's no need to lag down your viewer by increasing the LoD factor.)
  7. More or less yes but the only time I can think of when you want to use analyzed physics, is for single walls with a doorway. Like this: Once you add depth to the mesh, for example by adding a second wall, unanalyzed is nearly always better: The big problem is when you have a flat floor with a stairwell. Essentially this is a single wall with opening rotated to lie horizontally: You can not use unanalyzed physics for this because then the opening will be closed. And you don't want to use analzyed physics because (among other things) the hovering height will be off and unpredictably so. One very simple solution is to rotate the floor 45 degrees before you export from Blender and then back after you've uploaded: That's not a common solution though and it'll cause you a lot of headache of the trigonometry kind if you ever want to resize the mesh. A more common solution is to add a hidden triangle to increase the nominal thickness: Of course, make sure it actually is hidden inside a wall or something. I prefer to see it as an opportunity rather than a problem whenever possible. An opportunity to add some nice roofbeams perhaps:
  8. Yes. That's the pesky probem with stairwells in SL. Analyzed physics isn't really suitable for walkable surfaces partly becuase it's not precise enough, partly because unless you do it exactly right you end up with surfaces you can't rez on. Unanalyzed physics on the other hand, does give more precise tracking and always rez friendly srufaces but SL flatly refuses to handle it for objects with the dimensions you typicall have for a floor. I'm not sure how much I should go into details but the most fundamental difference is that analyzed phsyics is volume based, unanalyzed is surface based.
  9. It's standard in all viewers although in other viewers you have to look in the Develop menu for it. It's not totally reliable though and the bug I mentioned in my first post is one of the things that won't show up. (Maestro LInden once told me that he never trusted the physics shape display and recommended we use the pathfinding/navmesh obstacle display options instead. Apparently he deluded himself into believeing that pathfinding actually was a useful function and that everybody in SL were happy to waste time keeping their land's navmesh up to date.)
  10. Yes but apart from the fact that I've already tested those stairs, if the physics had been broken in a way to stop you from walking up them (which is extremely unlikely in the first place), you wouldn't be able to walk them at all. You would be stopped at the bottom, not halfway up.
  11. That sounds like the classic thin upper floor problem. Is the upper floor with the stairwell a separate mesh? and is it less than 0.5 m thick? Any mesh (or twisted prim) that has unanalyzed physics and dimensions less than 0.5 m will automatically be set to convex hull even if they show up as prim in the edit window. I can absolutely guarantee it's not the stairs. All OPQ stairs were originally made for my own houses so I've used them and tested them over and over again myself.
  12. Yes but that's not an option when you have tens of thousands of textures. You can't keep all of those loose in your inventory. So I box them up and use Bel's Inventory List to generate content lists to paste into the spreadsheet.
  13. I do keep inworld copies to use. The local copies are just for reference, allowing me to see all textures in a category at a glance and without having to wait for ages for them to load.
  14. I use Windows and OpenOffice. I'm seriously not going to try using the relatively crude tools we can have inworld to keep track of all those textures. So it's local copies of everything that is even remotely interesting and a big spreadsheet with all the info I need/want to have for each.
×
×
  • Create New...