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VirtualKitten

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  1. Aquila did you turn on Animesh? Yes it scales normal mesh when you rez it but when you turn on Animesh it jumps to original size created in blender for me ?
  2. Hi @Aquila Kytoria and @Quarrel Kuklcun Hi thank you for all your help we are all learning so much from this on this forum. but Is fed up is set to write to blender as the system is becoming worse now i am told you cannot resize your mesh and skeleton (armature ) without re rigging it each size change who writes this stuff why is this not disabled on import mesh in fact this button it just doesn't work its all very lame and basic programming to gray something out if it doesn't work with rigged mesh . It seems am no way forward at all apart from create mesh . I might just go back to old way create to models with up wings down and hide one or other as this Animesh seems currently a bad joke . Remember my dragon not a proper dragon as can not place particle fire in secondlife as it comes out of middle only, blender its super but this secondlife not so good. So I was told if I needed 100 sizes in second life I need 100 newly rigged objects a very tiresome thought it sent me fast a sleep thinking about it . So If I can scale this in object mode in blender which works why cannot Secondlife ? What does the lock buton do in the rigging tab ? Hugs D
  3. Um I think your missing the point! This is ever changing the last time I did dragon I could select a vertices and a bone and see the weights of the bones in information panel at the bottom clearly showing their weights removing bones vertices groups from the vertex applying with a brush never worked for me on dragon the brush use was not always doing what it should be if you remember this is was I asked Aquila for help . If fact if I select any of these points as shown in the first picture I posted and click the point this does not remove at all . I checked your button to auto normalize and it didn't help! I tried all what you suggested and could get it to do nothing . Aquila guided me through vertices to remove vertices from bones vertex groups does this no longer function in same way as it seems strange none of this does the same thing . Do you have really fast cray computers or something as I don't understand why when I follow your steps nothing happens the settings all changed as you suggested but the painting is not working. To remove the points . If fact it does nothing at all nothing is painted. Am not whinnying but when this doesn't do the same thing I am stuck. I point out none of your own try's at this got rid of these sharps when i sent you my blend file. So how is it you can do it now !
  4. I still cant believe in this lovely bells and whistles new version I still cant select a vertex and it tell me what vertex groups are on or using it . Its such a poor part of blender, yes if you have the vertex group selected it shows up but this is reverse unhelpful. If you you don't know what vertex group is causing the problem from automatic weights. then you are looking in the dark the whole time ! I brought this up last time but there has been no improved feature added As you can see with the vertex tool selected and the correct vertex group the selected the info panel shows the weights . Why does this need the vertex bone to drive this as most of the time you don't know it and it shows it in info panel anyway . Clearly this is backward.
  5. The reason I had to dump the work bench armature version was this issue :
  6. Hi Aquila Kytori I could not resolve the bones Bone Heat Weighting: Failed to find solution for one or more bones or getting a working armature from the work bench model . I already had run Mesh by Distance on the advice of the Avastar group which is super . This did not resolve this I tried adding the armature or Machine blah website and take it into a model I made this would not attach to the model . I went instead to the add skeleton on avatar and added a skeleton which i started to rearrange . This went well until I got to the bone HipLeft which would not move at its upper end is this armature broken too? I supplied you with an odd image of a reference bone track which i presume meant my armature from work bench model was currupted . Video trying to move joint of HipLeft not moving : https://gyazo.com/fd9f337dd5634cc396a780d6983a5797 https://i.gyazo.com/fd9f337dd5634cc396a780d6983a5797.mp4 something is wrong with the Avastar rig too
  7. it says Avastar Rig Inspection Tool "mTorso has an undefined parent mSpine2" does this help?
  8. Hi it did go through this time but does not appear to done any weighting just setting every bone to every point or vertex point.
  9. Sure will do in messages , sorry only just got this . Thank you . D x I think I might have wrong armature
  10. @Quarrel Kukulcan I hope you are well yes have tried M in edit mode with some success .00004 and .00008 removed 48 . Have used clean up >> Merge by Distance and found no problems . I have modifier applied and cant un apply it re running Ctrl + P and then adding Automatic Weights gives same error. Avastar pointed out they have some skeletons on add menu but didn't think it would help with binding problem. As the Work Bench bento armature worked well with my dragon. I did not get this error last time. As you can see from the wire frame model the mesh is not that complicated :
  11. Hi Valion , I didn't understand! Is your shirt rigged in Avastar as you seem to expect it to move with Avastar body which it will need to be rigged to do ?
  12. It might be that your physics is all in separate forms . Maybe try put them in one with blender and use that as physics! hugs
  13. lol try the new shader in 2.92 its lovely
  14. HI, I have just finished my second model: I am loving the new Blender 2.92 with the new 'shader' even I can add textures to models and its as simple as selecting the vectors and presting CTrl + add to add a texture from the Texture menu. You simply link the boxes up . However I have added a bento skeleton as my Avastar only had a female character and got the armature again from work bench Using the information on how to add automatic weights in 2.8 that @Aquila Kytori helped me with i selected model and then armature and pressed Ctrl +P to get the menu and chose 'Armature Deform with Automatic Weights' this gave odd spurious message : "Bone weighting failed to find solution for one or more bones." I am now wondering if this is the same option or whether I should have gone for 'Armature Deform' which just did nothing. Does anyone have any idea what this message means please and how to fix it . P.S I also have same model in previous generation not linked, in another collection could this be causing the problem. I move Avatar into 1st collection but this has not solved the problem. I also removed 2nd collection but this made no difference . Does anyone have any another ideas please ? Hugs D x
  15. Hi i am trying to build some window casements low poly by extruding them from window it extruded ok but i can remember how to size three objects in one go is this still possible in blender as have forgotten how to I thought Alt+S would do it but it didn't . Help please?
  16. That kind of explains it @Quitess Alpha, thank you, it was only a thought at this stage to see what was possible . This as some of you have suggested wasn't trying to raid or loose someone else linden account as you have suggested wrongly . I was pondering if money from a website could enter LSL in another route. bitcoin is another currency is not Lindens? if LindeX is now dealing with this can you engage with it third party like Firestorm does or is this in breach of TOS?
  17. @Quitess Alpha than you so much for your reply yes am aware of his secondlife:///app/agent/8645873d-1306-4f22-a60c-4f2bc3bb9ca2/pay thankyou, but it tries to enter firestorm to make payment. I am aware some terminals in second life can pay into a linden account from credit debit card to top up your account how are the achieving this on a website to give avatar funds please ? Presumably they are using a HTTPRequest( to get out to Internet which what gateway is used ? Hugs Thank you all for responding , Denise X
  18. Hi everyone I have been puzzling over this a bit is there way to put on a website a link that will pay my avatar i am ware ims' ad tps' can be done but not seen how a payment can or should work can anyone help as it would be great for a tip? Thank you and so nice for you to look Hugs Denise X
  19. Also @Aquila Kytor , when when i scan with Avastar it says rig is not complete mTorso has undefined parent mSpine2 . Avastar In World Support have told me that the hold rig needs to be rebuilt despite it importing into Second Life perfectly.
  20. how do i insert all bone positions into key frame. When I select all using 'A' it selects everything and when I press I i get another box that asks which groups after saying yes to all it inserts only mNeck not all the bones . Thanks for info about Auto IK mirroring I had not seen that.
  21. @Xander Lopez, It would be possible but you are going to have to keep testing the website. The easiest method is from the website to write a file in javscript that a small website page reads. You are going to be limited by the connection rate and any time that you use to re-read the data page .. In essense you need a java read/ right script in rl and your secondlife script will read this on a timer or sensor depending what your end solution is.
  22. no the only way I have found to add mesh to animesh to make it as one in blender . Don't know why the powers of be dont add a particle emitter-location and rotation in coords this would be so easy @OptimoMaximo if you cant do it post the code and let is fix it for you ?
  23. @Optimo Maximo this seems ridiculous we have a perfectly good armature that can take link in blender and add individual bone vector groups too that move with the armature why is this not mirrored in Second life ? If its so unfeasible how is it that it works in blender. You say there is no structure to let the server know where the joints are however blender is quite adept at this. It seems untrue then that these structures do not exist in some capacity to allow functional movement of a single linked . I understand that your skin data vector objects are moving real-time. But as these vectors of skin groups are moving why can a linked skin vector group not move in the same way as a non linked group. You would seem to already have that input and and force to act upon the vectors in this single link group upon them as you are doing this calculation on the single link vectors! You must also record then a group of vectors and a rotation and position deform per group .How is it un feasible that these vector skin data cannot be associated with the same vectors in another link? Surely in your Second life framework build: i) You need to ascertain what vectors are part of this object (You must have something to do this)? ii) Use a deform object class to deform these vectors ( Which you must have) ? Quite frankly my script moving seat and keeping sync with its movement is working now by script placement providing an overhead in itself, however a fire ball is simply even more overhead being caused by the system not providing a workable solution to act on this link with skin data movement . The answer for the fire emitter would seem very simple to vary the particle emitter position specifying a vector position to its new center . Why can this not be written into particle coding as a new rules to the http://wiki.secondlife.com/wiki/LlParticleSystem to add a emitter position b way of PSYS_SRC_EMITER_POS and PSYS_SRC_EMITER_ROT on the object the script is in. This seems a very simple ask and ridiculous that its not already been implemented when changes have been already made to add new rules set ? Hugs Denise
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