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VirtualKitten

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  1. Hi again well that was a big task but, hey not to bad. I am now stuck with just a few bugs that I would like to solved, hard bends and how to stop them . Principally should i could add more loop cuts or should i do something more with weights I don't think i completely understand the relationship of the colours yet only that 1 is strongest 0 is no influence. If i make this figure lower will it soften the bend or will more loop cuts be a better alternative. If i make everything south of yellow green will this sften the bend ? I tried softening it and it didn't give me a smooth snake like cure . I presume i need more loop cuts ?
  2. Yes its, not so complicated now , you haved explained brilliantly Aquilla . I think the 'single vector nodes' in edit model is the way to go everything else seems to confuse it . I tried painting myself out of these wing bone mess and the resources we used with nodes on the head worked on the wings . I think whats is happening is the weight paint system can do much more than is used in Second Life, but in my model it seems to add multiple weights to nodes so instead of it conected to one vertext group its conected to multiple. Then all these other vertext group seem to excert a differant force on the mesh vertect group which seems to pull it off position . You can delete these other vertect weight groups from each singlevector node which is selected from it under action key 'N' menu, which I have been doing to get a cleaner position. Its how I managed to get tongue working . Without the knowlege of these single vertice nodes I think all would have been lost. I ended up re-doing left foot and have right side left . Although checking every node seems daunting its not so bad if the result works
  3. The wings are still not perfect the skins a bit silly I changed them by accident and saved them grr lost my work. Can i not select the parts in weight paint mode and set automatic weights to bones when i do this nothing changes.
  4. Yes I am just trying to get rest working I don't know why that those two nodes stuck there was one on tongue i fixed too I am just trying to check rest would you like me to send whole file ? When I lookd at nodes there was lots of other bits all out of lace too like collar bone on lips rights and left lips swapped over its my first attempt at this so its been well worth learning it i hope others will be learning this too I don't mind sharing all project in public domain but it cant be sold
  5. Your not going to believe this this was caused by one node not changing to .5 lol now it works Yay you aae brilliant thanks so much for your help your very kind to help me XXXXX kisses on both cheeks https://gyazo.com/e59df0268768bdad77359ad78946bc09
  6. its very werid with 1 max weght with .2 weight set it moves further away weight 0.5 Weight Weight 0 set
  7. Thanks so much kisses The weight system did paint for a little bit today but its stopped again . THERE IS SOMETHING STRANGE WITH IT IT DOESNT SEEM TO WORK WHEN YOU HAVE OBJECT PROPERTIES OPEN This said it still does not make end follow bone better view
  8. I got mTongueBase working i had to repaint end red with weight 1 this now works however tongue end doesn't I don't think it has enough vector of face in tongue how do i add a loop cut to it please as its a complex shape not sure how to achieve this ? think it needs loop cut here but not sure how to do it on complex shape. I know I can slide this first loop up but really wanted another loop nothing i tried accomplished this any ideas please?
  9. um Prof has it the idea I am trying to solve one thing the model has to be x facing for animesh which is confusing everything
  10. DISCUSS I did this pasted below (in case anyone forgot how do do this i copied earlier post on eyeball or didn't see or didn't see procedure under link): https://pasteall.org/blend/8aaecbb762684e2c9636e757f32a7473 The process is to select, then copy and paste into a new .blend file : In Edit mode select as much of the geometry around one of the eyes as you can. Use the key board shortcut Shft + D to make a copy of the selected geometry. With the geometry still selected hit the P key to open the Separate menu and choose the option Selection. This will separate it into a new object. In Object mode select only this new object then use Ctrl + C to copy it to "clipboard". Next is to paste it into a new .blend file, File > New > General > ( Don't save ) and a new .blend will open. Delete the default cube. Paste in the Eye geometry with Ctrl + V . The bones will be included with the mesh object. Save this new .blend and upload to https://pasteall.org/blend/
  11. @Aquila Kytori I am still not getting same results as you sorry and for some reason still wont follow bones idk why: mTonguebase: mTongueTip The tongue in pose mode which unmoved does not look like it does rested: At rest bones selected shown inside tongue
  12. Um sorry i have skim read this thread apologies if its solved, but why are you using collision and not some form of Sensor for agents in area similar to a security ball. contact me in world and i will give you one that does not require deeding as am sure mine is not in my house.
  13. Hi @Quistessa, this is what i tried: Floor is about 2.5m below fire ball. So results are a bit strange idk i welcome any suggestions. Output: 13:32] Fire Emitter: pos: <6.36630, 0.06990, 0.35550> [13:32] Fire Emitter: rot: <-0.63915, 0.63915, -0.30247, 0.30247> [13:32] Fire Emitter: 00000000-0000-0000-0000-000000000000<6.366303, -0.973062, 0.355502>1 [13:32] Fire Emitter: Floor: <7.29654, 1950839.00000, -2.14450> float _llGetBoundaryUsingCastRay(vector pos , rotation rot, float distance, float width){ list ray=[]; llOwnerSay("pos: "+(string)pos); llOwnerSay("rot: "+(string)rot); // http://wiki.secondlife.com/wiki/LlGetLinkPrimitiveParams if(distance== 0 ) distance = 10; //ray length. vector displacement = llRot2Fwd(rot) * distance; // llRot2Fwd gives you the red vector you would see while editing the object with with the move checkbox and local coordinates turned on. see related functions llRot2Up,llRot2Left ray = llCastRay(pos,pos+displacement,[RC_REJECT_TYPES,(RC_REJECT_AGENTS|RC_REJECT_PHYSICAL),RC_MAX_HITS,5]); vector floor = llList2Vector(ray,1); llOwnerSay((string)ray); return floor.z; } integer check_for_prim(string name) { integer i = llGetNumberOfPrims(); for (; i >= 0; --i) { if (llGetLinkName(i) == name) { return i; } } return -1; } vector _llGetFloor(vector pos , rotation rot, float distance, float width){ float height = 5.0; // height above ground, or equivalently, how tall your thing is. vector displacement = llRot2Fwd(rot); displacement *= ((-height)/displacement.z) ; // scale by a factor such that the z coordinate is negative height. vector pos2 = pos+displacement; // the point on the 'ground' that would be hit by a ray cast from pos along its local x axis. float p = 0.5; // percentage (ranging from 0 (at pos1) to 1 (at pos2)) of the way along the line from pos to pos2. vector pos3 = pos*(1-p) + pos2*(p); // a weighted sum of the 2 points. return pos3; } _RezBall(float radial) //Offset in meters. { //This will rez the object at (offset) meters in front of the root. integer link = check_for_prim("Fire Emitter"); //llOwnerSay("link:"+(string)link); list l = llGetLinkPrimitiveParams(link,[PRIM_POS_LOCAL,PRIM_ROT_LOCAL]); rotation emitRot = (rotation) llList2String(l,1); vector emitPos = llList2Vector(l,0); float hieght = _llGetBoundaryUsingCastRay(emitPos , emitRot,50.0, 1.25); vector floor = _llGetFloor(emitPos , emitRot,50.0, 1.25); llOwnerSay("Floor: "+(string)floor); vector rezOffset = <0.0,-radial*2,-hieght>; //radial*rootRot to get the correct offset relative to the root (accounting for rotation) then add the region coords. llRezObject("Fireball(llDie)", emitPos + (rezOffset*llGetRot()), ZERO_VECTOR, ZERO_ROTATION, 0); }
  14. @Quistessa thank you for the two above scripts kisses . Interestingly the second script returns and odd vector <7.29654,1950339.00000,-2.14450> which makes no sense in pos3. The first ray one onlly brings back one entry which is wrong not floor my think is sitting on. This was my error and was not returning correct link and vectors was zero,
  15. I used list ray=llCastRay(pos+<-(width/2),0.0,0.0>,pos+<width,0.-50.0,0.0>,[RC_MAX_HTS,5|RC_DETECT_PHANTOM,TRUE]); but get nothing in list but it does come in sometimes any ideas please were pos is emitPos ?
  16. I didn't really understand your response @Alcott. its not a crusade I gave up with writing to Linden long ago hence why its crossed out . Here I just asked about the grief and hate speech which i think this comes under this is mostly illegal in most countries listed as hate speech have laws and regulations https://actiononprejudice.info/app/uploads/2018/02/Hate-Online.pdf I wanted to know how to have this removed from MP sellers listing? Caveat emptor if you buy her products. So are you suggesting half of MP listings are in breach of [DCMA] as there is a lot of similar items which would fall under your suggestions. . If she can sell something which is not her mesh to sell why cant i write same create same animesh and give it away inline with turbosquid terms of use (http://blog.turbosquid.com/turbosquid-3d-model-license ) ? Who is breaking TOS here the seller or me? When can I expect you to action these items which : "looks like the original" copies on MP as you seem to have a crusade of your own ?
  17. Prof you are great don't get worried we all are capable of making mistakes and learning the real ones here's admit it, so you must be a hero or a humble man. ,. I did see your note card but it rezed it in the air not on ground xD. I haven't had a chance to fix it yet. I think I am going to have to use the llCastRay which i hate ! to to get it ground or surface nearest up . list ray = llCastRay(llGetPos()+(rezOffset*llGetRot()),llGetPos()+((rezOffset+<.25,.25,.25>)*llGetRot()),[RC_MX_HITS,5]); Will this work to return a list of the ground surfaces keys in list top first in list ray?
  18. Ticket: #1672500, closed I thought I should share this with everybody. I received abuse on a market place listing from this seller (not named here ) on her page and several other avatar unknown to me had similar problems with her mesh kit . My problem was that I asked her very nicely to add fire and paid her additional 500L to supply it. Eventually all Linden money was paid back but grief is still up there on Market Place on the listing . I contacted Linden on Support Ticket and Turbosquid who had a no-sale license on model but free to use for non commercial use, but grief by seller is still there not removed . I believe she then went on to use alts to post favorable reviews on this 3500L listed item to defend it, even though what was pictured in sale page was not available to buyer . When she refunded she told me that if I rezzed the item i would be in breach of TOS even though it is still listed as purchased on my account. Am I supposed to forget this and move on ? I am now attempting to build my own which I intend to give away free to everyone especially those who have been kind enough to help me . How can her grief inflicted on me and others be removed from her listing?
  19. Yes I kind of found this by accident after I posted it selected the other item only . However refused to paint much at all . It could be the paint system is not intuitive but tried combinations of vertext and face but could not get it to paint a desired affect. Was my mTongueBase weighting backwards?. I presume paint weight and strength cant be more than 1.0 which is highest but draw would not draw this in red but blushed it . idk why. It certainly didn't seem to work like paint application photoshop or Gimp GNU Image Manipulation.
  20. Hi yes the bones were in the tongue at rest position I thought i showed image of this no no other bone vertex groups either idk :
  21. hi everyone i have a problem with multi media not showing in OS Version: Linux 5.8.0-50-generic #56~20.04.1-Ubuntu SMP Mon Apr 12 21:46:35 UTC 2021 x86_64 I get a brown colour no graphics is there a reason for this as have Firestorm 6.4.13 (63251) Mar 2 2021 11:36:13 (64bit / SSE2) i just get a brown face it might be my website http://deniserose.000webhostapp.com/nowplaying_artwork.png
  22. I see @Aquila Kytori i think this might be the problem the weights are in wrong direction to the tail not the head of bone? I don't think i can make weights any stronger and its still not following bone mFaceTounguetip!
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