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VirtualKitten

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Everything posted by VirtualKitten

  1. i like that i just need the textures for oak tree no copyright
  2. ok am now ready to build the leaves any ideas please? found this
  3. one of them has their own color management how do i copy the other one to it ?
  4. I am having problems blender deleted part o my mesh i pared off to another link
  5. Textures is rubbish repacked island marked seems and cat get them to sit right . remade the _PHYS file made 73li but had removed 13 parts strangely my mesh is becoming slimer i dont know why and squarer
  6. We are just going around in circles Aquila and you are now posting some of my old content on this forum as a download. this is going everywhere now please remove it from public forum . Can we please get back to the topic ?
  7. OMG we are chopping more trees down . I took an axe to it but not sure how this will help as you suggested Animesh this will contain links and as previously said wont work as it only works with single mesh unless of course the leaves are separate mesh I now have 1 main tree and 10 twiglets.
  8. Yes Aqulia but creating a separate physics model would not reference the Animesh current position for collision in Secondlife . You would require an Animesh physics for that which moved with the Animesh, the experts have already discounted this in other posts in regard to linking two or more items to Animesh , when linked the collision link sits at root so the collision model would be in wrong placement. It would somehow need to be done with physics ? I am now wondering if this LI this bloat must be the lack of PHYSICS in importer which is substituting its own if you look at at Animesh in world physics even though didn't specify one it has a huge one generated PHYSICS by the importer . Do you have same thing Aquila? Aquila Also I wonder if your experiancing wonderful low LI with the superbly written Avastar Export which is just to brilliant for words as I checked the Animesh check box on my in world tree and it made no difference to LI. Texture is still currupt on one of the limbs in second Life not shown in Blender. I did a simple export check
  9. Hi ChinRey, entity , Yes it has small size changes in BB I had to fit it to my model which I have now managed and am asking on three fronts about tree this was problematic as blender dumped the .dae in centre of the model and not at its actual reference location in LSL causing errors in model for location . I have created reference objects now and have a tree shape that fits . However 1. Li which is high and the missing link kind Aquila uses to get it to 10% reduction of what it was . How can it have huge li and cost 22 Lindens upload fee? Is Secondlife creating bloat PHYSICS as a default physics modal which is responsible for this model LI rise? Aquila is brilliant at LOD Physics am guessing this might be how ? I note Aquila's post above about Animesh which was excellent kind and helpful in respect to LI cost at 19LI even more reduction . 2. Also my textures in blender 2.93 do not look the same in Secondlife using new texture shader. In addition having more than one shader seems to corrupts the blend file creating texture slots of same name . Is this fixed and noted in next release? 3) The model had a strange error message which I had never seen " Failed to unlink because you do not have object entry permissions on all parcels" if my root is on my families land why is this message there as it is unlinking to my families land? It appeared for the first time yesterday. Surely my model is located at its root so why is this message occurring? Finally this thread is about leaves: 1) what is the best method for making lag free wavy leaves . There are some good examples on Secondlife now . We have talked about some so far but the Physics route of creating these had one interesting post . That thread was very interesting and clever but it only gave so much creating card displacement in a sphere it didn't really talk about animation. The inference I took from it as that physics(different physics) in blender could help to do this in blender which requires a script NormalThief to facilitate it in Maya. Thanks D
  10. Hi Chey the model is 60x42x48 metres {{Hugs}} D
  11. I also think the shading in 2.93 is messed up if you have two master shaders it goes silly renaming both color slots the same name is this a known bug ?
  12. The twigs are in the original model and not much I think Aquila now says head for 5 vectors in loops not 10 to upload which Aquila said in first place this took me 2 days to complete the down grade to 10 in the loops because of the fact I had extra vertices . I expect changing it to five will be complete hassle for not much gain either as I made it 4 and still got high LOD. Aquila kindly got a version in at 29Li which is 10 times lower which is ridiculous and wont say how it was achieved. The Animesh although interesting is not going to change LI however the edge loops are essential if i do go that route. The kindly supplied Animesh didn't work as certain twigs where not in groups and left behind so 1. it was not useable as Animesh in it failed to move all groups . 2. it was not the current model but an old one Aquila had . Further to Animesh I only need leaves moving which I am trying to be advised the best ones to get into Second life the video was good but another webpage gave a version how to create them with normals which I am not totally familiar with i don't know if this is for Unreal Engine which I am unfamiliar with.
  13. Well I made it fit mine and had to move the limbs to make it fit . I just need to reduce the 330 LI. I like the shape of it now but its at 330 to high i dont know what Aquila did to get it lower , Aquila wont help let the secret out its the 10 vertices model he said i should use not 20: It fits but for some reason the texture does not come out the same idk {{Hugs}} D
  14. Further more none of it still fits my models . The problem is something to do with links of two branches as these cannot be sustained in LSL larger than 80 links due to the distance . This results in one branch being off as when the framework is exported from second life it does not hold its grid position in blender and centers at the cursor and has to be moved manuallyinto position Am becoming frustrated as I can see no solution for this only exporting a wedge of its distance wrong from second life how far it is off . I now have decide which model to change as the low polly one i not much better
  15. Hi all well I reduced the ring count to four and still get this deformed shape tree which is no good . This clearly is not the answer to LI I believe Aquila is doing something to get LI down which Aquila wont share . Am at a loss to know why this is still 269 LI? If this is a secret I think developers will be leaving. I note the original leaves person was concerned this information they had was being removed and put it on their own server. In fact first tree with textures at my house was 181LI In fact Aquila kindly used one of my first made trees to put the Animesh in which is missing parts as can be seen. There fore i cant test it in beta testing area . I have made no progress getting this lower by reducing poly loops vertext please share the secret of your 39 LI from 180 LI . Is it the missing parts ?
  16. Well i dropped it even more low poly and four nodes in each loops in major branch his reduced vertices etc. It still made a whopping LI 239 I presume Aquila has some secret to get his down to 39 LI. Aquila kindly went straight on to Animesh which is not needed at this stage as the leaves need making first which I am exploring on this post using normal . We really don't need branches moving as this is an oak tree and rather needs leaves moving. I am still not understanding why he can get 39 LI form a model with ten or five as with four mine is still higher significantly. I am grateful of any breadcrumbs as I am learning still and I value all contributions from Aquila and everyone as the subject on leaves is so huge i don't want to start out on the wrong or written for Unreal or a different engine other than Secondlife.
  17. Hi Beq, Fluffy. Thank you both of you that is very interesting, so you need this NormalThief script in Maya and in blender Sapling Gen Add . will this work with 2.93 on to create spherical normals? Will this work In Secondlife as am aware Blender is very advanced and might create massive li count for your model which most of us would like to avoid. Is this the best approach to create wavy leaves that blow in the wind too? Am still getting oddly high Li count on my tree trunk which costs 13L to upload but creates 390li after a time consuming amount of work reducing vertices edge density from twenty to ten. Would a similar normals use approach lower this tree trunk to a sensible amount as arrived at by Aquila 39 Li for a similar model derived in same way. Is this the missing link? I am struggling to get this Li down starting with around 400 Li with my process to reduce loop vertex creating odd number of vertices which created more faces vertex and nodes. The odd thing about this was i managed to work through the model where I had created this problem to add vertices myself instead of using blenders Bridge End Loops this removed this problem but created 500li. Now this was completely weird as my model had less triangles. I did play around with normals on it turning it a lovely blue color but didn't understand what it was doing .
  18. VirtualKitten

    Tree leaves

    I have been starting making my fist tree the hard way but am jumping away to leaves . I found this great tube on creating trees it said in the comments a better way is to use displaced sphere (using a noise texture) and add a particle system with the leaf as the render object, and set to 'volume' What exactly and how is this done please and will this work in second life or create so much stuff it wont import?
  19. Hmm still doesnt work without restarting are you in world prof
  20. Cricky I found them little vectors
  21. These are all back again on different part but can find no tiny triangles As they are single faces how can the Secondlife Importer think that there are any tiny triangles? It seems to be detecting a single skined edged planes as having edges when they don't is the Importer having a mid life crisis? I have tried all the thigs i did before and there ddo not appear to be stray vector
  22. Hi my import frustrations have got worse I have now noticed my import to LSL is not looking like my physics model in fact its not the same and part of the physics model is being changed if you look very closely at image you will see a diagonal line which should not be there and is in fact another plane that should match the one alongside this . What is causing this please as these imprt problems are becoming stranger on object types I have already imported : Thanks Hugs
  23. damn just a stray vector lol all sorted
  24. Am really stuck Applied rotation to everything and the importaer is make a scrambled egg not a complete apple pie . Its nothing like t should be in blender
  25. Hi I had some helpful instruction from Aquila for a bit which was very kind of him which has enabled me to make more progress on things . However I have been stuck again on one part of a projects physics now I don't have lots of tiny triangles or DEGENARATIVE TRIANGLES as pointed out by the importer as far as I can see but this will not import without this error message. I don't know what to remove t get rid of this error as everything I have tried so far gives this same error the off movement of only the physics also happened when i tried to move the object to give better view it has all transformations applied: Does anyone have any ideas please Thankyou Denise
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