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Ssmiles

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About Ssmiles

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  1. I relize this is a bit of an old thread but what Kwakkelde Kwak said is likely the reason as that's how it's being done now. Instead of attaching two shoes like in the the good old days, the newer mesh feet such as in Slink, TMP, and N-Core have incorporated both shoes into one attachment when using mesh feet.
  2. Just to clear things up, it's not the store name itself that is the same as a RL designer, it's the name of their products and help staff. For example, they have help staff with names "Chanel" "Dior" "Prada", etc... clearly listed in their store (these are not the exact designer names they are using, they are using different names that are just as famous - I picked these just to give you an example) and the shoes they sell are named after a very famous shoe but it's simply spelled different. For example, it would be like them selling "Polo" look-a-like shirts and calling them "Lolo" shirts
  3. Thanks for the replies everyone. That's kind of what I thought. It's pretty blatent and their's is a pretty popular store with a lot of traffic. I am kind of surprised LL hasn't stepped in. It's also a little irritating that so many SL designers go out of their way to create a name of their own rather than using someone else's and this place is in such blatent violation. Anyway, thanks again for the responses.
  4. I ask this question because a fairly big proprietor of mesh and clothing has named thier shoes a very similar name to a very famous shoe designer. That and the three staff members you can contact for help are named after famous designers. Names that are clearly posted in their store. Isn't this against T.O.S?
  5. Well I messsed with the Shape Keys a bit (not sure what I did exactly) and it fixed the issue! Thanks Gaia!
  6. Thanks Gaia but I really don't know much about shape keys as I haven't really used them. Can you explain a little bit about what I may need to click on to fix it?
  7. Hi all. I am a having a frustrating issue with Blender. On one particular mesh, Blender is not allowing me to push or pull vertices, or move faces or lines in any way. When I am in Edit Mode, I can niether my "Grab" nor "Scale" my mesh at all. I can click on verticies (or lines or faces) and highlight them, and move it in object mode but I can't get it/them to move or scale in Edit Mode. I can however toggle into edit mode and back into object mode, I can zoom, pan around, delete parts of the mesh, etc... but it will not allow me to reshape it. Also, it's only happening
  8. Awesome! Thanks for the well thought out response and explanation, very helpful! I kind of figured that higher poly mesh would make for better weighting results but I wanted to ask to be sure. You also covered my next question which was "Is it okay/will it work to weight lower poly clothes from a higher poly mesh?" Thanks for clearing that up too. Anyway, I figured you made your poly count higher with either subdivision surface or multires (subdivision surface makes my suit look funny for some reason but, as they say, that's another show. ) but I wanted to double check in case I miss
  9. Thanks for that Mehdue. Quick question (I know, I am full of them) you say at the begining of the tutorial that the body suit is higher poly than the Avastar avatar but when watching the tutorial on the making of the body suit, you said nothing about making the wet suit poly count higher than the Avastar from which it was duplicated. Am I mssing something here? Why does the wet suit in the weighting video have a higher poly count? Does said polly count matter when it comes to weighting? (Bear with me, I am new to this.)
  10. Thanks Medhue. That's what I figured but I wanted to be certain.
  11. If you sold it pre weigted I might pay a few lindens for it but I don't know. I'd probably just make it myself. Thanks to the tutorials, it doesn't seem terribly difficult all though it is appreciated. Also, with paying for Avastar all ready, I don't think I would pay for another add on unless it made things super easy. Anyway, I have another question, if you are simply using this body suit for weighting purposes, why give it thickness or make it look double sided? Does making it look double sided help when using it to weight additional clothing meshes, or is it for aesthetic purpose
  12. Awesome, thanks for making this! I learned a lot that I could use for other projects as well. I have a question though. When you are scaling the wet suit along the X and then the Y axis at 16:20, are you scaling it up or down? (I am assuming up) Just another thought. It might be really nice if you made the wetsuit available for download. Not that it looks terribly hard to make (again, thanks for showing folks how to do it) but it would be a really nice starting point for folks using Avastar.
  13. Awesome! Thank you! And I hope your animation project goes smoothly!
  14. I think most folks who know a bit about weighting would get that and if they don't, I'm sure they will ask. I have a slight request. How about a tutorial on exactly how you made the wet suit? I bet it would be REALLY helpful for people new to this. I know I would appreciate it.
  15. I think what Mistah is saying (correct me if I am wrong) is if you saved your mesh and then try and use the "undo" tool, it's not going to work because the mesh has been saved as is. Does that make sense? In other words, once you save it, undo is no longer an option.
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