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RipleyVonD

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Everything posted by RipleyVonD

  1. That's great to hear Animats thanks! I wasn't too worried about running the Window's Second Life viewer on Linux, either Wine or Valve's Steam Proton should be able to run it just fine. I was mostly curious if anything had changed over the years. Tell me about it, if the Window's viewer was availiable on Valve's Steam Launcher it would make this much simpler for a Linux user. In fact I came here feeling disappointed that SL's Windows viewer wasn't availiable on Steam. I was so sure it was though. Lol Darn.
  2. If I remember correctly voice features didn't used to work on a Linux viewer, which is fine it's not something I normaly use. And on Linux I have to create my own physics meshes. I was wondering if anything had changed over the years. I can create everything I need on Linux thankfully. The only thing that concerns me is whether I'll be able to properly upload everything on a Linux viewer.
  3. Hello, I am interested in creating for Second LIfe again. But, I was hoping to build solely on Linux. Do I still need the Windows viewer?
  4. "Well "I" was assuming that the OP graphic was "part" (a close up) of a complete Cycles bake for a project -- mostly since I can't see why you would want to bake a plain texture that looks much like the texture starting out with" Had feeling we understood differently. Baking a texture to your mesh is useful when you paint on your mesh, with brush strokes or projected textures, or both, then later decide to change the uv islands around. Instead of recreating all your work you can bake it to you new uv islands. "Actually a way that DOES WORK (not advising but it does work) is to make the your object islands LARGER. This is how some designers get fantastic looking bakes. So a 1024 coffee cup for example. (And then there was that matchstick example - LOL). That comes at a huge texture download cost however so isn't the SMARTEST method IMHO. Other designers soften the complete texture. It is partly a matter of taste. You can see that there is a threshold that can't be gone under (re pixels per area) easily by making magazine covers :D. There IS a trick there but in general you can only get SO small on the texture plain or it looks really horrible and unusable." It's true optimizing your uv islands for maximum pixel density is a good workflow plan. "Will look forward to hearing your findings" Yeah I'll definitely share it here. Ok hopefully I don't need to edit this later. Lol
  5. Hi Chic. I understood this thread asked how to bake a texture image to a mesh with minimized blur. Which in my opinion is the least Cycles intensive task I can think of. Photoshop, Krita, or Gimp can all resize an image by 2 using a "nearest neighbor" or similar filter easily. Sounds like your using your graphics program a different way. The higher the input image the longer it takes to bake that is correct I forgot to mention that. Actually I haven't tried this on Blender myself and I'm unsure how long it takes to bake, but resizing the input image x2 is how blurring is avoided, if its small by x4. I need to experiment with the cycles engine to see what settings need to be tweaked so baking doesn't take too long.
  6. I'm sure this isn't a Blender software specific issue. I used to have the same problem when baking in other software. I fix this issue by double-ing the size of my input image. In this case 2220x2220 x2 = 4440x4440 baked to 4440x4440. In photoshop up-size your texture x2 using "nearest neighbor". Nearest neighbor resizes every pixel cleanly with even numbers. In Krita up-size your texture x2 using "box" Any blurring introduced by the baking process is on the giant image so when you shrink to your needed resolution the blurring is minimized. You should be ok if your computer has 8 gigs of memory. If you up-size it further to 8000x8000 your computer, or Blender might crash. I would try this without a complicated node setup first. Just a simple bake to try this.
  7. I sure am a super smart shopper. Lol I'm thinking of getting comfortable with a daily building routine. Buying land seems a bit much for a beginner. Although it is a good idea.
  8. I felt this gave the impression I was ok with a premium account. Which I think has great perks.
  9. Premium sandboxes that's it! I wasn't sure how to ask for that specifically.
  10. Likewise Chic very lively and warm welcome! I'm mostly dull and half asleep at the moment. Lol
  11. Has it been that long? I've always been around, not much here though. I think Aditi is the way to go, simple sounds good for now. AviNews, that is a long helpful post and was probably exhausting to write. Thanks!
  12. I can build in free zones like aditi. Buying land only for building sounds expensive. I appreciate the help.
  13. I was hoping for something more feasible like a premium account.
  14. Is it possible to have a private area to build where only I can log in? Not an entire sim but a small private space. Thanks.
  15. I guess it would help if I had posted the actual link :smileyvery-happy: , thanks for the link Entity.
  16. I'm still around, moving slowly but still here. :smileyhappy:
  17. I decided to adopt Blender as my main modeling app this year. I'm used to working in Cinema 4D but I had to let it go because it can be a bit pricey. Blender is impressively capable of suiting my needs, but I'm having a difficult time adopting to color schemes available for it. Cinema 4D's color scheme often felt like it just worked so I made a theme with Cinemas UI colors. It seems to help with finding the UI overly complex or new. I hope this helps those new to Blender or missing Cinema 4D. :smileyhappy: http://www.blendswap.com/blends/view/87088 Here's some pics. (edits: added link, changed photos)
  18. I'll take some time and experiment with this, thanks for the input.
  19. I forgot to mention the the only thing looped by script is shrinking or unshrinking. I would align them together (without script - when preparing object) Drag the link set underground just a bit so you can't see them shrunken (without script - when preparing object) The following steps are after an object is rezzed on the ground 0- Shrink all of them by 4 times their original size (with script once - not looped) The following steps 1 - 10 are the only steps looped by script 1- Unshrink mesh 1 (0.5 sec) 2- Reshrink mesh 1. 3- Unshrink mesh 2 (0.5 sec) 4- Reshrink mesh 2 5- Unshrink mesh 3 (0.5 sec) 6- Reshrink mesh 3 7- Unshrink mesh 4 (0.5 sec) 8- Reshrink mesh 4 9- Unshrink mesh 5 (0.5 sec) 10- Reshrink mesh 5 Hopefully that's a clearer explanation. The timing can vary depending on what the animation is for 0.5 sec is only an example My concern using transparency is a creator can be careful about about poly count, but the owner of the object might want to create a dozen copies of the same object for example animating flowers or grass and the transparency compositing increases dramatically. That's where I think shrinking an object can help avoid that. (spelling edit)
  20. Right Cerise, it would be for a mesh object not an avatar. Qie by animating I mean, I would upload for example 5 low-poly meshes. 1- I would align them together 2- Shrink all of them by 4 times their original size 3- Drag the link set underground so you can't see them 4- Unshrink a mesh for half a second or so 5- Reshrink and start on the next mesh. This would create a flipbook effect just like switching transparency on or off, but you wouldn't have the burden of transparency compositing. The only thing to watch out for is poly count and script lag, at-least from what I think I know about scripts. I haven't actually tested this and couldn't find info on the web on doing this, but theoretically it should work.
  21. If I were to use a script to animate a mesh on an endless loop would it constantly communicate with servers. For example: I want to upload several meshes and animate them but not with transparency. But I wonder, does the script communicate with the servers and sync with every call. I kinda find that a little unnecessary, I would like the script to call and sync with the server with every so much frames. Does this make sense? :smileyvery-happy: I just worry about someone taking one of my animated meshes and making a ton of copies and each one unfortunately communicates with the servers creating lag. Can I run a script, have it sync with the server at the start of the animation and not call on the server until the animation starts the loop again? Hopefuly I'm making sense.
  22. Cathy Foil wrote: You can disable the translation affect on a face bone by any Slider by moving any bone associated with that slider to a custom position and uploading your mesh with "Include Joint Positions". Now if a slider has scaling on it the scaling will not be disabled. The Jaw Angle slider is a good example. Currently the mFaceJaw moves way up and down when adjusting that slider. If you wanted to disable that and have the mFaceJaw bone set so it stays in the same place disabling that slider you just slightly move the mFaceJaw bone to a new location. Rig you mesh to it and upload your DAE with "Include Joint Positions". Mel, Matrice, Vir and myself have been discussing ways and options to fix the Jaw Angle slider so the mFaceJaw bone doesn't have to move up and down. Hope that helps. Cathy Yeah that helped thanks! :smileyhappy:
  23. Will we have the option to disable certain appearance sliders? The ones in the head specifically.
  24. Gaia Clary wrote:  Please note that possibly we can reduce the number of bones on the lips from 8 to 4 (see further down) About Lips and Eyes We also have been discussing if some other general changes on the skeleton could improve the Avatar further: So, do we loose something (for humans) when we only have 4 lip bones? Unfortunately yes, the difference between simply opening the mouth and having the ability to add unique character to an avatars face. Removing bones from the mouth a part of the face that is so vital to facial phenoms would be a disappointing scenario. I was concerned about only having 6 mouth bones 8 is a workable bare minimum. With 4 mouth bones every mesh head based on those bones will have very similar mouth shapes. Eight helps to shape the mouth properly and optionaly load a normal map baked from a high detail sculpt to add extra necessary detail in the face so that highly expressive avatar photography is possible. When blend shapes and enough head geometry isn't available, a good workaround is just enough face bones to shape the face and normal maps to add wrinkles and similar needed detail. This method is good for photography, for actual face animation that's an entirely different conversation. This is the kind of photography that should be available with enough mouth/face bones complimented with normal maps. 
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