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RipleyVonD

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Everything posted by RipleyVonD

  1. "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 t
  2. 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 s
  3. 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 com
  4. 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.
  5. I felt this gave the impression I was ok with a premium account. Which I think has great perks.
  6. Premium sandboxes that's it! I wasn't sure how to ask for that specifically.
  7. Likewise Chic very lively and warm welcome! I'm mostly dull and half asleep at the moment. Lol
  8. 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!
  9. I can build in free zones like aditi. Buying land only for building sounds expensive. I appreciate the help.
  10. I was hoping for something more feasible like a premium account.
  11. 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.
  12. I guess it would help if I had posted the actual link :smileyvery-happy: , thanks for the link Entity.
  13. I'm still around, moving slowly but still here. :smileyhappy:
  14. 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, cha
  15. I'll take some time and experiment with this, thanks for the input.
  16. 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- Uns
  17. 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 abo
  18. 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
  19. 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 u
  20. Will we have the option to disable certain appearance sliders? The ones in the head specifically.
  21. 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
  22. Kitsune Shan wrote: I would also suggest, to those that thinks that adding extra bones for translation simulation, to try to do some animations with that or to build a whole rig with them. I can tell in advance that wont be an easy task :matte-motes-whistle: Your right Kitsune, adding extra bones to the face just to mimic what simple bone translating can achieve would make things more difficult for animators. For the face "rotations only" is difficult to work with properly if at all. I agree bone translating is the way to go.
  23. A simple way to put it is some bones on the face need to be double or even triple jointed to provide the range of animation freedom bones translation provides. Its a question of what is more difficult to implement be it because of amount of code or performance needed, more bones in the face, or bones translation. For clarity only some bones need extra joints not all the face bones. Animating the face with only rotations as they currently are is like animating a foot that is attached to a knee joint you can only move that foot up, down, left, and right. If you add an extra joint to that leg no
  24. I think to animate face bones with rotations only some bones on the face would need an extra bone/joint at the tip to compensate for angle, like the lips for instance and maybe the eyebrows. It does mean a few extra bones but it would help. This isn't the preferred way to animate face bones animators know this but it seems "rotations only' is important to the Lab.
  25. It seems like thats the bug, it can be confusing without seeing this kind of glitch with an image. But basicaly it happens when building one half of a mesh model, copy and mirror it to make the opposite symetrical half and use the same normal map.
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