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Zazaaji

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About Zazaaji

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  1. I'm more than familiar with all of that, as you can probably tell, but yea, it's not by any means common knowledge in Second Life. It pains me to know that there are others out there with small avis like mines or smaller that have their default walking camera is such is horrid position.
  2. Sadly yes. Everyone was forced logged off/crashed at around 10:30 PM SLT, and still is currently.
  3. Eh, why not. I'll post here. Here is my signature I use on many other forums, but cannot use here as it's too big (it changes on the 10s and 15s marks): Here is a picture I spread around to help out other small avatars like myself (I'm an Adult female lombax {Ratchet & Clank series of games} avatar I made for myself over months in Blender, and lombaxes are not big. I'm up to maybe mid hip on a regular adult male human in SL)
  4. I'm pretty sure I know you, Arabella. But we have been warned on this maintenance for a number of days now from various sources.
  5. @Grumpity Linden Don't worry, it's fine I'm doing an all nighter anyway due to medical reasons. It isn't cold comfort at all knowing a Linden replied personally to a nobody like me on the forums. It's very good snuggly warm comfort actually
  6. Man this. >.< I'll wait as I know it's essential, but is there anyone that knows of at least will the logins be disabled through another 5 hours thing and I should forget it for tonight, or more of a wait an hour and it might be up again kind of thing?
  7. This issue has never occured before, but for some reason whenever I log off and back on (at any times), all of my avatar stuff that was equipped reverts back to "Alpha Blending", despite the fact they are all set to Alpha Masking -> 211 before I log out. Is there a way to fix this? It's rather infuriating to need to pick every object I wear and change the alpha type on every login.
  8. Here are all the problems that gave me the parsing error, and how I fixed them. I do not know the proper names for these, so I named them myself: 1 - Some unweighted vertices. Easiest way to find them is pose the avatar elsewhere, then weight any vertices that don't move. 2 - X-Axis read error. Sadly the only fixed I've found for this is to delete half the avatar down the middle, and remirror it when perfectly aligned with the axis. 3 - Mirroring vertices read error. If you mirrored a part of it, make sure all the vertices on the mirrored axis are properly merged. 4 - Scale properties of the object do not match the scale properties of the rigging. I do not know how to fix it in Maya sadly. In Blender you CTRL ALT A, Scale to ObjData 5 - Same as 3, but rotation instead of scale. 6 - Vertices are too spaced out from other vertices. Best example I can give for this is if you try to export a cat's whiskers and it's hind feet together with nothing else. Making a not tiny plane connecting them fixes it. Hope one of these helps you. I have encountered the parsing error so many times, and it's always been one of these issues. Numbers 1 and 4 are the most common in my experience.
  9. I do indeed get an oddly brain-dead sense, but overall I enjoy it. As for JIRA, I don't know anything about it myself.
  10. Ok, I found a REALLY odd solution for models that get this issue. It will only have potential to work for desired NON rigged models. First of all, make a rigging for it. It can be absolutely any rigging that SL accepts, rigged to any part of it. Just make sure all the vertices are rigged, else you'll get that Parsing error. Try to upload it again, and it should work. Upload it as normal WITH the weights or you'll get another error. Now once it's in-world if you need it unrigged (like I did), right click it and click Save As.... Collada DAE. Save it anywhere on your computer. Now reupload that saved DAE file SL just made. It will upload with zero errors with no weights/rigging applied now. REALLY odd fix, but at least I found one. Hopefully it'll help other people with this issue too. Again this fix only works for non rigged intended models that cause this issue.
  11. Considering it took me over 2 months at about 4-5 hours per day, not feasible.
  12. Right, hence why I specifically said point number 2, and why I listed tons of various things not relating to materials too. That is also why I mentioned number 2. I have already found that thread and many others like it. Either their fixes did not fix it for me, or they never found a fix. 1 - Have tried, did not fix. 2 - I honestly don't know how to make my own LOD's. None of my models are high details though, maybe between PS2 and PS3 in terms of detail. SL can easily handle them. 3 - Have tried on Firestorm, official SL viewer, and some other viewer. All failed. Also have tried on 3 different windows computers/laptops and even a Linux one. All failed. The troublesome part of the model is not high LOD, it's very low. There are less than 100 vertices total. Also as the above poster kinda hinted at, just saying you fixed it without saying how is not very helpful to us. How did you do it?
  13. It might be doing that, but the problem is that I've done this technique many times before, and never once encountered or even heard of this issue prior to today. I don't mind waiting to fix it.
  14. To be honest, I don't know exactly how materials work in Blender 2.49. What I know is that in Object mode I hit Delete on all the materials until none are listed. Then I Unwrap the UV's and make the texture. Blender still shows it has no material at all, but textures work fine both in Blender and SL.
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