Jump to content

Reiramon

Resident
  • Posts

    44
  • Joined

  • Last visited

Everything posted by Reiramon

  1. So I had an animation made in blender 2.93 with Avastar. Tweaking it for the past week or so. Left sided with keyframes on the bones I needed and it was the final version I wanted to use. I wanted to mirror it but decided to save and continue the other day. Faked user it in blender to be sure. Today I opened blender but some of the keyframes on some bones are completely gone. I tried searching why ...but none of the solutions worked. The bones affected dont have any keyframes anymore. Tried appending from old files (worked in the past) but no matter which animation I append the keyframes are not there. I tried recreating the animation but it simply is not the same. Is there any way to open the final .anim file I have of the left side and somehow rename the left sided bones to the right sided bones? Blender doesnt have an option to import .anim files. Thank you.
  2. I am trying to upload something but noticed a difference in vertice count shown in Blender vs in the SL upload window. Blender says I have 378 verts and 548 triangles, but SL uploader says I have 830 vertices and 548 triangles. Why is there such a big difference in vertices? Nowhere in Blender I can see 830 verts even when I manually triangulate my mesh. 830 is more than double than 378. The triangle count is correct, where is the uploader getting the 830 vertice count? I dont have any overlapping vertices. Thanks! Edit: Only LOD0 vert count matches what I see in Blender vs uploader. Lod3, 2 and 1 show more verts in uploader.
  3. Creating a triangle and making the LODs be same dimensions as High did indeed work to prevent the stretch. Thanks!
  4. I have a bit if an issue with a mesh split in half uploaded as 1 (linkset) The LOD 3 (high detail) is flat on the ground 8x4m. It has an outer rim which makes it high 0.4m in total in Z axis. Then LOD 2 is without the outer rim and its in total 0.3m on Z axis. When I move my camera so that the LOD2 kicks in and the camera is in about 30 degree angle I can see the faces on the further half of the mesh move upwards creating a seam in between the two objects. When I move my camera further the seam disappears (because the close half moves upwards as well). I know the 0.1 difference because of llGetBoundingBox script when I uploaded LOD 3 and LOD2 separately. LOD 3 is 0.4m, LOD 2 is 0.3m. X,Y are the same. When I upload the LODs separetely there is no seam no matter how I move my camera. I tried applying transforms, moving origins on all LODs exactly to 0,0,0, setting origins to geometry .. Is there any way to fix this? I am almost certain the faces move exactly by the difference of height between LOD3 and LOD2. Theres no issue between LOD2 and LOD1. Thank you!
  5. Your accounts age and the reply to Tonk Tomcats suggestion raises a few red flags about this all, but who am I to judge. *goes back to hide under a rock*
  6. I tried the demo of the 2nd one but it's not exactly what I was looking for. I wanted to link 1 eyes I found on MP as to what I'm approximately looking for, but couldn't find it anymore and I deleted the demo long ago so can't remember the name either. They looked like robot eyes but I'm looking for more human eyes. But thanks for the suggestion Rowan.
  7. Anyone know any good modifiable mesh eyes that would fit catwa head? I am thinking about eyes that are customisable with HUD to get a fantasy look. Modifiable means able to modify the various parts of the eyes. I think I saw some on forums a while back but forgot to bookmark it and MP search gives me normal eyes with appliers or normal looking eyes.
  8. Edit: Well I tried what KT Kingsley said and it works too. Is it better to script with the key toucherID or just handle the listen event to find the ID of avatar? Follow up: I need to declare llDetectedKey(0) in llDialog in touch_start anyway right? Because when I leave it blank (llDialog("", dInfo, buttons, dChannel);) the dialog wont show. integer dChannel = 0; integer lHandle; string dInfo = "Info"; list buttons = ["Button"]; key toucherID; default { state_entry() { } touch_start(integer num_detected) { lHandle = llListen(dChannel, "", "", ""); toucherID = llDetectedKey(0); llDialog(toucherID, dInfo, buttons, dChannel); } listen(integer channel, string name, key id, string message) { string input = llGetDisplayName(id); if (message == "Button") llSay(0, (string)input + " Touched me"); } }
  9. Thanks Rolig, it's returning the name now. That's what I get for not completely reading the function wiki.
  10. I have two versions of a script that hides mesh. 1st version shows a dialogue on touch with 2 buttons - on /off. 2nd version is an updated version with a settings button that enables me to tell the script to work on touch for only the owner - me. In both versions theres llOwnerSay function that should tell me who clicked the off button that hides the mesh - the problem is llOwnerSay returns blank in the 2nd version. It returns it like this in chat " Object: took off your clothes" I am not sure why the name is blank in the 2nd version, did I call the function wrong or wrote it completely wrong? Is the UUID of the toucher getting lost in the script due to the menus? The settings work as intended and let me only when clicked on the Owner Only button in dialogue. Forgive me if I wrote something wrong or something that doesnt make sense, I tried to figure out if I can fix it while writing this thread. 1st script that returns the name sucessfully. list buttons = ["On", "Off"]; string dialogInfo = "\nPlease make a choice."; key ToucherID; integer dialogChannel; integer listenHandle; remove_listen_handle() { llListenRemove(listenHandle); } default { state_entry() { dialogChannel = -1 - (integer)("0x" + llGetSubString( (string)llGetKey(), -7, -1) ); } touch_start(integer num_detected) { ToucherID = llDetectedKey(0); listenHandle = llListen(dialogChannel, "", ToucherID, ""); llDialog(ToucherID, dialogInfo, buttons, dialogChannel); llSetTimerEvent(10.0); } listen(integer channel, string name, key id, string message) { string Input; Input = llKey2Name(ToucherID); if (message == "On") { llSetLinkAlpha(LINK_ALL_OTHERS, 1.0, ALL_SIDES); remove_listen_handle(); } else if (message == "Off") { llSetLinkAlpha(LINK_ALL_OTHERS, 0.0, ALL_SIDES); llOwnerSay(Input + " took off your clothes"); remove_listen_handle(); } } } 2nd version that returns blank name list public = ["On", "Off", "Settings"]; list settings = ["Everyone", "Owner Only"]; string settingdialog = "S"; string Input; integer lhandle; integer dchannel = -254698458; key owner; key toucherid; public_menu(key inputKey, string inputString, list inputList) { toucherid = llDetectedKey(0); owner = llGetOwner(); llDialog(toucherid, "Choose", public, dchannel); } setting_menu(key inputKey, string inputString, list inputList) { toucherid = llDetectedKey(0); owner = llGetOwner(); llDialog(owner, "Choose", settings, dchannel); } close_menu() { llSetTimerEvent(0.0); llListenRemove(lhandle); } default { state_entry() { state PUBLIC; lhandle = llListen(dchannel, "", toucherid, ""); } changed(integer change) { if (change & CHANGED_INVENTORY) { llResetScript(); } } } state PUBLIC { touch_start(integer num_detected) { toucherid = llDetectedKey(0); lhandle = llListen(dchannel, "", toucherid, ""); Input = llKey2Name(toucherid); public_menu(owner, settingdialog, public); } listen(integer channel, string name, key id, string message) { toucherid = llDetectedKey(0); Input = llKey2Name(toucherid); owner = llGetOwner(); if(message == "Settings" && id == owner) { setting_menu(toucherid, settingdialog, settings); } if(message == "Settings" && id != owner) { close_menu(); } if(message == "On") { llSetLinkAlpha(LINK_ALL_OTHERS, 1.0, ALL_SIDES); close_menu(); } if (message == "Off") { llSetLinkAlpha(LINK_ALL_OTHERS, 0.0, ALL_SIDES); llOwnerSay((string)Input + " took off your clothes"); close_menu(); } else if(message == "Owner Only") { state OWNER; close_menu(); } } } state OWNER { changed(integer change) { if (change & CHANGED_INVENTORY) { llResetScript(); } } touch_start(integer num_detected) { lhandle = llListen(dchannel, "", "", ""); toucherid = llDetectedKey(0); owner = llGetOwner(); if(toucherid == owner) { public_menu(owner, settingdialog, public); } else if(toucherid != owner) { close_menu(); } } listen(integer channel, string name, key id, string message) { toucherid = llDetectedKey(0); owner = llGetOwner(); if(message == "Settings") { setting_menu(owner, settingdialog, settings); } else if(message == "On") { llSetLinkAlpha(LINK_ALL_OTHERS, 1.0, ALL_SIDES); close_menu(); } else if (message == "Off") { llSetLinkAlpha(LINK_ALL_OTHERS, 0.0, ALL_SIDES); close_menu(); } else if(message == "Everyone") { state PUBLIC; close_menu(); } } }
  11. How do you make the 2D export not have directional lightning? I got the trial of SP but the 2D export was frustrating me. The 2D export reflected the lightning of the HDR you have selected. So the front was more lit than the back, and if you rotate the environment the more lit area changes. Is there a setting somewhere? Or another HDR? I run SL on ultra settings but when I see nice clothes or objects I disable the advanced lightning, which makes normal maps disappear from mesh and the difference is minimal. I could never make the diffuse map to have all the details on it as seen on 2D view.
  12. In case this was it was intented at me. No, I honestly couldn't understand it and the answers helped, saved the replies in case something happens to the thread even,so I am thankful for them. I didn't have a particular issue in mind when I asked, I simply didn't understand what the scripting wiki was telling me. If you were trying to provide some more information, then ignore this comment I can't tell.
  13. Thank you for the answers. It seemed so difficult but I understand now.
  14. I'm sorry if this is a really dumb question but recently got back to scripting simple, but I cant grasp the whole idea about indexes, how to loop some part of script. How do I know where the index comes from? How do I know it's 0,1,2? Does someone have an informative guide? Thanks.
  15. Well, a friend showed me a completely different way to copy weights completely unrelated to avastar. But as long as it works...
  16. Can I have some help here. I download the kemono devkit and on rigging some clothing I'm running into some problems. First, the origin bone is off center. Is this OK? Second, skeleton moves on y axis when copying weights from mesh. The hand mesh completely breaks creating slender man fingers. Applying as rest pose doesn't help. Some bones also move when I try to update the rig version with avastar. I have tried all of the settings. But there is ever slight movement on x axis while the mesh body stays in place. I haven't had issues on a different body. I mostly work with blender 2.8 (yes, avastar isn't fully stable on it), but I get the same results in blender 2.79. I managed to rig the mesh once when I moved the origin bone to approximately the center of the mesh body and applying as rest pose. The second time I tried to redo it, it didn't work anymore and skeleton moved. Surely, moving the origin isn't the real solution? Can someone familiar with kemono give me any pointers on what I might be doing wrong? I really felt like I got the fundamentals right, managed to create mesh that works nicely with a different body, but the kemono set me back to feeling like a complete newbie. Any help is appreciated.
  17. Seems like we aren't getting the sales soon then I did grab the quarterly 2 times before but can't remember how far apart they were. I just can't justify the full price for premium as it is now. If I did the math right at 250L/1$ you'd get around 58$ worth L out of a yearly subscription which is a 100 now I think.
  18. Any idea when or even if we can expect a sale on premium membership? I grabbed my 3 month premium on sales 2 times before they raised the prices. I usually got an email about it and now there's been a long silence.
  19. Summer didn't really feel like summer. Global warming is a hoax! /s No seriously, it was 'hot' for barely two weeks. And by hot I mean over 30 degrees celsius here. I really love swimming, heck even got a pool 4 years back. Got a pool heater this year and it had to run almost every day for at least 10 hours for the water to be tolerable. I swim 5 km a day. For the past summers the temperatures were higher during summer and I miss that. That warm evenings where you can sit outside, hear the crickets and enjoy the night sky. The night temperatures for 2nd half of August were around 10 degrees. You wouldn't believe how fast heat evaporates from pool even with a cover. I'm going to miss swimming for the next 9 months. I even had a daily routine and it's difficult the break it so suddenly.
  20. I mentioned this because I saw a content create on the beta grid with his newest creation. It was a shirt with a coat which looked really nice but upon inspecting it, all parts total had 190 000 triangles. Which I would like to completely avoid. I was always dreading with my creations (I'm not a content creator yet, just make stuff for myself only) that my triangle will be very high. I thought 10k is very high on clothes for example. Your examples look nice ChinRey, hope I'll be as good as you are after practicing with Blender. I'll keep the alpha method in mind if I ever will create something like that. How would you go about making a low poly version of a high poly mesh? Deleting higher rezolution on multirez modifier or from scratch? Also about the normal maps and specular maps. I see people making their mesh only use the diffuse but it looks fine. My issue is about people who don't have advanced lightning enabled. If they don't, they won't see normal or specular maps and will only see bland texture. Should I worry about that much? But I guess that's my next step - learn how to make the textures look good without normal and specular. This thread has been quiet informative so I have to thank everyone that contributed.
  21. Thanks Wulfie. I know how to bake normal maps but thought it's only for details.
  22. Thanks ChinRey and n0minous. Both methods - shade smooth or mark sharp edges seemingly got rid of the shading issues. Didn't think it would be so simple but still have a lot to learn.
  23. I am not sure if I can explain myself correctly but I'm looking for a way to transfer normal data on objects when set to smooth shading in Blender. Is it possible? It's (propably) known that high poly mesh creates lag yet you can see creators selling items on MP with a lot of polygons (looking at you fancy new hair with 72 000 complexity). Let's say I have a low poly mesh but when I turn on smooth shading it creates artifacts. I I think its the normals? The artifacts preserve and are visible after uploading. I know subdivision surface modifier gets rid of this but creates an issue of high polygon count. Can anyone point me to a good tutorial of what I want to achieve? I tried YouTube and Google but it's a bit difficult when you don't know what you are looking for. My primary goal here is to create mesh with as little geometry as possible while preserving the details. The normal artifacts are visible even on textured mesh. I play this mmo game where the clothes the characters wear look detailed but when you open the game files in blender it's usually below 2000 vertices. So it may be possible? My last question is : how many vertices is too many? I hope I got my point through and someone gets the idea what I'm talking about, because I'm already lost. Thanks!
  24. That seemingly fixed the issues. Thank you!
  25. Hi, I made an animation with the help of avastar which looks cool and I'm happy with it. The problem is after I upload the animation as.anim in SL the fingers dont look the same as in blender. All fingers are wonky/crooked going left and right. Is this because I used a avastar devkit to create the animation while I have a maitrya body? How can I fix this? From what I've seen context creators don't make separate animation versions for diffent mesh bodies. Is there a way to get rid of the horrible finger twisting. Thanks.
×
×
  • Create New...