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WESTCAT

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Posts posted by WESTCAT

  1. 2 hours ago, ChinRey said:

    Oh.

    For a start, if it's a mesh you bought or found on the internet, it's almost certainly not legal to upload it to Second Life. According to the Terms of Service, when you upload a mesh, you give Linden Lab rather extensive rights to use the item and you can't do that unless you actually have those rights yourself of course. Some of the big 3D warehouses, like Turbosquid, specifically forbid you to upload models you've bought there to Second Life. Others leave it to each seller to decide but generally you are not allowed. (And yes, I know lots of people do it - even some of the big SL brands - but the fact that they are crooks doesn't give you an excuse to be one too.) So first, if you didn't make the mesh yourself, check very careful the license it was sold/given away under.

    But even if it turns out to be legal, there is still a technical problem. Second Life mesh is rather unusual in many ways. We need to be far more careful with polycount and pixelcount than in most other mesh environments and SL's LoD and phsyics systems are very different from anything you see elsewhere. So a mesh made for a different environment will have to be edited quite a bit to work well in SL. If you don't know how to make a mesh yourself, you won't know how to adapt one for SL either and the only solution is to start learning.

    Right I just did find an SL figure specifically designed for SL..  Waiting for confirmation from Artist.  Yes way ahead of you on all points there. Ya I can definitely make mesh 

     

  2. 44 minutes ago, ChinRey said:

    There are lots of tips in this forum and even more in the mesh forum. But a few ones to start with:

    • Get rid of all unnecessary triangles and vertices!
    • Use smooth normals for all curved surfaces. Not only does that mean you can get nice rounded surfaces with fewer triangles, you can also often reduce the LI a bit even with the same polycount.
    • Use the simplest possible physics model. For a statue you probably only need a cube for the physics.
    • Make all LoD models yourself, do not under any circumstance trust the ones the uploader generates. Do test uploads to the beta grid, check how the statue looks at different distances and simplify the LoD models as mucha s possible without compromicing the looks. Make sure you use a sensible LOD factor (it's called "Objects" in the graphics prefs of the standard SL viewer) when you test. I always test with LoD factor 1.25 (Mid). Less experienced mesh makers may go for a bit higher but no higher than LoD factor 2 (High).
    • See if you can split the statue into several meshes. Splitting will increase the server weight but usually reduce the download weight and that's almost certainly the one that causes the land ipact for an item like this.

    thank you.  and I can do all of the above for a Statue already made? 

  3. On 12/6/2017 at 4:27 PM, ChoiceRider said:

    Okay, this is a little embarrassing, but I need to find out if there's a solution to my problem, and in that process, maybe others will benefit as well.

    I have a SkyHome that I work hard to embellish. That's all fine and dandy until while selecting an object to edit, I inadvertently and unknowingly select the SkyHome itself. Because I like to select objects then hit my delete key to avoid taking it so as not to duplicate it in its folder. Problem is, sometimes I've accidentally selected the SkyHome and deleted it. I've done this on more than one occasion, at which point I find myself falling to the ground form 4,067 meters off the ground.

    So please tell me a way to fortify my SkyHome from these frustrating deletions.

    Thanks, ChoiceRider

    Ohhh KAY, me too me too. Well in addition to locking I also always grab/edit the little messed up statue that I am done with, and move it around a little. Then hit delete.  Besides the little bugger being all high-lited it has the little directional arrows sticking from it ... 

     

    I have one or two ani mesh statues open at a time that I am often doing finishing to in SL, SO yup I have deleted the Artist's loft to my Island more than a couple of times. It is always in my trash bin, so poof I just recreate it.  I have not deleted since using this special little caution deal with the editor.  Takes two seconds tops. 

    WHICH brings me to my question for another part of creation {{how the F do I reduce the size weight AFTER making the thing!!! }}

    SafeDelete.JPG

    • Thanks 1
  4. On 4/7/2012 at 5:47 AM, Amphei Jierdon said:

    This thread was started in January 2012. Meanwhile we have April. I must say, up to now, meshes leave me completely frustrated and I'm planning to have a break in creating things for SL.

    I'm in SL to have fun creating things. And when I heard about meshes, I thought, wow, that's going to be a gread thing. But now I'm completely frustrated. Blender is such a beautiful program, but what sense does it make, if importing the meshes to SL drives you crazy and eats up more time than creating things.

    No, I don't have a certain problem... it's the complete importer. Nearly every mesh, which is a little more complex than a cube or a spere causes the importer to complain in hyroglyphes. The preview always looks nice, but surely the importer finds something and refuses to do its job. It don't even tell what is wrong. Just crap like "MAV_BLOCK missing" or other info, that doesn't say anything about the reason.

     

    I will wait for 3 month and waste my time with something, which is more fun. And then I will look, if the inporter is improoved and if Qarl's mesh deformer is implemented.

    http://wiki.secondlife.com/wiki/Mesh/Upload_Model_UI_reference  This helped me a lot 

  5. On 10/4/2014 at 10:18 PM, Medhue Simoni said:

    Well, you are probably not going to like my answer, and I admittly do not use Maya, so I don't know what is possible. Cathy Foil makes a plugin for Maya that is like Avatar in Blender, and she calls it Mayastar. That might just import xml shapes from SL. The only other option, is Avastar for Blender, with gives you the default SL avatar, with all of the same morphs that we have in SL, and the ability to import xml shapes from SL. It also allows you to easily make Fitted mesh outfits, plus a bunch more. It's a sweet deal, if you ask me. Plus, if you are animating, it has an animation retarget tool to import bvh files and retarget them to the Avastar rig to work on. Any option I could name for Poser, would be a very long process, and in the end you might need Blender's help to do it.

    Can you export a shape or dae from poser that can be used in Blender?  You cannot export an xml nor accept them in poser.  I really like blender but would love to be able to use some of the shapes I created over the years in blender/avastar.  Then upload to SL as a mesh avatar  or mesh statue 

  6. 1 hour ago, Chic Aeon said:

    Nope, wrong group :D. You posted in the MACHINIMA forum which is for film makers and viewers.

    You want the MESH FORUM.

    Lots of folks there use AVASTAR, but not that many post often. There is also an Avastar inworld group which might be more helpful. 

     

    Mesh Forum?  where is that? cannot find it 

  7. 4 hours ago, Nalates Urriah said:

    IP rights are highly abused whether one is talking RL or SL. So, avoid surprise when you see someone ripping off a product.

    With copyright and trademark there is a lot of confusion. Enough similarity to a copyrighted item in an original work has been found to violate the the original item's copyright. So, it gets complex.

    Then there is the fuzzy line of Fair Use of copyrighted material. That confuses people. Then there are exceptions for educational use, which further confuses people.

    Licensing means someone is paying the rights holder. There is usually an up front cost. Those I know about are too high to warranted for using a product in SL. But, some companies prefer the advertising exposure and allow trademarks to be freely used as long as they bare the TM of (C) symbols, like Coka Cola logos in SL.

    My point being is you CANNOT reverse engineer the law from what people do. Once you know the basic law you know who is legit and who is ripping of who.

    Thank you 

  8. 1 hour ago, Drake1 Nightfire said:

    They are not officially licensed.. If you want to be an a$$ about it then by all means, spout off like you dont give a damn. That link does  not say anything about licensing. We told you the laws. If you choose to ignore them then that is on you. 

     

    You sound like an angsty teenager. Wal-mart is compliant will all copyright and trademark laws. They wont take the risk of selling illegal merchandise. LL doesn't sell on the MP, users do. But again, you seem to want to ignore any info that you dont like. 

    WOW SSSTTTTRRRREEETTTCCCHHHHHH 

  9. 6 minutes ago, WESTCAT said:

    But I guess it is obviously OK to buy Official Jerseys etc etc?  https://marketplace.secondlife.com/stores/62638    So I could buy a Baby Groot and put an NFL Sea Hawks Cap on his head? YES! Hug City here I come !!!   

    Wrong, those are not officially licensed jerseys. The NFL has not given anyone in SL a license to make anything. 

    SO They are then kinda maybe NOT telling the full story here? https://marketplace.secondlife.com/p/Seattle-Seahawks-Super-Bowl-XLVIII-Champions-Team-Wood-Sign/5738170

    There was one other store I ran into that said it had OFFICIAL NFL gear here ... AND THEN here's the WWE.  Ed McMahon  would have a kineptic fit and Body Slam SL but I guess they called Ed up and got permission?              https://marketplace.secondlife.com/stores/131862    Anyhow anything I use is messed and meshed out on my own and 100% original so if I ever do get some Statues I'll have to cook up my own Super Heroes I guess. Thanks 

    OH OH OH ... just thought of something.  Does not SL get a piece of the $L when-ever a sale is made???  Hmmmmmmmmmm then again how involved is Walmart with the details of any merchandise they sell and their liability, I guess?  

  10. 4 minutes ago, Drake1 Nightfire said:

    The bottom line is this, you "can" buy those item and run the risk of them being removed from your inventory without getting your money back when the license holder files a DMCA, or you can just go on with your SL and send letters to these companies to allow them in SL. 

    But I guess it is obviously OK to buy Official Jerseys etc etc?  https://marketplace.secondlife.com/stores/62638    So I could buy a Baby Groot and put an NFL Sea Hawks Cap on his head? YES! Hug City here I come !!!   

    Wrong, those are not officially licensed jerseys. The NFL has not given anyone in SL a license to make anything. 

    SO They are then kinda maybe NOT telling the full story here? https://marketplace.secondlife.com/p/Seattle-Seahawks-Super-Bowl-XLVIII-Champions-Team-Wood-Sign/5738170

    There was one other store I ran into that said it had OFFICIAL NFL gear here ... AND THEN here's the WWE.  Ed McMahon  would have a kineptic fit and Body Slam SL but I guess they called Ed up and got permission?              https://marketplace.secondlife.com/stores/131862    Anyhow anything I use is messed and meshed out on my own and 100% original so if I ever do get some Statues I'll have to cook up my own Super Heroes I guess. Thanks 

  11. 16 hours ago, Chic Aeon said:

    And reading the info again about what is LEGAL to upload might be good. Those "batman" figures and the like that you may have been buying are against the Terms Of Service :D.  

    IF you make a whole new avatar character on your OWN, then that of course is OK on all fronts. 

     

    What?!  So is this Illegal??? https://marketplace.secondlife.com/p/C-Batman/12827920   In addition if I went to this fellow after ani-mesh Statues eventually and possibly get all the bugs worked out, and asked him to make me a Batman Mesh Object Statue, ... he couldn't?  BUT the Avatar he and several others [spider-man, aqua man, even more of the girl superheroes] are making is legal to sell from Second Life. ... BUT doesn't SL Management have a review system for new products that get put out there? This is not the only store filled to the brim with Super Hero Avatars.  I mean who wouldn't want to be able to run around SL decked out as Baby Groot?  You must get hugged to death by aniBoobies. https://marketplace.secondlife.com/p/C-Baby-Groot/11776863  I am seriously thinking of buying this little fella for SURE!  In fact I just did  LOL 

    OR if what you are trying to say IS that I cannot just grab a 100% mesh AV and somehow break the lock code on it then back Engineer it and then make a Statue from it ... NO of course I could not do that and wouldn't, but could AV Artists currently do the transition to making their Mesh Bodies into Statues/Fixed-ani-Characters?  even a Batman or a Superman?  I know Sport Teams would have a fit if they ever came in here and saw an NFL QB Avatar. all decked out in an official like Jersey ?

    But I guess it is obviously OK to buy Official Jerseys etc etc?  https://marketplace.secondlife.com/stores/62638    So I could buy a Baby Groot and put an NFL Sea Hawks Cap on his head? YES! Hug City here I come !!!   

  12. 40 minutes ago, ChinRey said:

    Indeed. But if you have modelling experience from other environments and not Second Life, there are two special factors you need to be aware of.

    One is that SL scenes tend to be far more crowded with content than games scenes and such and people still want and tend to expect the same level of performance. That means that optimization is even more important here than anywhere else. Unfortunately, the skill level of SL content creators - even those who regard themselves as professionals and make a living here - tend to be quite low compared to what you generally find in the 3D industry so most of the content is very poorly optimized.

    The other factor is how SL handles level of details. Obviously, with a 15 years old game engine there's no Umbra and no tesselation or anything modern and fancy like that, it's all done with LoD models. But it's also a rather crude and primitive system of LoD models too. There are three of them and they are applied at view distances determined only by object class and bounding box size. There is no way to adjust the LoD switch points for individual items to what is actually suitable for that specific case. On top of that, the uploader includes a feature to generate those LoD models automatically and many use that because they don't know better or because they can't be bothered to make them properly. The uploader's generator is based on GLOD of all things - apparently it's even a rather sipmlistic and outdated application of GLOD. It goes without saying that not much good can ever come out of that.

    Good point do you know of any links video etc on how to optimize and what is/are the biggest way that developers mess up ?

  13. 1 minute ago, WESTCAT said:

    thank you 

     

    58 minutes ago, ChinRey said:

    Oh. Yet another tutorial how to upload laggy high poly meshes with laggy high pixel textures and bodged LoD models.

    I don't know AC3D but generally any 3D modelling application that can export dae files should work. If you want to upload mesh to Second Life, it doesn't really matter how you make it or where you find it. The trick is to make the mesh suitable for the special requirements of SL and there are three very basic laws for that:

    1. Keep the poly count down to a minimum
    2. Keep the number and resolution of the textures down to a minimum
    3. Do not rely on the bodged LoD and physics models the uploader generates, make them yourself. (And if you don't know how to make them: learn.)

    Easy as that.

    Yes that is the same with any program employing a render engine.  I assume 2ndlife empluys basically an online rendering system, similar to a lot of online games. If I make a poser figure too complicated, like a big battle cruser or furry clown, won't work crash ad burn  

     

  14. 56 minutes ago, ChinRey said:

    Oh. Yet another tutorial how to upload laggy high poly meshes with laggy high pixel textures and bodged LoD models.

    I don't know AC3D but generally any 3D modelling application that can export dae files should work. If you want to upload mesh to Second Life, it doesn't really matter how you make it or where you find it. The trick is to make the mesh suitable for the special requirements of SL and there are three very basic laws for that:

    1. Keep the poly count down to a minimum
    2. Keep the number and resolution of the textures down to a minimum
    3. Do not rely on the bodged LoD and physics models the uploader generates, make them yourself. (And if you don't know how to make them: learn.)

    Easy as that.

    thank you 

  15. 2 hours ago, Chic Aeon said:

    I wanted to add a correction. You CAN upload a 2048x 2048 texture. I just tested that to see if it was still true. It has been true since WAY BACK when Kirsten's viewer was popular as I remember hearing about it then --- so long ago.

    The texture BECOMES a 1024 x 1024 texture. 

    It should also be noted that it is WAY better to resize and sharpen your texture as a 1024 then letting the uploader do that for you :D.

     

    I also just uploaded a 1776 x 1776 texture with no issue. So not being a power of two wasn't the reason for the error message either. The 1776 texture was resized down to 1024 of course.

    This was using Firestorm. I haven't tested in the Linden viewer. 

     

    thanks again

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