Jump to content

Avou

Resident
  • Posts

    5
  • Joined

  • Last visited

Everything posted by Avou

  1. Thank you for your answer, that did the trick and reduced the value a lot!
  2. I've been looking into the streaming cost of attachments and I can't figure out why mine and a few other designers streaming cost are 100 times higher than others that has about the same number of triangles in their meshes. I was trying to find ways to reduce triangles and optimize my mesh when I discovered it. I'm checking the numbers with "Show render info" under Developer/Show info, and selecting the attachment. Really I am clueless, for example a hair I made with 50.000 Ktris has 110 in streaming cost, while a normal number for any other hair within 50.000 - 150.000 Ktris can stay around 2-5 for streaming cost. And, yes I already know that hair in general has a crazy high number of vertices in SL, but lets not focus on that right now please. I am attaching the mesh to a prim as root prim, having the mesh physic chape type as convex hull and the rootprims physic shape type as prim. Why is my streaming cost higher than others? Has it to do with how the mesh is made, or when uploading? And also does it affect the lag in any way? Ty for any help :)
  3. Thank you for your super quick answer! Okay, I will always keep subdivition modifyer at bottom. I guess it is a weight issue after all. I've read and watched just about everything I could get my hands on regarding weight painting... but I still feel I'm missing some vital information. The hair tip is 8 vertices scaled down to zero to form the tip, all those vertices has the weight of mChest = 1 The vertice ring above the tip (where the ugly bend is) has the weight of mChest = 0.9 and mHead = 0.1
  4. I have a problem with smoothness when making rigged hair. When I export a rigged hair from Blender, using Avastar to rig, I loose the smooth curves of the hair and instead get ugly sharp edges when my avatar is moving. I have a nice soft blend of weights from red to blue on each hair piece, plus it bends really nicely inside Blender, so I don´t think that is the issue. I noticed that if I move the Subsurf modifier above the Armature in the Modify stack, I get the same result inside Blender as when I import it into SL (see pic 1). My theory is that the subsurf modifier gets applied before the armature no matter what order I have it inside Blender, and therefore gives the ugly bends. Am I doing something wrong when exporting? Can it be worked around and get the nice smooth look as in the second picture in SL? Any ideas about how to fix this are greatly appreciated! I spent lots of time trying to figure out what I´m doing wrong... and still not getting it. Thanks in advance :)
×
×
  • Create New...