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Mimaaah

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Posts posted by Mimaaah

  1. Hi,

    As the title said, having trouble with snap to base function or store join edits with avastar.

    I'm currently working on the Kemono bento base file and I've made wings that use the bento fingers but when ever I've made the edits and select the bones to press "snap to base", it either reverts the fingers back to default or pushes the skeleton back and keeps doing so.

    Was wondering if there was a reason for this.

     

    Thanks,

    Mimaah

  2. Using Avastar and in the settings, you have to have Experimental userface enabled and then with the selected bones you can store join edits and then snap base to rig. I'm not sure if snap base to rig is needed as I haven't uploaded or been working on this in a while but the store join edits works.

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  3. Hey,

    I'm making some parrot feet that are rigged to the kemono but the problem I'm facing is that with the rigging, it's not matching up with the legs completely. They match up within blender and the weights are the same from the kemono to the new feet but the kemono mesh seems to be different in world. 

    59b361a2b5cce_ss(2017-09-08at11_21.22).jpg.346a2c5cc36f571c76336a9e82a39782.jpg

    59b361ae82bca_ss(2017-09-08at11_21.34).jpg.b55b816347dbdc22123cc97e45777ea6.jpg59b36241d6768_ss(2017-09-09at11_38.26).png.556673e5d8961f5aa92906ceb584faa6.png

    Any idea how to fix this?

    Thanks

     

  4. I'm not sure what I was doing wrong (though I was resizing the bones in edit mode, I am unable to resize in pose mode) but those instructions helped! It might have been step 2e that I was missing though I was unable to complete 2d because that option does not appear for me? I was only able to store join edits which might have been what I was missing.

    Either way, this worked and it follows the bones when I pose the tail. Thank you!

  5. 5 hours ago, Pirschjaeger Fassbinder said:

    Are you using Avastar or the Avatar Workbench? I would probably resize the tail mesh separately and then lengthen the tail bones by moving the bone heads and tails in Edit Mode to fit the resized tail mesh. If it's in Avastar, I would need to know what version to give more specifics. 

    I'm using Blender 2.78c and Avastar version 2RC4 though I may update to the latest, 2RC7.

    I have resized the tail and then the bones by moving the bone heads but once I parent it, it deforms badly like in the pictures above.

  6. Hi,

    To simply sum it up, I'm trying to make my first Bento tail. I want it to be longer and larger than the default bone set up for the tail and from what people have told me, modifying the bones is possible because when uploading, I can include joint positions. My issue is is that when I modify the bones, it deforms my mesh badly and the tail does not move exactly with the bones, even when I manually paint the weights for them.

    Without modifying the Tail bones and using automatic weights, it works fine.

    d0e498c425.jpg

    But then if I try to resize the tail, it does not bend correctly.

    d4bb9b63df.jpg

    d9f8f07837.jpg

    Manually fixing the weights after I have resized the skeleton doesn't work either.

    I want to know if there is a correct way to resize the tail bones without this happening and if not, how to make the tail larger and longer.

    Thanks.

  7. Hello, so I've been having bad SL network issues for the past year now and originally it was the ping sim but now it seems to be that and the packet loss. I've done almost everything I can to try and fix the issue but I still don't know what it is.

    Firstly I opened all required SL router ports https://community.secondlife.com/t5/Technical/SL-router-ports/qaq-p/930063

    And then I tried WinMTR along with my friend. Both of us get extreme packet loss in the last two hosts but he is still able to connect to SL fine.

    

    I've put my computer in the DMZ, reduced router firewall aggressiveness to medium, I've tried everything and I still get rising packet loss.

    KZK (Ixen) is the only sim I seem to be stable on but sometimes I log on with 1000ms ping sim and rising packet loss. My packet loss is always above 3% when I'm stable. I'm not sure how to fix this or what is currently causing it. 

    I'm wiredly directly into my Bob2 modem, not sure what the model number is, could be BoB2 (GLD411-A). 

    Please help

    Thanks,
    Mimaah

  8. Hi,

    I'm starting to wonder if it's something else and not me then. It's my friend's Sim that causes me to stay at 1000ms but when I teleport to the KZK sandbox, my ping becomes reasonable (between 240 and 300).

    I also put on a simhopper and most of the places I'm going to are also staying at a reasonable ping (with some only been a little over 300-400 but that is because the sim has too much to load and makes things slow). I think some sims I can handle while others don't.

    It just doesn't make sense because the sim I stay on that gives me 1000ms ping doesn't affect my friend who is over in Brisbane so I'm unsure if that's me or the server.

    Thanks for the suggestions though!

  9. A few months back, I stopped going on SL because I got bad lag. Now, I'm trying to get back on and I have terrible lag and it wasn't until the other day I realized that it was my ping causing my severe movement lag. I'm getting around 1000ms ping sim and sometimes it fluxes depending on the the log in (E.g. I log in and I am at 240ms which is normal, then I relog and I go back to 1000ms).

    I've tried looking up different solutions and most of them say to do a tracert and through the command, this is the traceroute:

    

    I live in Perth, Western Australia and I'm currently with iinet.com. Do you know a way I can fix this?

    Edit: This is the ping

    

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