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  1. Okay i got it. I didnt know that the rigged forced the object to whatever bonenit’s rigged. Makes sense now. Thanks!
  2. This is true, the bag is highlighted blue, however i don’t see how it’s attached since it doesnt appear in the inventory of the unpacker. Maybe loaded in by some uuid idk been a while since i’ve been into scripting. Thanks for you comment
  3. How does one create one object/item that will both attach a fully working HUD but also a avatar attachment? (without asking permission e.d.) Example: I've tried "edit" to do some research but i can't seem to select the bag. Does anyone know more about this?

    Invisible Inside?

    Your mesh probably have one layer of polygons that have normals facing outwards, I don't know how to do it in Blender but in 3DS max i either use the "shell" modifier or copy the mesh and flip normals (so i have a copy of both inside & outside facing polygons) This is how most 3D related things work if i remember correctly it's called Backface culling
  5. Oh okay, thanks will look into that somehow ignoring the "record keyframe" and using the pose tools "Insert" works. Selecting bones you want to be included and then insert > rotation. Didn't know about the IK.
  6. i tried making a pose but seems like no matter what i do it has some strange behavoir. So i thought why not make it simpler and move only one bone. The bone i moved: When exporting this and uploading to SL it has some strange behavoir.. Even the legs seem to move though i've never touched them. Does anyone know what's going on?

    Handheld items

    Thank you both Looks like i have to do some research into bento animations

    Handheld items

    How would one attack this problem on handheld items? Making the hands "grab" something. Is this dont by partly-aniamtion where you only override the hand & finger bones? That's my first thought really. I've heard someone mention "Bento hands" would this be different or same technique?
  9. Exactly, the road is rougher than the water, therefore a softer reflection. After long time (and i really mean a long time) experimenting and tweaking to get things looking slightly better (currently using the default night) i managed to get this result: Wet settings: Glossiness: 255 Environment: 100 Dry Settings: Glossiness: 100 Environment: 100
  10. Welll okay let me explain. I used to have the puddles on a seperate layer but that didn't look as good as this one (example) The one i have now is using the road's normal &specular. The reason for the Specular alpha (enviromental) i that else, without lights there would be no water visable. i fixed it with setting enviironmental to 100. as for the glossiness, have the setting at max (255) however, colors in the normal map alpha are set to water (255) and road (100). The way the sky was reflecting on the water did it make look weird, using different sky presets fixed it somehow. However, 255 was too extreme so 100 looks more acceptable. Or even 50. I do, because the glossiness on the road would be softer than on the water, so the normal alpha is essential. Else everything would have the same glossiness, this would kill the feel of materials (IE: sand, metal, stone, wood, water etc) Nothing has the same glossiness/reflectivity etc. The puddles are static, i have however a Layer on top that has a ripple animation: I am familiar with PBR, The black diffuse is usually the case with a Metal/Roughness workflow. Why most cases like SL, Rust use rather Specular/Glossiness (Unless you have a good pbr engine, which SL really doesn't). Okay one more Question: Are normal maps broken? Below is a example of both a Y-Flipped Nromal and a regular one, however on the mesh they look the same. Does SL flip on it's own or? it has to be the inverted to show the correct normal. Not sure what's going on here.
  11. So the Specular diffuse doesn't affect the amount of reflection? Because theres a noticable difference between 100% white and 50% grey when it comes to the amount of specular (how opaque)
  12. Yes i've done the normal's alpha too (the water is 255 glossiness on there), the only proiblem i had was without environment on you wouldn't see a thing of the the water if there wre no lights so yeah. And i've tested it with multiple windlights and sky presets (the one on the right, the fully white meaning 255) and it makes sence, it's reflecting the sky and the default sky isn't that pretty so it look's akward since it only reflects the light and not for example the clouds etc. With darker skies (ie: the default midnight) they look rather dark/black. Thank you
  13. Im kind of confused after a long time of tweaking, not sure what to go with. Either one of them looks good in dayligth or midnight but not both. (the maps on the following image are the specular alpha). Glossiness: 255 Environment: 255 (using materials)
  14. Sorry i;'ve been away for long time. I think i should've exlained it simpeler. Im not codign the communication just yet. For example let's take the road decals, clckking of the first one willl output: "This Texture has been seleted: Decal 1" the second one will do the same but output 2. So far it doesnt have any faces to change the texture on. thats what the selector is for (which isnt coded yet). Selecting none will result in no changes, selectign one, multiple or all faces on the selector will make the hud change textures on the corresponding faces (as of right now just output text) for example: "Faces selected 3 & 5 - Texture selected 1" when having faces 3 and 5 selected and licking on texture 1 (image preview) This is what i need help with to make this work
  15. I need to add this feature, the rest is already working i just need this one feature to finish the script
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