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Krystle Poikolainen

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  1. My animated texture (32 frames, 8x4) works perfectly on the face of a prim cube, but when applied to a triangular mesh surface insists on 'tiling' itself into many small squares each static and displaying the moving animation at a different stage. I can change the angle of the texture, but not the scale at which it displays. Any ideas, please ?
  2. Thanks, both of you for your comments. My mistake, of course I meant 90 degrees (or maybe 270) between the two visible mesh faces. But the problem still exists. I'm still mystified by the procedure for identifying the various mesh faces in the BWind script if my sail object has, say, 8 faces to allow for showing both sides in various conditions of curvature. If I may, Innula, I'll transfer a test boat to you in world so that you can see my problem. Thanks for your interest and assistance.
  3. Sorry not to have corrected my earlier comment sooner, but I subsequently discovered that some of my Rhino generated meshes contained a few quadrangles. By applying the TriangulateMesh command to the object, all was safely corrected, and no more problems when uploading to SL.
  4. Thank you so much Innula. I have followed all your instructions about uploading a sail and checking the pivot point etc, and all seems to be in good order. In fact, I design the sails myself and make provision for the pivot axis, so all is well in that department. The difficulty arises when I add a second mesh surface to represent the reverse-face of the sail material. When I incorporate this two-face mesh sail into a BWind boat everything behaves very strangely when sailing. The sail pivots about the mast as required, but swings only to one side of the boat, and the mesh of the reverse-face appears at 180 degrees to the main face (showing a sort of 'X' formation when viewed from directly above). I haven't tried adding more mesh faces to the mainsail because, without some reference to them in the scripting, I suspect the situation can only become worse. Does anything obvious spring to mind ?
  5. Thank you so much Innula for taking the time to reply to my problem. I feel really guilty about showing my ignorance in the presence of someone as experienced as you in matters of scripting. I have a long-time knowledge of Basic programming, and understand most of the concepts, but am having real difficulty in transferring these skills to LSL. Perhaps put that down to brain deterioration with age! Despite studying the BWind MAINSAIL script (copy attached) until I can almost recite it by heart, I cannot fathom-out how to introduce statements to control the individual faces of a mesh sail. I appreciate that there can be up to 8 faces and I will need to utilize all of these if I am going to have a double-sided sail with 'billowing' in two directions, and also a sort of 'flapping' phase as it moves from one side of the boat to the other. I am quite good at working things out if I can see an example of something similar that has already been done, and wonder if you could perhaps point me in the direction of an existing script that shows how this might be achieved. Your help will be really gratefully appreciated.
  6. Rhino is really nice to use - not too complicated like Maya and 3ds Max - and not as depressing to look at as Blender
  7. In 2010 the scripting genius Becca Moulliez generously released her BWind Sailing Engine, a set of interactive scripts to fully animate a sailing boat. Even after much Googling I have been unable to find out how to modify these scripts to work in conjunction with the current practice of creating the components of a boat in mesh, especially the sails and boom. Perhaps there is someone who has succeeded in bringing these scripts up to date, and in Becca's spirit would be prepared to share the knowledge. The SL sailing community would be extremely grateful
  8. Thanks Chic and Coffee. I hear what you're both saying, but I really want to crack this Rhino thing. The current release (version 6) has all the tools for adding materials and mapping, and I'm just hoping that someone may have figured out the settings that will allow an exported dae file to upload into SL, and maintain the multi-material information. I've tried going via 3ds Max and applying the multi/sub-object treatment, but after using the FBX file converter the resulting dae file will not upload to SL. I live in hopes of a solution.
  9. Such a deafening silence on this topic. I love Rhino, and I've been trying, and trying, to find a way of uploading a mesh where it is possible to assign different colours and textures to different faces of an object. Has anyone discovered how to do it ?
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