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Sean Heavy

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About Sean Heavy

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  1. Does anyone know how the new BAKED_LEFTARM and BAKED_LEFTLEG are supposed to work? Is it really just another AUX with a dumb name? I modified my mesh body to have the left arm be a separate face, and the left leg to be a separate face. When I set my mesh body to have the left arm face as BAKED_LEFTARM and the left leg face and BAKED_LEFTLEG, all the other other skins, tattoos, and clothing that were on BAKED_UPPER and BAKED_LOWER disappear on the left side, and nothing but the specific left side universal tattoos are shown. I thought the point of the left bakes were to allow adding tattoos to the left side of the body. If the upper/lower skins and clothes disappear as soon as you change it to BAKED_LEFTXXX, then that isn't adding anything; it's replacing your BAKED_LOWERs and BAKED_UPPERs. This isn't too helpful unless all of your skins and clothes are also made as universals, which then also defeats the layering of skin->tattoo->underwear->inner clothes->outer clothes. It also prevents using any of the classic skins and clothing if you use the LEFTs. Ideally, I would want to wear a classic skin, a universal left arm tattoo, a classic short sleeve tshirt, which apply, in order, to: BAKED_UPPER(LOWER/HEAD), BAKED_LEFTARM, BAKED_UPPER, and have them display as you would expect. They don't. As far as I can see, there does not seem to be a way to set the left arm face or left leg face of my mesh body to have both BAKED_UPPER and BAKED_LEFTARM, or BAKED_LOWER and BAKED_LEFTLEG at the same time.
  2. You can download RuthTooRC3, which is an open source fully rigged mesh body. It is in Blender format, but you should be able to export it as an OBJ to import into 3ds max, or use one of the plugins available for that purpose. (I don't have 3ds max and don't know all the details, but a search resulted in several hits that looked like it is doable.) https://github.com/ocsean/RuthToo/blob/master/BlenderSource/RuthToo_RC3_DevKit.blend (Full RuthTooRC3 rigged mesh body DevKit.) There are other files associated with this available here: https://github.com/ocsean/RuthToo There is also a male version if needed here: https://github.com/ocsean/RothToo Whenever I try to create things, like hair or clothes, I usually start with one of these models. It usually works fairly well for generic hair, hats or jewelry, but clothes would be specific to RuthToo/RothToo. This is also the appropriate size for (more or less) normal human bodies in SL.
  3. Bakes on Mesh and alpha HUDs are perfectly compatible if the creator chooses to do so. In my testing of BoM on my RuthTooRC3 mesh body, I have modified my alpha cut mesh body for BoM; the alpha cut HUD/body and BoM both work fine at the same time.
  4. Vir, The HUD in question is not rigged, just normal mesh/prims with an assigned BoM texture, but still causes body parts to go alpha invisible. (Underline my addition.) If a there is a non-rigged HUD attached, it should not cause any classic body/clothing parts to go alpha invisible. I'm not sure what use-case there is for attaching rigged mesh to a HUD position.
  5. Ai, I get the same result. When wearing an all classic avatar *and* a HUD that has BoM textures; the same textures that are BoM'd in the HUD show as alpha'd out. For example, if my HUD has a head, lower, and upper BoM texture on it, the same items on my all classic avatar are alpha invisible in my view, but not alpha invisible in the other viewer logged in with an alt. I would guess it has to do with *you* seeing the HUD instead of the alpha'd body, but the other user *not* seeing the HUD so nothing gets alpha invisible. It appears that the alpha of the classic body only gets alpha invisible if there is a mesh to see instead. (It's not smart enough to know that your HUD isn't exactly a mesh body; it just knows it's mesh, or prim, and visible to you.)
  6. The older free Omega applier for BoM no longer works. There is a newer, updated Omega applier for BoM available on the MarketPlace that costs L$125 that should work. You can find it if you search for "Bake on Mesh skin applier (Omega)" in the marketplace.
  7. I have two viewers running, (Second Life Release (64bit) MacOS), with no issues. One has a HUD with BoM textures in lower left. (RuthTooRC3) Details: Second Life Release (64bit) Second Life Server CPU: Intel(R) Core(TM) i5-8500 CPU @ 3.00GHz (3000 MHz) Memory: 16384 MB OS Version: Mac OS X 10.14.6 Darwin 18.7.0 Darwin Kernel Version 18.7.0: Thu Jun 20 18:42:21 PDT 2019; root:xnu-4903.270.47~4/RELEASE_X86_64 x86_64 Graphics Card Vendor: ATI Technologies Inc. Graphics Card: AMD Radeon Pro 570X OpenGL Engine OpenGL Version: 2.1 ATI-2.11.20 Window size: 2580x2698 Font Size Adjustment: 96pt UI Scaling: 1 Draw distance: 128m Bandwidth: 10000kbit/s LOD factor: 1.125 Render quality: 3 Advanced Lighting Model: Enabled Texture memory: 512MB VFS (cache) creation time: August 30 2019 08:23:39 J2C Decoder Version: KDU v7.10.4 Audio Driver Version: FMOD Ex 4.44.64 Dullahan: 1.1.1320 / CEF: 3.3626.1895.g7001d56 / Chromium: 72.0.3626.121 LibVLC Version: 2.2.8 Voice Server Version: Not Connected Packets Lost: 14/104844 (0.0%) August 30 2019 09:06:17
  8. BoM-Compliant Mesh Bodies and Parts RuthTooRC3 - Full female body and parts are modifiable for BoM with SL UV maps. HUD also modifiable to add BoM UUIDs. Official BoM HUD out soon. RothTooRC1 - Full male body and parts are modifiable for BoM with SL UV maps. HUD also modifiable to add BoM UUIDs. Official BoM HUD out soon.
  9. According to this post: The UUIDs changed sometime right before April 2, 2019, which matches up with the Marketplace Omega mentioned above date of 3/29/2019. And the UUIDs mentioned by Vir Linden in that post are current; I compared them to my working HUD.
  10. If you search in the Marketplace for "Bake on Mesh skin applier (Omega)" with quotes, the first result is an Omega BoM applier that says it updated the UUIDs as of March 2019, but it's not free. It's L$125.
  11. If you have an Omega compatible mesh body, you can get an Omega applier to make it BoM; no need for modify permission. It appears to be available on the Marketplace.
  12. My suggestion would be to not check "Generate Normals" in the uploader, but it appears you are already not doing that.
  13. DevKits for RuthToo and RothToo, (Blender files), are also freely available on GitHub: https://github.com/ocsean/RuthToo/tree/master/BlenderSource https://github.com/ocsean/RothToo/tree/master/Mesh/Source ~Sean
  14. The bodies and heads you currently have will not be changed. They will continue to work the same way they do now, including appliers.
  15. @Kiowa Rain, This page on the wiki details the use of the SetTexture command in LSL, and has example code. http://wiki.secondlife.com/wiki/LlSetTexture ~Sean
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