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GManB

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About GManB

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  1. Yeah, I get it. I tend to cut up my models to make many UV shells, make them large, and use UDIMs to get higher resolution. Then spend a lot of time matching the UV shells to minimize the visibility of seams. I know the models load more slowly the first time but it's really not that noticeable. I like the look of high resolution, i.e., not fuzzy up close, textures on the objects I create. For example, on a teak bench swing I made I uses 22 base color textures and 22 normal maps. Yes, a lot of textures but the result, imho, is worth it. Luckily, the swing wasn't rigged so the textures came in w
  2. Bummer... Please, if someone knows a secret on how to make this work..... !!!!! G
  3. I use Maya and in all of the objects I have created and uploaded the textures come with the dae file. I do not have to import them separately and apply to the object. HOWEVER, if I rig a piece of clothing then the textures do not upload into SL. I know they are in the dae file because I can see them in the Mac Finder app just fine when I select the dae file. Is there something I am missing in the upload process? Thanks, G
  4. Hopefully this will be obvious and quick. I have an object which contains objects, script, and notecards. The contained objects have scripts as well. On of the contained objects is a HUD. When I gave my customer a drop of a beta version of the containing object he was not able to get the HUD to attach. The error message was, "No Permission to Transfer". I went through and added permissions to everything ending up with full permissions. Error persisted. We checked my version of the containing object and the permissions on each contained item. All full perms. But after giving him the containing
  5. GManB

    Floor Shadow

    Thanks npcee and OptimoMaximo! G
  6. GManB

    Floor Shadow

    npcee, Is the tool you show Blender? I use Maya. I would expect I could do the same there. I also know Substance Painter and Designer. SP to produce an AO map for the table and plane then through SD for more detail and finally Photoshop for a bit of final tweaking and transparency where it was needed. Cheers, G
  7. GManB

    Floor Shadow

    Chuckles... got it. Thanks, G
  8. GManB

    Floor Shadow

    Quick one. I'd like suggestions on how to create a (fake) shadow on the floor for a piece of furniture. I thought I'd make a thin, mostly transparent prim with a texture of dark areas similar in shape to the piece, link it into the furniture, and position on the floor. Any other ways ppl might do this? Creating the textures could be tedious if one had many pieces to do. Thanks! G
  9. I thought I'd close this off. I got Mayastar, Marvelous Designer, and the Slink dev kit (applied for Maitreya but haven't heard a peep out of them). Watched a few of Cathy Foil's video series on creating clothing with MD and rigging with Mayasstar. Created and rigged two dresses so far and they don't look too too poorly... Still lots to learn. The rigging process is certainly an interesting approximation to the physics of material colliding with a human body as it moves. Very fiddly. The Maya plugins Cathy suggest are super helpful. Not many female avatars wear Slink today so my potential
  10. The Feistel code works fine. Did not add much to memory. Can accommodate 1000 answers now w/o exceeding memory limit. It was easy to insert into the main script. I will have to do more extensive testing but the limited tests were perfect. THANKS!!!! G
  11. I like both, the Feistel network and a helper script. (Thanks @Mollymews @Profaitchikenz Haiku) I slightly prefer the Feistel solution. I checked memory as the first thing in default, state_entry, i.e., before I initial any data structures and I have about 13K free memory. I am going to test to see how much memory adding the additional code for two Feistel networks will be and if not too much probably go with that solution. Using a helper script would require some restructuring of the code. I access the list of indexes inline in four different places within, of course, the execution of co
  12. That's what I am doing. The list holds just the randomized indexes into a notecard with the answers. I don't see any way other than a list. One could randomly generate the indexes but to avoid dups you would have to keep a list of the used values. Not efficient in time. G
  13. A script I am writing is getting pretty large and am running up against the 64K memory limit (which I think is the maximum for a script). I have some general questions and then an ask about a specific chunk of code. Any general patterns to keep programs under the 64K limit? I assume I could break the program up into separate, communicating, programs. Any comments on general patterns for such a separation? Any general ideas for saving memory? Here is the code that's taking up the last bits of memory. If totalNumAnswers is over about 600 I get the stack heap col
  14. Thanks. I got the Slink dev kit, MayaStar ( I use Maya for creating mesh), and Marvelous Designer. Watched a bunch of videos andanaged to create a halter top dress, rig it, and import to sl. An avatar can wear it. Lots to learn about how get a good mesh and rigging but I understand the work flow now. Thanks, G
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