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Phaytel

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Everything posted by Phaytel

  1. Oh that sort of makes sense, I missed must've on the documentation if it was there. Thanks for the quick reply!
  2. I tried searching the wiki and the forums but didn't come up with what I wanted. Is it possible to run code before when an item is detech from an avi? There are like "attach" and "on_rez" events, but I don't see any "detach" or "on_derez" events. Any help is appreciated. Thanks!
  3. If there's no rotation on the object and all the pieces are part of a single mesh, the dimensions are basically the same as the bounding box of the mesh.
  4. I'll have to look into a bounding box feature in the viewport, I didn't know that existed. The cheap way of doing it is to select all your mesh pieces and Ctrl-J to join into a single mesh and then look at the dimension window, then undo. https://i.imgur.com/XqWIB4g.png This is what I got from your physics mesh.
  5. I'm a pretty novice modeler and I've experience the same issue. Looking at the model, it looks like your bounding boxes are the same, but I can't really tell from the changing angles. The way I've gotten around it (and I have no idea if this is a good idea or not) is to create a plane at the bottom of the mesh that basically would determine exact X, Y bounding box. Then in the physics model, use the same plane to set the physics model. That way, there's no guessing work if SL changes the bounding box of either mesh or physics model. The Z dimension you should be able to just match on your original and physics mesh easily. This of course only works if having a flat plane on the ground wont' mess up your physics. One thing you could possibly check too is if it's all a single mesh, check on blending to see what the bounding boxes are and see if the dimension values match up on your mesh and physics models.
  6. I had the same issue with another large file. If you're importing from blender, trying unchecking triangulate. That might be causing excessive number of verts to be created.
  7. Wow, that's quite a bit to digest but I do appreciate all the detail it goes into. I've seen a few posts of people being able to make meshes without the help of Avastar but I assume those have to be rather basic and don't work very well with sliders. At least from the take away, Avastar does a lot more under the hood in adding more data to the exported DAE file I assume. Thanks for taking the time to really explain things in detail, it really helps!
  8. Not sure if terminology is shared among everyone but just to be clearer in my post: mBone: Bones that control deform I think (i.e. mChest, mElbowRight, etc) cBone: Bones used for collisions (i.e. I was hoping someone familiar with fitted mesh might be able to answer my question. I'm currently learning about rigging in Blender and SL without the use of Avastar currently just for learning purposes. I was doing a test with sliders by creating two spheres as markers on the LEFT_PEC and RIGHT_PEC bones to see effects. When I weighted each sphere to 1 on their respective PEC bones and nothing else, then imported into SL. The mesh were like tiny specs as if they had been scaled down 1000 times. From the reading I've done though, certain mBones and cBones work together. So my assumption is that the breast size slider is a combination of mChest, LEFT_PEC, and RIGHT_PEC. So I tried various techniques with the following result: 1.0 Weight to Chest | 0.0 Weight to PEC: The mesh is scaled correctly but the sliders don't effect the size/position of the spheres. 0.0 Weight to Chest | 1.0 Weight to PEC: The mesh is super tiny, near invisible, but the sliders seem to translate position 1:1. 0.5 Weight to Chest | 0.5 Weight to PEC: The mesh are probably about half the size, and only move half as much with the slider. So I don't get really how I"m suppose to make a accurate sized mesh and have it move 1:1 with the appearance sliders when the appearance sliders seem to compromise of both a mBone and cBone. I feel like I could be missing something. Like I can weight my mesh 1.0 to the PEC bones so it slides, but then I'd have to scale up my mesh tremendously to make it even visible. Would anyone be able to give any insight on this?
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