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Tagar1k

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Posts posted by Tagar1k

  1. 8 minutes ago, Aquila Kytori said:

    From the screenshot of both objects in Blender it looks like the dome has the correct height but y (and x ?)  dimension(s) are too small. This shouldn't usually be a problem because the uploader will stretch the lower LoD models to fit the bounding box dimensions of the high LoD model except that in the preview window of the mesh uploader the Low LoD model looks rotated and squished ?

    In the SL mesh uploader Upload Options tab, with the scale at 1.00,  make a note of the x y z dimensions of your plant object then do an new upload but this time the Low LoD dome object as High LoD model and check to confirm that both the plant object and Low LoD objects dimensions and orientation are same.

    If the orientations are different in the preview window then check again in that the  Blender > Object mode > N (Property) panel > Transform > Rotation values x, y, and z are all set to 0° .

     

     

    So I rescaled the mesh as you've said to roughly match the size, but it still rotates 90 degrees in x or y axis for some reason. I also checked the rotation values and they're all set to 0

    image.thumb.png.642150b1e4b920420182f27b05ea16cb.png

  2. So I have finished a mesh some time ago and decided to make LODs for it. 
    Here's how it looks like:

    image.thumb.png.0ca5876c8cbf1c519d6a96313d89556a.png

     

    I have applied rotation and scale data AND exported with these settings:

    image.png.8de254b323a0efcad059628fe27ad4f6.png
     

    Unfortunately for a reason that I can't find out, I am getting this:

    image.thumb.png.4882f5bcef6492f56ca65cf724ac4ee5.png

    I have double checked everything:
    - No applied modifiers,
    - All transform data applied
    - Export settings are fine

    But nothing has helped me yet. Any solutions?

  3. 11 hours ago, Ada Radius said:

    Do you have more than 110 vertex groups? Even though there are 159 bones and volumes, the viewers will silently fail if you have more than 110. 

    Oh wow it works now! I've decreased the vertex groups to only nessasary ones and now I can include weights.

  4. 36 minutes ago, Quarrel Kukulcan said:

    There is probably something wrong with your armature.

    I just did some test imports. I was still able to check "Include skin weights" even if my mesh contained a vertex with more than 4 weights, a vertex with 0 weights, or a vertex weighted to a nonexistant bone (although obviously the object was malformed in SL). If I misspelled a bone name in the armature, though, I lost that checkbox.

    I will try to repeat whole rigging process and check the results. Gonna answer tomorrow. 

  5. 12 hours ago, Quarrel Kukulcan said:

    I just spent several minutes looking for something online that was brief, current, and not Avastar-related. And failed. Clearly I need to bookmark better.

    Generally speaking, you want to:

    1. select just the clothing
    2. go into File -> Export, choose Collada (.dae)
    3. choose the "SL + Open Sim (rigged)" settings preset (it's hidden under an options gear in the latest Blender) -- and double-check that "Selection Only" and "include Armatures" are on
    4. export

    The uploading half of it is covered pretty well at

    Oh, and you can't export clothes that work right with Fitted Mesh weighting unless you either use Avastar or you copy weights from a special base file (like the ones at http://wiki.secondlife.com/wiki/Mesh/Rigging_Fitted_Mesh) and click on the extra "Keep Bind Info" option during export.

    Thanks, I got closer to the final goal, but now, I cannot include weights for the mesh (see pic)
    unknown.png
    Even though It's all properly rigged, weightpainted and exported, SL still doesn't let me to import it as intended.

  6. So I've been working on this sweatshirt. It's pretty much done (rigging, weightpainting, textures, etc.)
    unknown.png?width=1223&height=677

    My question is, How can I export this cloth piece as .dae without the use of Avastar? I've been trying to export it with different methods (always as collada), but in the end I've been receiving an empty .dae file or, in SL, an error message "missing level of detail".

     

  7. So yesterday, I've been practicing all day on how the clothing works. I think I got it?
    unknown.png?width=665&height=677

    Nevermind, when importing this test piece of clothing into SL, it generates an error: 

    Missing level of detail


    At least I've learned how rigging and weightpainting works :)

  8. 40 minutes ago, Wulfie Reanimator said:

    I don't need anything, but I've sent you 1000 L$ for uploads or whatever you'll spend it on. Hopefully you'll post more of your work here.

    :o

    I'm speechless. Can't say anything else but big and heartwarming thank you for your generosity!

    36 minutes ago, Wulfie Reanimator said:

    You should be able to edit your posts here on the forum

    The thing is I am able to edit my posts, but the title can't be changed + is misleading (can't take more spots cuz of limited free time).

    38 minutes ago, Wulfie Reanimator said:

    @Aquila Kytorialready introduced me to it. I've applied to get access but haven't really touched this.

    Thanks for the tips 😁

  9. 18 hours ago, JAdmiral Maelstrom said:

    I need a crown.  Something unisex, and something that would look reflective of a 70s dance/disco vibe.  Maybe something not too ornate, but incorporates a mirror ball in the design?

    I'm sorry to announce that late, but I can't take any more request (at least for now). I wish I could update the title to be less confusing but it is what it is and it cannot be changed.

  10. On 9/12/2020 at 11:27 PM, Dayana Voxel said:

    Hi!

    Looking for a mesh artist to help bringing our vision to life, for a RP sim! A very desert alien world. I would ask to see some of your work and the prices, if possible! IM me on discord or SL! (Discord prefered, as I get the message faster!)

    Discord: 𝓙𝓮𝓿𝔂𝓴𝓪 𝓝𝓮𝓱𝓪 🦋#6177

    SL: Dayana Voxel

    Thank you! Looking forward to hearing from you :)

    I'm unable to add you via Discord. I'll just leave my tag: Tagarik#5107

  11. 1 minute ago, Ingeborg Fromund said:

    Is the tiara remake I requested still on the table?  Please let me know; judging by the pictures in this thread, your other work is awesome!

    Yes, it is, I've already started shaping it, and tomorrow I should be able to finish it. If you want to keep in touch, add me on Discord (Tagarik#5107) so we can avoid daily posting limit.

    • Thanks 1
  12. Here's a bracelet mesh made for @Sean Heavy. Featuring custom LODs with ready to bake UV map. 4072 verts, 7904 tris. Lowest LOD is just a square located at the "connector" thingy. Time: 50 mins. Unfortunately I was very busy this weekend studying. Although, next week will be a bit chill so I might have time to finish your requests.
    unknown.png

     

    • Like 3
  13. 1 hour ago, Aquila Kytori said:

    Hi @Tagar1k

    What I suggested earlier about adding a balancing triangle is OK in theory and works in practice  BUT ........ I did a test upload to check the LI of a "wind turbine" blade assembly, 3 x 29m long blades and a nose cone ( 883 triangles in total ) as a single object and the LI was ......... almost 20 at best !  So that is not the way to do it.

    Uploading a single blade as one object and the nose cone as a second object then duplicating the Blade and assembling (linking) inworld gives much more acceptable results of like 3 to 4 LI when linked. (The model used in all 3 lower LoD slots for the blade had 10 tris. )

     Just thought that I should let you know.    :)

    You can as well make the model less detailed as well, since it's a background object + blades will be very high up (unless the deformation would be noticeable) but thanks for advice anyway

  14. 2 hours ago, Ingeborg Fromund said:

    Hoping to hear from you again; even if I get turned down, I'd like to be kept up to date.

     

    I'll try to make all of the models before next monday

    • Like 1
  15. 3 hours ago, Kyrah Abattoir said:

    @Tagar1kYou might have want to mention "non commercial", otherwise, I'm not 100% sure you're not asking to be taken advantage of here.

    Unfortunately I don't have L$ to upload the models and set perms, but still, I'm doing that for practice purposes.

    Although donations would be deeply appreciated :P

  16. 42 minutes ago, Resi Pfeffer said:

    Hi Tagar,

    in my opinion SL doesnt have enough green energy. I roamed the whole marketplace for low prim, but kinda detailed wind turbines, and didnt find anything pleasing at all.
    I would like to set up a windpark with some of the modern turbines, preferable the ones with the water drop shaped engine house from Enercon. There are no interiours needed of course, but adding some details like warning lights, a door at the bottom and at the engine compartment, and wind gauges would be lovely.
    wind2.thumb.png.10277e23c15724f699709745a9237de0.png

    If thats still too simple for you, you could build an offshore version too, with a different foundation at the bottom. :)wind1.thumb.jpg.8a906e5f462960ccfb69d8d730d74e1c.jpg:)
     

    Ohh I really like that one! Will see what can I do here 😃

  17. 3 hours ago, Ingeborg Fromund said:

    Looking for a fullperm tiara similar to this one, but with more flexibility on coloring/texturing gems; I used "select face" correctly on the original, but still couldn't alter the faceted/mounted gems without applying the same change to the metal they're set in.  (An emerald and pearl tiara?  Classy.  A tiara with emeralds set in green metal that looks as if it came from a soda can?  Clownish.)  If you could mesh something with better-defined separations between faces than the other vendor sells, I'd be extremely grateful.

    So I'm guessing you want the gems to be as a separate object, or just make them bigger?

  18. 13 hours ago, Sean Heavy said:

    I would love to have a bracelet for RuthTooRC3 (non-rigged is fine). I'll give it away as a group gift.

    RuthTooRC3 MarketPlace

    Examples of Bracelets that would be great!

    ~Sean

    I will make it non rigged because I don't know yet how to rig an object to avatar (and also dunno how to import avatar to blender so I'd have a reference). I might also try to texture it with AO and image map but also, not sure of it yet.

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