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elainewatson

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Everything posted by elainewatson

  1. ***EDIT*** Okay it seems that, whilst it's not a bad idea to use the below option, it's best to open your mesh THEN add the physics THEN the LOD... Okay I've worked out what the problem is. Here's a screenshot of a simple cube and the naming system that I used: Naming system. The problem lies in this part of the exporter: Export Option. It turns out that you have to disable "Sort Object Name" in the exporter - under 'EXTRA.' Otherwise it messes things up, including the use of a naming system. It just causes confusion in the .DAE file. Works great now!
  2. I've already made custom LOD and physics models as I do that for all of my work - I rather enjoy it as it's my way of trying to beat/outdo the initial Li estimate. The problem is that I don't think the LODs know what to do with the linked objects as, more often than not, it'll just use the parent where-as the model itself can differentiate between the two. I've even tried it with a simple cube. I made one cube and made it the child to another. Then I made the LOD for that cube. The problem is that the LOD, in the SL engine, only recognises the parent and ignores the child. It seems incapable of accepting that there are supposed to be two objects. I think it's because you're unable to actually change the way the LOD looks in the engine itself so it HAS to upload a singular model. The problem there is that the main model needs to be a parent and child - a link-set but LODs don't seem to work that way. As I said I work in a modular way for the things that I create so I suppose I'll just have to manually position things without the pinpoint accuracy... I like to work with precision when making things like this. Don't even get me started on how this would work for animated parts. It works if I use the "generate" method but I don't like to use that. When I use my custom LOD it just chooses the parent by default. I've done research on it and tried different things but nothing works. Naming things _LOD2, _LOD1, _LOD0, etc. Nothing seems to work because then, all of a sudden, the LOD system gets confused between the second object and the actual LOD itself. I guess I'll just have to do it the old fashioned way.
  3. I've been using 3DS Max for about 19 years now. If you press the number 7 in any viewport - it'll show you the number of triangles of the selected model.
  4. I'm in the same boat lol. I've been creating 3D models, textures and animations for various games engines for close to 20 years now.
  5. Firstly I'd like to state that I've been uploading mesh for years and have many years experience with making mesh and custom LODs. My problem is this.. I recently switched from 3DS Max to Blender and the method that worked in 3DS Max doesn't work in Blender. Say I have an arch and, in the middle of that arch on the ground, I have a cube for my anchor point (I work a lot with modular building.) When I import that arch and cube into the upload system it's fine.. But then when I try to add my custom LOD it says "Material of model is not a subset of reference material." I've triple checked to make sure that the LOD and the model are both using the same materials and same number of materials. When I upload them WITHOUT the linked parts - it works just fine. It's only when I introduce linked parts to the LOD that it refuses to work. Now one would assume that LODs don't need, or can't even USE linked parts but when I try to upload it without a linked part it either tells me that the LOD is the same number of triangles as the main mesh or it just says "N/A." I know all about the naming systems and such and I've tried everything to work it out but it just doesn't want to know. So, in summary: What is the process to upload mesh that has linked parts, with custom LODs, from Blender to Second Life? Should the LODs have no linked parts to them? Upon reflection that would make sense but then I have the issue where it seems to get confused by the different number of mesh models. The main model having two yet the LOD having only the one. As I said - in 3DS Max this wasn't an issue as I've made a lot of modular things that implemented this technique but there must be something I'm missing in Blender. Thanks!
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