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Ivanova Shostakovich

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Everything posted by Ivanova Shostakovich

  1. Even if it is boxed, some creators script their boxes to give you the contents when you click them. Try wearing the box (it will probably attach to your right hand) and then click it.
  2. I honestly see the least bounce effect when walking regardless of the magnitude settings. With the settings you describe, you're likely to see little bounce effect while walking because most walking animations don't provide a lot of Z axis movement, but an exaggerated effect, perhaps excessively so, when, for example, ascending or descending stairs, or other, more athletic activities that do produce significant Z axis movement, or when your avatar is animated in various ways while prone, or in other non-Z axis orientations. Try some vigorous dances with the settings you have and see what results you get. Maybe it's just me and my experiences, but walking doesn't really seem demonstrative of the avatar physics bounce effects.
  3. Check your existing settings with many different walk animations. It's possible the one(s) you are using don't have sufficient up and down avatar movement to produce noticeable bounce.
  4. Update: After the last edit of my model, I have an export that uploads consistently. I did ten test uploads on ADITI. On every upload, the same mesh in the linkset is made the root, with the physics shape associated with (scaled to) the correct link each time. Additionally, I was able to set that root to physics type prim. That root link has, alphabetically, the first name in the list of meshes in the object, and it is the largest x,y,z mesh in the set. This is still speculation, but when we see different objects in a link-set being chosen as the root, perhaps the uploader simply doesn't have sufficient information to make the proper choice, or rather, the choice we want it to make. I suggest that a useful feature would be if we could make further name-specific distinctions in our objects. For instance, I could name one of the meshes in the dae House_Part_ROOT, ensuring that that part would be made the root of the linked object.
  5. I'm just glad you didn't have void moths eating the fabric. Those things are hard to get rid of.
  6. Something got borked. I don't know what happened. I deleted the handrail objects and reimported their dae file. All is well. I simply forgot to turn it off and back on again, evidently.
  7. I am using Blender 2.73a. I am remodeling a house I have created. I'm experiencing a strange link or relationship issue between two objects, a window frame, and an interior handrail. I have separate, different textures for each. And each has its own material. When I add the texture for one in the UV editor, that texture is applied also to the other. I can't figure this out. I have searched through the material properties for each, and through the outliner for a clue as to why this is happening. Has anyone else had a similar problem?
  8. Indeed Drongle, my experience also was that a random part was chosen by the uploader as the root (in this case, all the window frames... like, yah, whatever). The physics shape size conformed to the bounding box of the entire object, or its largest xyz part, or string theory. There's no way for me to know which. My physics scheme for the house has the complete physics shape for everything, and includes six simple triangles respresenting the Xx, Yy, ,Zz box of the whole house, uploaded with the foundation part of the house (floors, beams, and one small interior wall). It gets set to physics type PRIM, and I get floors I can walk on, and doorways and windows I can pass through. The other three parts provide the rest of the house mesh but didn't need further physics representation. I set them all to NONE after linking. Maybe it's possible that creating good physics shapes for them as well would reduce my upload costs, but my experience is that download weight is my largest LI factor. While it would be nice if we could do all the work needed and have some unified method to bring our creations in-world without a post-process requirement, I think Chic is right. I had found it tedious to upload separate parts, assembling them in-world afterward. However, uploading as a whole on ADITI does provide me with all the POS information I need to make it easier. Arton, for this project, I didn't create any LOD level meshes. I find it difficult to further simplify a large collection of right angles that use multiple materials, but there is probably some kind of finesse that escapes me. In the uploader I specified that MED use the HIGH LOD. After all my construction dust had settled I got an LI of 38 for the whole schmeal. So, I think that's settled. Everything is random. Thank you for your help. Good luck with the move Drongle.
  9. I am remodeling my house. It consists of four meshes each having eight or less materials. I exported it as a group so when uploaded, it will be an object compsed of four linked meshes. When I upload it I will be providing a PHYS mesh. How do I dictate which will be the root prim, and ensure that the PHYS mesh is associated with that root?
  10. Fortunately, when I and my cohorts discuss our plans for taking over the world, we don't use the SL messaging system.
  11. A few weeks ago I was checking for the effects of image upload compression. I noticed, using the default viewer, that the check box to enable lossless compression was greyed out and not an option. Trying the same thing using Firestorm, I was able to check the box. When using materials, normal map compression noise can affect the use of specular highlights.
  12. I experiment and fail and succeed. I succeed and fail and get confused and pull my hair out. It doesn't make me a lot of money. But it's still a lot of fun.
  13. I doubt you're missing anything. This thing you see people talking about, making claims about in their profiles about "saving all chats and IMs for my own purposes", I think it's just another wildfire trend that means ultimately nothing. I save all chats. I rarely do anything with them. The main reason I do it is in case I forget something important. And I occasionally go back and re-read some particularly choice moments for the simple pleasure of it. I also feel free to avoid anyone who comes across a 'dickish'. As an introvert, I am really good at choosing where I want to spend my energy. If something seems relevant to you, to who you are, include it in your life. If it doesn't, leave it behind. Objects will get smaller in your rear view mirror.
  14. I have multiple alts. Effectively, My main account is the only one with which I have indulged in any significant interpersonal interaction. The alts are all for business, accounting, or testing. I used one of them for some planned, experimental role play once with someone who was aware of it. The ownership of multiple accounts and the creation of drama are not necessarily always concommitant. It happens everywhere for myriad reasons, one being insecurity.
  15. You provide very little information about what it is you are creating. People here will be able to help you more quickly and more completely if you include a lot of detail about your process. Now that I think about it, if the mesh upload error reporter could also do this. That would be good.
  16. I own a few parcels in Zindra. That's mainland but I'm not sure if you'd call it mainstream. I moved from one Zindra sim to another a few months ago, more for reasons of getting more and closer together parcels. My experience has been exceptional. Never any real problems with other residents. No lag to speak of. It's really been pretty quiet.
  17. I don't know what software you are using. This will be a wild guess. Did you apply the translations before you exported for SL?
  18. Historically, LL has always shied from providing "Library" content that had any of the finer details of sexualization. Who remembers their very first Ruth? Who remembers the bra and panties that remained after removing all clothing? The provision of such details has always been left in the purview of us, the residents. Even today, the new default library mesh avatars employ relatively tame birthday suits. Is there any reason to believe LL will now adopt, as default content, a virtually anatomically correct avatar that any user can have right off the bat? Is there a feeling that they are more willing now, remembering the reputation SL obtained as a den of iniquity, to include such details openly, to provide default avatars with pokey bits and mimsies?
  19. It certainly would be a challenge for me... to walk to my destination without getting distracted by the 42,000,000 things I saw on my way. I wouldn't drive. I never developed a fondness for driving cars on the LRS. It was always a bit too glitchy and difficult to control. I find real driving fun. SL driving, not so much. I tried flying. It didn't really take either. Sailing however, I absolutely love. But it can only get you so far throughout the mainland. Oh, and there would be a public outcry because whinery.
  20. Melissa, did you take your hiatus before the advent of display names? Not everyone likes them, and a lot of people were upset when the option of choosing a last name for new accounts was removed. With a display name set up you can actually show people what you want to be called.
  21. I've noticed this effect as well. I think it's just due to the renderer interpreting any space, no matter how small a gap it may be, to be a place where light could get through. I have handled such cases by abandoning realism and just making overlaps in the mesh. In your case I would simply have the walls protrude slightly into the floor.
  22. I have uploaded many a mesh logged into ADITI. Today, I can't. I get a client message "Error while requesting mesh upload permissions." [Edited after testing] I notice now that there are separate IP tutorials for AGNI and ADITI. I really don't remember having to do this twice, but meh. When attempting to do the tutorial now for ADITI, the webpage: https://secondlife.aditi.lindenlab.com/my/account/ip/tutorial.php, fails to display properly. I managed to get it to show a couple of times but clicking the "Let's get started." link, takes me to the questions page, which failed utterly to display anything in both Firefox and Chrome. Something's broken. If only we had a "local meshes" option when in AGNI.
  23. While your viewer might slow a little with that 1600 poly object, I think it's 1LI can be explained by its aggressively efficient LOD settings which prevent potential nearby viewers from rendering it. When uploading a mesh, a very well optimized object, with aggressive LODs and a simple physics shape, can easily have an LI of less than one. Two different meshes, when uploading, can each have LIs of less than one. For instance, one could be 0.75 and the other could be 0.23. They would both end up being 1LI objects rezzed in-world (depending on size) because 1LI is the lowest it can be for a single object. The LI of any object reflects the rendering cost of not just your viewer, but of any other potential viewers which could also need to download and render that object. I know there are other factors, but I don't have the technical acumen to give you 42 on this topic.
  24. If the avatar is mod, the best way to edit the textures is probably to rez it, unworn, on the ground and select the faces to which you want to add color.
  25. Check out Volstead and see if they have anything you like.
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