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Cathy Foil

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  1. Bakes On Mesh finally released!!! Hopefully it won't take long for the 3rd Party viewers to incorporate it. Here is the announcement:
  2. You are right I should have said from what people have told me mesh body designers seem to use UVs that more closely match the UV layout and positions of the LL Default avatar UVs than many custom mesh heads. This is why mesh bodies seem to have less distortion of skins made for the LL Default Avatar. Your first sentence however is wrong. "Just because they all use the same UV does not mean that they all line up exactly the same on that UV." Two different meshes using the same UVs as in their UVs match up perfectly the textures will line up exactly the same. What I think you probably m
  3. Just wanted to clear up the mesh head issues. The problems you are seeing are the result of the mesh head designer deciding to use UVs that are different than the LL Default avatar head UVs. If you wear a skin that was designed to use the LL Default avatar head UVs on a custom mesh head that is using different UV layout the skin will not look right. It is not being caused by Bakes On Mesh. The reason Bakes On Mesh works better with all custom mesh bodies is because the custom mesh body designers all use the LL Default avatar UVs. A number of mesh head designers are using their own mod
  4. Vir said LL will be updating the Wiki page that has the UUID information on it soon. It will be a super easy fix of just replacing the UUID numbers in their scripts once they get them. Any creator who releases stuff during beta testing should already know that doing so their stuff might get broken and they will need to fix it. Vir always discourages people from selling items for any new features while they are still in beta testing. The only product I know that is available right now is the BoM Omega test appliers and that is free I believe but I am sure it will be updates ASAP. Do you
  5. Vir Linden announced earlier today at the Content Creators meeting that Bakes On Mesh in now in RC (Release Candidate)!!! This is the last step before it is officially released as a new feature in SL. The Bakes On Mesh viewer has a new update. One major change is the UUIDs for the head, upper body, lower body, skirt, hair and eyes ended up changing to fix a bug. So any current script that uses the old UUIDs will no longer work. The Bakes On Mesh Omega test appliers will have to be updated to the new UUIDs. This is wonderful news and if all goes smoothly we might see Bakes On Mes
  6. You can't redistribute your baked UUID to your alts or anyone else. All avatars use the same UUIDs for the head, upper body , lower body , eyes, hair and skirt. If you were to give someone your UUID it wouldn't work because they are already using the same UUID for their LL default avatar. Think of it this way everyone has the same UUIDs for the different parts of their default LL avatar. So say for the head textures the UUID was 1234. You bake your textures for your avatar by wearing a skin and a tattoo. The skin and tattoo are baked to one texture UUID 1234. Then UUID 1234 is applied t
  7. Bakes On Mesh has sort of been on the back burner for months and months as Lindens get pulled into other projects. Finally those projects are coming near to completion and work on Bakes On Mesh will hopefully resume full speed. There has already been some progress made in the past few weeks. We had an update to the Bakes On Mesh test viewer a week or so ago. I am not sure when it happened but we did get two new bake channels. A "BAKE - LEFTARM" and "BAKE - LEFTLEG". They appear to work just like the Baked Aux channels. I assume this is to make it easier for people to use for things lik
  8. Sounds like a business opportunity to me. If a custom mesh body designer doesn't want to go through the effort of making their updated BoM bodies compatible with existing clothes by releasing alphas of all the individual parts of their onion skinned bodies then I can see someone making a nice business of selling alpha fat packs for those bodies. It would probably take a day or two for a custom mesh body designer to create the alpha textures and upload them to SL if they don't already have them. Most likely they already have them in one form or another. If they already do have them
  9. Just been reading the post on this last page and wanted to clear up some things. 1. Bakes on mesh require no scripts to work. You only need the Omega Applier script if a custom mesh body wasn't setup to use Bakes On Mesh and is no mod. Almost all the current mesh bodies were sold with no mod permissions so the customer can not edit the settings to use Bakes On Mesh. Hence why they need the Omega applier. The Omega Bakes On Mesh applier is to get around the no mod problem. It is a bit limited and does not have the full functionality that a custom mesh ava
  10. I know this question has been brought up by others and answered but I thought I reply anyway to expand understanding. BoM can certainly work with partial mesh bodies. By using the Baked Aux channels you can replace any part of the body on the default avatar mesh but also on any part of custom mesh bodies that are using the BoM system. You just are not seeing the full potential of BoM. To replace the hands on either the default LL avatars or a custom mesh avatar like SLink bodies, assuming they are using Bom, the mesh hands you want to wear just need to use one of the Baked Aux cha
  11. If your texture is square like 256 by 256 try using a 64 by 1024. Stretch your image to fit 64 pixel high by 1024 pixels wide. This should help keep your image from getting bury at a distance. Hope that helps. Cathy
  12. Well said CoffeDujour! The whole reason I brought up the RLV viewer code was that it had a feature I thought would be very useful for Bakes On Mesh. I also knew that LL has limited resources for any project and so why reinvent the wheel if code already exists that can make HUDs to trigger an avatar to wear a system clothes UUID. I have never used RLV or RLVa myself so I am not aware of its limitations and problems. That is why I brought it up here so they can be discussed by everyone and potential problems be avoided or solved. I really appreciate your input and ideas. Ca
  13. You bring up some good points and concerns. I would probably limit the RLV code to just system clothing and not extend it to attachments. Hopefully this would make it different enough so less association with BDSM. As far as griefers using it perhaps the RLV code can check to see if you do indeed have the UUID in your inventory before proceeding. This would mean even if you unknowingly click on an object that contains griefer RLV code that tries to force you to wear a UUID the viewer would stop it since it is not in your inventory. Another way might to make it built in that only objects o
  14. Unfortunately we won't have another Content Creators meeting for two weeks but I plan at the next meeting to bring up LL incorporating some of the RLV viewer code that a lot of third party viewers have, like Firestorm, that allows scripts to make an avatar wear system clothes and system tattoos. Since this already exists I would think it wouldn't be that difficult or time consuming to bring it into the LL default main viewer. If this happens we get the best of both worlds. We can have huds that make it easy to pick out and wear system clothing and tattoos which are less lag producing th
  15. I understand why people want an API for Bakes On Mesh and why they want it in the initial release of Bakes On Mesh. An API would make backwards compatibility with content people have made for appliers much easier and give Bakes On Mesh more versatility. I also understand that the fear is if it isn't included in the initial release that no followup project to seriously look into adding API will ever happen. For me personally the addition of API for Bakes On Mesh isn't that important and I be happy with a firm commitment by LL to do Bakes On Mesh in two stages. One release Bakes On Mesh
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