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Tazmania Trefusis

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  1. Yea, I've had to settle for 0.49 even though the tapered prims overlap a tad causing a slight flicker but it's better than a gap! Thanks for the additional info Cerise
  2. Thanks for the suggestion Cerise. Tried that but still same issue. Each tapered prim is approx 10m x 3.5m so it's not a small build. Sometimes you just want/need those precision number settings and you just cant have them lol
  3. This is driving me potty lol. I have a series of 9 tapered prims, forming a 90 degree curve. The curve (or track if it makes it easier to imagine) is also banked at 5 degrees, so is slightly higher on the outside than the inside of the curve. I've changed the colour of every second prim so you can see the seperate tapered prims in the set. Initially, there were gaps forming towards the inner curve (between each tapered prim) which is solved by adjusting the x taper to 0.498 from 0.500 But, frustratingly, the value reverts back to 0.500, sometimes after a minute or so or after several minutes. I took the set to Builders Brewery sandbox and rezzed it, set the X taper to 0.498 and then left the sandbox. Where I'm building at ground level, the gaps still form after a few minutes. I took the prim set up to 4k platform, adjusted the taper to 0.498 and it appeared to stay so i though 'Ahhh..seems to be different results up here'. I then TP'd back to BB sandbox and the gaps were now visible :-( linked, unlinked makes no difference. As 2nd image shows (I hope), X Taper is reverted back to 0.500 which results in slight gaps between the tapered prims. The only thing I can now try is another viewer as I've already tried 2 sims. I'm on Firestorm 4.4.2 (34167) so will try the latest Second life viewer and see if the results are any different. It can't be a case of rounded off numbers, quite the opposite and prim drift happens over time does it not?very frustrating. * Update * Mm I had forgotten about the extra decimal point number on the FS viewer. Values on the SL viewer are only 2 numbers after the decimal point so I cannot have 0.498, just 0.49 which is a little too much but at least fills the gap, if not overlapping slightly and causing a small amount of flicker.
  4. So if anyone can point me in the right direction for these scripts. Dont mind purchasing them if they do what I want (see above post) then that would be appreciated. Theres hardly no choice whatesoever on Marketplace for car scripts that will actually spin/turn the front wheel prims.
  5. I've been looking for a car script or vehicle script that will actually 'spin' the front wheels as well as steer them too. Every script I've tried so far, Inc the DT car script (2.1 I think) just simulates the wheels spinning by just rotating the texture on the wheels. Im looking for a car script that will actually spin the wheel prims as it would in real life. I know this obviously involves 2 rotations on the front..spin AND direction for when you steer but surely not all scripts are just animating the textures. Those with proper spoked wheels (and not alpha textures!) and very nobbly tyres, cant use those texture animating scripts as the wheels wouldn't look right. Needs to work on sculpted wheels, multiprimmed wheels etc Anyone know where I can find the scripts I'm looking for at hopefully a good price? Thanks in advance Taz
  6. No worries, I shall play around with and try different ways to bend it. When it's a flat plane with a series of panels then it's easy to bend at the vertices but this is a square tube!
  7. Hey Chosen, just one query. when you say "Fold the tube 256 times" after turning it into a square tube, you mean top view, so Im getting what looks like a upright ladder, with a row of vertical vertexes (or is it 'verti' lol) either side. I just then start from the bottom or top, select a horizontal row of vertices and just bend to basically any angle and so on and so on. I dont need to flatten the square tube first and then fold? but fold it as a square ended tube? Thanks
  8. Thanks for enlightning me there. Now back to Maya and see if I can get these Nurb cuboids to texture a bit better :-)
  9. Thnx for the info Still curious to how they do that on the '1 prim grass' example ?
  10. Thankyou chosen for your swift response Thats a great example!..would love to see same pic but edited and see where all the edges are. How do they get so many more 'planes' to work with on the grass example? theres faces going in all directions! Is it basically the same technique? my simple example and the grass example? and can I get to that stage if i stay on these lines? If you can have a polygon plane that is 32x32, can you effectively have one that is 1x1024 ? (or even a nurbs plane)..just one long, 1 segment high plane to bend and to keep bending at the vertices? Fair enough Ive used up alot of vertices just by having these short sides The connecting faces you mentioned) inbetween the planes but it was just an experiment. They would normally be poled. If I was trying the grass trick, I could use those short sides as additional planes thus doubling up. Sometimes I'm going to not want then linear like that but in a different configuration But theres so many on the grass sculpt..the division is so more numerous than my example, even if i did use the sides (if that makes any sense). Could I set mine up in Maya in a better way? to give me more options as to the number of 'planes' (sheets/faces etc) Whatever this ends up as Chosen, it will probably only be short term, say for an art build and not something that is intended for long term rezzing. Thanks for the thread link Taz
  11. Hiya Chosen, apologies for my abstract jargon lol. It's kind of hard to describe so Ive included a screenshot. If I did manage to get many layers within the Sculpt, the shadow effect will be soo much more convincing. Something is going to be popping out of this shadow so has too look convincing lol plus i have another project where I want to use something similar but for a sculpture piece. So even though the effect is a little better by using 2 of the sculpt prims slightly offset to eachother, I'm trying to achieve many more layers but still using just 1 prim. One other thing..... Just want to insert the Nurbs Cuboid Pic too see if if it looks ok? after your informative tutorial :-) It's advised (and necessary) to use Nurbs for your sculpty shapes but polygon planes also work? The Polygon plane primitive exports great after it's been deformed via the Ncloth deformer so Polygon plane is the only polygon primitive we can use to manipulate? Thanks in advance and I hope my included 1st pic explains what I'm looking to do. I'm also doing Maya tutorials as it all helps. Taz
  12. I'm messing with multi sheet/planed sculpts within Maya starting with a polygon plane and then folding and bending it to create multiple sheets very closely placed to eachother in a linear fashion I like to experiment with Sculptures and arty builds, especially if theres an illusion of some sort in the build. I'm trying to achieve a graduated shadow effect on a single sculpt prim using a graduated alpha to black texture (made in Xara) and the results are a little primitive. Eventually I want to put defined graphics on the sculpt so it falls on all the 'sheets' where I want it to within the sculpt. Defined graphics as in texures like alpha half tone, pokadot, gridded line effects etc. The texture doesn't lie on the 'planes' too well but when you see these 1 prim grass sculpts, the textures always look defined and not distorted. I'm looking for the same technique but I dont want the sheets (or inner faces) to be randomly placed, like in the grass sculpts but instead in a dense linear line of sheets/faces. Hope that make sense Taz P.S. Chosen, thankyou for the Maya Nurbs sphere to Cuboid tutorial, appreciate it
  13. Aww excellent Chosen! I appreciate it a 1000%! Thankyou very much Taz
  14. Chosen, I'm finding it a little difficult to follow that very informative guide 'Here's an example of how a NURBS sphere can morph into a cube'. Have you a video tutorial or screenshots for that process instead? I'm just one of these peeps that learn by doing and watching and not too keen on manuals etc. I appreciate all your help before on the forums as I've read many of your posts. I've created my Nurbs Cylinder which exports just fine and the same for the Cone (both requiring a little tinkering to work with the Adv sculpty exporter and SL). TBH I'm more familiar with polygons BUT I am doing Maya tutorials and not just trying to jump in and 'make something in SL' straightaway. Taz
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