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Ayelin Ethaniel

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  1. Thank you for all replies! It took a little time but i made a quick measure. Both items are running on ~0.011ms as idle, on active use around 0.03ms. Difference between them is the "calming time" when script usage is going back to normal. In this time it seems llListen in every scripts (for dialogs) is better than linked message solution. And yes i use timeout function Thank you all! <3
  2. I am created a pluginable script, with few plugins and the next owner can choose from them which one they want to use. An other problem, they have many functions that can't handle a simple script in 64kb. Recently the set is running with 0.02-0.04ms cpu usage and i know it can go downer. Same sets which i have by an other creator is running on 0.1-0.14ms that is a bit high for a simple item + the avatar.
  3. Greetings fellows! I'd like to avoid a lag problem in the future and i have two things in my mind: 1. solution: There is given 7 scripts. Each scripts has its own listener and dialog. Each scripts can call and communicate by each others via link message. 2. solution: Given 7 scripts, Each script has its own dialog, set to a channel by an other script. This script handles all of the dialog messages of the 7 scripts, and handling functions via link message in each scripts. Each scripts has it's own functions, difference between two solution is removing listens and placing it into one script. this script will be a substitution of listen function and forwarding commands via linked message. Which one cause more lag?
  4. Ahwm! Possible this is why i feel that i've seen my work before. Then i can use this picture without have any problems or bad feeling Thank you again!
  5. Greetings everyone! I have a big problem. As artist and creator i know there is important to take care about customers and not colliding by others and even by other's creations. I know how serious can be a copyright or intellectual property questions. I've made a logo long time ago and i thought i will use under my new shop but i found it very similar as i remember and i feel there i saw this and no matter if it has been drawn from memories, still... i don't want to have any IP problem in the future. The questionable logo itself: I've asked creators groups in-world and almost everywhere and i've not found any exception to use this logo. If somebody know about similar logo please tell it, It would be a great help.
  6. Nobody is perfect. There is no problem with the influences, I think this was the best solution to few problem at LL's. I see many possibilities in joint positions as well
  7. Some tricks and solutions: If you have no DAE_FBX export in export menu: Download FBX Plugins for 3ds Max/Maya 2012-2013 from Autodesk In Maya from menu: Window -> Settings/Preferences -> Plugin Manager -> Check fbxmaya.mll Second life is using z up axis. If your model is rotated do the following steps: Window -> Settings/Preferences -> Settings Tab -> Set World Coordinate System Up axis to Z. On Export: Under Export All Options click to -> Edit preset ... Then in Advanced Options tab under Units uncheck Automatic and set File units converted to Meters. Under Axis Conversion tab set Up Axis to Z. Save preset and give any name what would you like to. Export all. Under Presets tab select your custom preset then Export. Use ONLY Smooth Bind. SL Can't handle Rigid Body [yet] Uncheck "Remove unused influences" in the Smooth Bind Options You can Download the default female avatar with skeleton for Maya Good luck with Rigging! :matte-motes-grin:
  8. I didn't uncheck "Remove unused influences" in the smooth bind options. :matte-motes-not-entertained:
  9. Whoo... It seems to be working... really greatly! Thank you for help Mainly i will try to create a little tutorial how to set up maya 2012-13 for rigged mesh creations :3
  10. Greetings! Maybe my question has been answered but the forum is too big. I am looking for answer for days so i make a try in this way. :matte-motes-asleep-2: I am usually working in maya to create in-world objects for a long time and i am also thinking in rigged mesh. I got maya file with original model with good bone hierarchy. As i want to upload my rigged model, the "include skin weight -joint positions" checkboxes are greyed out. When i upload, it will be a simple mesh. I am using meters unit and Z up axis, As rigging my object is soft rigged and skin weight painted. Is somebody has solution to my problem or how can i set up maya dae export? :matte-motes-zipped:
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