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Relapse Gauntley

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Posts posted by Relapse Gauntley


  1. Allow SL to load for a good 10 minutes, don't press ANY buttons. It should be loaded completely by then. (Let it load after you login) -- sometimes it likes to freeze and other times it doesn't, but giving it 10 full minutes. You'll be good to go. :D

     

    This doesn't make anyone immune, but... it's helped me. Hope that helps.

    • Like 1

  2. This is an occuring error. Sometimes it will appear and other times it won't. Just check your account page on SecondLife.com, click IP Tutorial -- then refresh the page and head back into SL. It should work.


  3. Separate pieces is possible. I know I learned that lesson the hard way when doing armor and other stuff. Organic like things though are best left as one piece.

     

    Rigging can be the best thing in the world or more headaches and problems then you can possibly imagine.


  4. Thanks for the reply!

     

    The problem: It doesn't shrink it enough. I've made it just... as small as possible in blender and it still comes out a pretty big size in SL. :(

     

     

    Edit: In-fact, I tried your method and well... it doesn't change or do anything different.

     

     

     

    Edit 2: Well, he went over this issue with me step by step by step and now it works. Thank goodness!


  5.  Now, i've been playing around with meshes for quite some time and have offered help to others on these boards. Now I am asking once more for some assistance.

     

     I have in mind a particular AV that I plan on releasing, but... well, he's a little guy. Is there anyway I can possibly shrink the size of my AV further without the use of shapes to get what I want? The standard SL shape will not go any lower and well... i'm stuck.

     

     Any help here would be hot. Thanks alot!


  6. What is the triangle size of the object? If you'd like, you can save it as a .obj and send it to me through private messages. I'll be able to try to figure out what's wrong with it then.

     

    It could be a client issue, but you said it works on Aditi? Strange indeed. But, yeah -- what's the triangle size?


  7. Mesh does come with it's fair share of problems, but it isn't impractical. It's simply designed for other purposes. I'm having some issues with the architect design aspect of it -- as I said on these forums before Mesh came to the grid.

     

    We'll just have to see what happens.


  8.  I have a general question. For someone wanting to build architecture for sims and were banking on using meshes have to suffer for the Prim Equivs?

     

     I've read: http://community.secondlife.com/t5/English-Knowledge-Base/Calculating-prim-equivalent-weight/ta-p/974163, and yet I still would like to know if there is a way around it or just more information on this.

     

     I've managed to create some high-detailed objects that say (1 prim, 25 prim equivs) -- I could create the same object with sculpties and it'll count for less prims. It says it's 1 prim, but the sim is counting it for 25 prims. Does this mean that sculpties are superior to meshes in terms of prim efficiency?

     

     I am actually curious as to what you guys have to say about this.


  9.  I knew other people might encounter this problem. The best way to fix it is to make sure every single verticy is assigned to a particular bone on the skeleton. Yup, this means EVERY LAST ONE OF THEM!

     

     As Gaia mentioned earlier, SL recognizes this as a LOD error... when really it is a weighting problem. Perhaps if I get around to working on a mesh viewer, I will be able to create a proper GUI that recognizes the difference -- or hopefully LL will be able to do so.

     

     Remember though, every verticy must be weighted properly.


  10. Great thanks for the help! Too add onto this however to make sure not only myself but others that may experience this -- is there a check function? Or anyway to tell that all the verts are weighted properly? Or is it just trial and error? Thanks very much.

    

    Because I followed the steps and downloaded what I needed -- it allows me to export it still with no errors... yet i'm getting the same problem.

     

    However I did notice a few verticies that were not alligned or selected properly. Now the trick is to figure out the hot-key you used to hide the verticies, xD.

     

     

    **UPDATE!**

     

    It definitely is a weighting issue. But I figured it out for the most part. It is a weighting issue. My last question is... when I find a group of verticies that aren't assigned, is there a way I can mass select a specific area of them? For instance the right hand then assign all of those to the proper place?


  11.  Thanks for the quick responses; if anybody else has any idea's please feel free to share them. Or if you're suffering from the same problem.

     

     Anyways, if you wish to get ahold of this .blend file -- please IM me in game or through a private message, we can exchange v.i.a e-mail. Thanks.


  12.  Hello, SL Community. I don't visit these boards very much -- which is a shame, because after reading some of the posts here in the Mesh section, you guys seem very helpful and kind. Definitely very cool.

     

      Well, let's start with the problem:

     

     "Oh awesome! Mesh!" I decided to try it out, i've had models and made some from the past and thought, "What an awesome oppurtunity!" Little did I know this was going to be the roller coaster to hell and back from 9:00 AM yesterday 'til now.

     

      Well, i've managed to upload static meshes perfectly. Not a single problem there. But... then I decided, "You know, i'd like this scare-crow guy as an avatar." So I opened up avatar.blend in Jass and followed the tutorial at http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/.

     

     Alas everything was going quite well, the model fit perfectly onto the skeleton(rig), I provided it a parent and did the whole create from bone heat. Everything was fine. Then came to exporting the model... yup, all fine so far. Last but not least -- I finally get to uploading it and I get the lovely red light that says:

     

    "Missing Required Level of Detail" -- i'm not sure HOW this is possible. I uploaded the exact mesh as a static mesh. However when I try to rig the darn thing, it gives me this error.

     

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------

     

    I'll go ahead and post screenshots of what I am doing EXACTLY, so you guys can see, step by step and then maybe you could see something that is wrong. Thanks.

     

    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

    http://img804.imageshack.us/img804/9462/78068767.jpg (1)

     

    http://img809.imageshack.us/img809/7512/82240109.jpg (2)

     

    http://img825.imageshack.us/img825/552/73852391.jpg (3)

     

    http://img155.imageshack.us/img155/1039/35571308.jpg (4)

     

    http://img705.imageshack.us/img705/1382/87909657.jpg (5)

     

    http://img405.imageshack.us/img405/892/52163643.jpg (6)

     

    http://img828.imageshack.us/img828/5821/34168596.jpg (7)

     

    -------------------------------------------------------------------------------------------------------------------------------------------

     

     I cannot for the life of me, figure out what the heck is wrong here. I tested it out in Blender's pose mode, it poses exactly where I want it too. It just will not get past that Level of Detail error.

     

     Second Life 3.0.2 (238735) Aug 17 2011 13:20:50 (Project Viewer - Mesh) < --- My viewer.

     

     

     I've noticed some other people having a similar issue; i've contacted others. I've sent them my .dae file... I just can't seem to rig it, but as a static mesh it'll work just fine.

     

     If you noticed a mistake here, please let me know. Thanks, I appreciate it.

     

     

     

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