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Seven Paragorn

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About Seven Paragorn

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  1. Okay, thanks for clearing that up for me, the fact that it's possible is really exciting to hear. I'll be waiting for the next version of Avastar to try that feature out.
  2. Has anyone been able to do anything practical with weighting attachment points to mesh? I've been testing the idea of using the nose, chin and mouth attachment points to make an animated mesh replacement head for the default avatar body. I've been able to animate those attachment points and weight them to the mesh. Except I've hit a dead end, the only way that I can animate those points is to rotate them. If I animate them in blender (location + rotation) and then upload that animation, they rotate like they are supposed to but ignore the locations I assigned them. The next thing I tried was changing their location in the armature, I thought that since it's possible to modify the avatar skeleton that I would be able to change the attachment points location relative to their parent bones as well. No such luck. Is what I'm trying to do even possible with attachment points right now? The only way I've been able to get this head working even a little bit as intended, was to use bones in the existing skeleton to animate it. Using the eye bones to blink for example. The problem with that is, the animation from my AO interferes with the heads animations. My line of thought with the attachment points was that existing animations wouldn't interfere. I'm pretty much a noob at scripting so I don't where to even start with this. I guess I could find lower priority animations for my AO, but that's very limiting in my opinion. Also I should mention that I've been using the Avastar plugin to do all this. The website mentions that it's possible to animate attachments but maybe the feature is not compete.
  3. It worked! Using Google's DNS fixed it. Thank you sooooo much Charolotte! <3 And a big thank you to everyone else who replied as well.
  4. I googled ATI Radeon 9200 card and it's really old from 2003. So I think my card should be fine, it's fairly new. What do you mean by setting the lod to 4? I have the object detail set to high in the graphics settings. I also played with the RenderVolumeLOD debug setting. Setting it to 4 didn't make mesh appear.
  5. No matter what I try, I can't see mesh. I have the latest official viewer installed, I tried various third party viewers. I tried reinstalling the viewer. Playing with the graphics settings, setting them to max. I made sure that Basic Shaders and Hardware Skinning are turned on. I tried the MeshMaxConcurrentRequests trick. Nothing works. I don't see any indicators that something is wrong, no warning icons where mesh should be. No spheres or random primitives as placeholders. Just, nothing. My avatar is wearing mesh boots and hair, they show up as worn in the outfit menu and inventory. Yet it looks like she's not wearing them. I tried rezing both of those items on the ground and still nothing. It looks like I didn't rez anything at all. I tried selecting the area and something strange happens. It appears as if I am selecting an invisible cylinder. The glowing selection effect at least shows this. But the object isn't visible when I don't have it selected in build mode. I can see the name of the object in the build menu, so I know it is the same one I just rezed. My computer is a MacMini, fairly new. I got it last year. Here are the basic specs: Processor 2.5 GHz Intel Core i5 Memory 4 GB 1333 MHz DDR3 Graphics AMD Radeon HD 6630M 256 MB Software Mac OS X Lion 10.7.4 Just to clarify, I was using a different computer for sl before. I could see mesh fine (why I'm actually wearing mesh). This computer (the mac mini) has never been able to see mesh. Does anyone else have this problem? I'm complerely at a loss at this point. I tried a bunch of different things and nothing seems to work. Any suggestions?
  6. I don't think its the tattoo layer, since I did try removing everything I was wearing as well. Thanks anyways.
  7. Hello, I've encountered a very persistent bug that distorts the texture on my avatars face. It looks like this. I have no idea what triggers this or how to fix it. I usually look like that when I log in, sometimes it goes away for a little while. But it always comes back on it own if I stand around for a couple min. I have tried changing skins, shapes, eyebrows/hair bases. Detaching and taking off everything. Clearing cache, reinstalling viewers. Trying different viewers. And so far nothing has worked. I usually use Firestorm, but I also have the official viewer installed. So far I haven't had any luck at resolving this. I have been told that it looks very simular to a bug where the bald base becomes corrupted and needs to be repalced. So, I have tried wearing bald bases from different creators but it makes no difference. One thing to note is that this started happening around the same time that I got a new video card. Its an NVIDIA GeForce GTX 560 Ti, and I have the driver version 8.17.12.8562 installed at the moment. Any suggestions on what I should try next? Has anyone else had the same problem? edit: I forgot to mention that I have tried to do an avatar test and the problem persisted.
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