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Vir Linden

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  1. The wiki article (actually knowledgebase in this case) is at https://community.secondlife.com/knowledgebase/english/bakes-on-mesh-r1512/
  2. Unfortunately, it affected everyone. The viewer was not originally written with the possibility in mind that new channels would be added to existing wearable types. I believe we've changed things so that this may be possible in the future (assuming a viewer based on the BOM codebase)
  3. This is a bug. We charge a complexity cost for active (non-invisible) channels on the system avatar, 200 per channel. With BOM we added 5 new channels but the logic for determining whether those channels are "visible" on the system avatar is not right. In fact those channels are never visible on the system avatar because the avatar doesn't even use those channels. So we wind up overcharging by 5x200 = 1000. I have a fix for this in the muscadine project viewer.
  4. Bloodsong, re: your questions: 1. You can set faces to use baked textures without using a script. Edit the object and go into the texture picker, then pick "Bake" and select which baked texture you want using the dropdown. 2. We've had a lot of requests for Bakes on Animesh, and it is a possible future project. For more info about Bakes on Mesh, you may also want to check out the knowledgebase article:
  5. We'll take a look at that, thanks!
  6. Body layers isn't a very clear description, I'll see if we can tweak the wording there. As we've talked about in the forum, universals go right above tattoos and below other clothing. We are planning to add more documentation about the clothing/outfit system in general too, since that hasn't gotten much coverage recently.
  7. Henri, I think this is a good idea, and I've added it to our list of possible work for a Bakes on Mesh follow-on project. We strongly encourage folks with these kinds of suggestions to file a JIRA about them; this gives the best chance of having the feature worked on. We will look through existing JIRAs when planning new projects, but it's much easier for us to miss something that's mentioned in a forum thread.
  8. It doesn't look like there's a public-facing (BUG-) JIRA for this. Two different ones filed by Lindens at different times, both in the SL- project.
  9. Material support for BOM is on our list for possible work for a follow-on project. We have no immediate plans to tackle it though.
  10. I agree it's a bug, not sure what the right fix is.The standard behavior for BOM is that attached objects that use a given channel will cause the corresponding body region to be hidden. Standard behavior for HUD-attached objects is that other viewers don't know about them. We could change it so the avatar-hiding is not done for HUD-attached objects, which would make the behavior more consistent. Or we could discourage people from attaching rigged meshes to HUD attachments at all. Or some combination of those.
  11. We are planning to change this in a future release, so you can flag non-attached objects as BOM.
  12. Hi Babette. There is some weirdness and bugs around how we handle skirt textures with Bakes on Mesh, and with how we handle skirts in general. We have some related issues on the "things to fix" list.
  13. Objects attached to HUD attachment points are only visible to yourself. This was originally by design - it's your HUD, why would anyone else see it? - but when the "HUD" object is a rigged mesh that displays on your avatar, the behavior probably isn't what most people would expect. We have a JIRA to look into this, probably by warning people when they add such attachments.
  14. An exception would be for new channels. The only way to add textures to the new channels currently is using universals, so you might put opaque textures on the lowest universal in the stack, then transparent ones higher up. I'll take a look at the docs. It's likely that wearable ordering is covered somewhere, since they've been around forever, but we don't really explain them in the BOM docs.
  15. As Theresa says, baking doesn't really know anything about UV maps. You could think of it as just sticking images one on top of another like a stack of pancakes. As long as all the images have the *same* UV map, things will work fine. If the images are intended to fit different UV maps, you could wind up with graphical inconsistencies. So in the most common case, all the textures in your various wearables will be using the standard avatar UV map, or something close to it, and that will work fine. But if you had an avatar for a snake that used a completely different UV map, you could make compatible tattoos or clothing for the snake as long as they all used the same UV map as the model was designed for. Whether snakes should have tattoos or clothing is a separate question...
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