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Vir Linden

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About Vir Linden

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  1. Sorry, it's a little confusing. anim isn't really a file format; it's just a binary dump of what the viewer uploads when it's creating a new animation. With bvh, you start with a file format and specify various options, and the combination of all that animation + option info gets sent up to create an animation. A .anim file is roughly equivalent to taking all the animation data out of a bvh, and then adding all of the various options chosen in the bvh floater - so you're bypassing the preview and option selection stages and skipping straight to upload. I say "roughly" equivalent because the bv
  2. There are a couple of different issues here: - The dark ambient on mainland is caused by an environment setting that's actually stored for each region. At one point the default setting had too-dark ambient lighting (which has since been fixed) and the mainland regions had their environment information set during that time. Unfortunately there isn't any simple way to change these settings for all the mainland regions. We are looking into options but the situation is likely to persist for a while. - The mesh shininess issue is being worked on now, and we will get a fix out in a viewer
  3. The wiki article (actually knowledgebase in this case) is at https://community.secondlife.com/knowledgebase/english/bakes-on-mesh-r1512/
  4. 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)
  5. 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.
  6. 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:
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. We are planning to change this in a future release, so you can flag non-attached objects as BOM.
  13. 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.
  14. 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.
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