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Seren Sautereau

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  1. On the "Cart" page it says the following: *Rates USD Price is calculated at a rate of L$235 per USD. For more favorable USD rates, you may purchase L$ on the LindeX L$ Exchange. Items listed in USD have an additional $0.30 USD processing fee added to each item. This fee is included in the price listed on the detail page and within the shopping cart. This $0.30 USD fee will be waived for every item added to the cart after the first item. Now, being completely useless at maths myself I have to ask you, does this make it more accurate?
  2. Gaia Clary wrote: and yes, blender 2.49 loves to crash during export of collada files. All you can do: restart blender, hope you have saved your work, export agin. that works in most cases. Oh I thought it was just me. And thank you, it was your tutorial video I watched on resixing the avi which made me think "I can do that!" So I was close to completely wrong, but soon I'll be able to say it again
  3. Kwakkelde Kwak wrote: Sorry to throw you off a bit, I wasn't suggesting you should try to do this, I was just responding to Luc. I don't use Blender, so I really can't help with any Blender specifics, that includes (probably most of) your issue. If you want to upload a tiny version of yourself, you most certainly need to include the armature, otherwise your tiny mesh will conform to the normal size SL skeleton. The only way to change that skeleton is to replace it with a new one, in other words, uploading the armature. The meshes just hold the data to determine the distance between each vertex and the joints, they have no data for the joints themselves. See this is what I thought. Which is why I've been trying with the armature. I think I can make it work now if it will even upload. Having issues with the SL uploader taking forever lol. Why can't they just make things simple for noobs like me On that note, I'm sure I read somewhere that an idea was brought up that would make it all but impossible for your basic user to create anything worthwhile with mesh. Off topic I know. I'll see how this goes.
  4. Ok I think it exported but Blender crashed as I did it lol Now I know what the error was I found another post from ages ago about it. Checked Use UV Image Maps and it exported (then crashed, but that's rather normal for my system). Let's see if skin weights is selectable in game now.
  5. Tried again without exporting armature. Imported head, upper and lower body; copied bone weights; scaled with armature and applied. On export selected the 3 parts, export collada 1.4, selected: Triangles; Check weights; selection only; Use relative parts; Apply modifiers. Won't export. Script error: AttributeError: 'NoneType' object has no attribute 'name'
  6. Luc Starsider wrote: Let's see if I can give any useful information... I haven't used Blender 2.49 for a looooong time, so I might be somewhat off. It shouldn't be too different from the newer version, though. After you copy the bone weights to your own avatar model and parent it to the armature, does it work as expected? Can you pose it and move the limbs? Yep, had plenty of practice at that part. Limbs work perfectly. Luc Starsider wrote: I don't think you need to scale the model or the armature unless you want the mesh to be different than what you can manage by changing the shape sliders in the viewer. The mesh will scale with the changes. Well some of them, not all. If you want to make a tiny avatar, you could scale it in Blender. Yes the test I'm doing is to scale it down a lot, just messing around to see how it all works. The video I watched says to do this and apply the changes. Luc Starsider wrote: As far as I remember, you do need to click 'Make real' before exporting to a dae file. If you don't, it may be a reason you can not check to include skin weights in the SL uploader. I'm not sure if this though. I'm not sure either, that's why I tried both methods. Both failed. Luc Starsider wrote: Further, I don't think you have to select the armature as part of the export in 2.49. Just the head, upper and lower body of the mesh. In the export dialog, you should select to apply modifiers, export selection only and any other relevant setting. I get script errors (I don't know the error) when exporting with "Export Selection Only". And sometimes whatever I try to select does the same but that's down to me screwing around with different ways of setting up the model. I don't remember if I've tried without the armature. I'll give it a go in a little bit, taking a break from frustration Luc Starsider wrote: Hope this is of some help, but there is a chance it is wrong about any and all of it... Thank you for your help
  7. Heya. I've been messing with Blender a little trying to resize my avi and export it as a mesh. I use 2.49 as that's the one I'm most comfortable with still. Which doesn't really say much as I'm really not that comfortable with it. Anyway, I followed a simple tutorial video and successfully exported the default avi from Blender avatar-workbench to SL. Then I tried doing the same to my own avatar model. Failed, lots. Steps taken: 1. Used Phoenix to export my shape into another layer of the avatar-workbench file as wavefornt objects. 2. Copied the bone weights from the male model in the file to my own. This model has the missing vertex groups. 3. Parented to armature. (In some attempts I selected "Make Real" on each body part to apply the modifier. Whether I did or not had no effect on the final outcome.) 4. Selected my model and the armature, scaled them and applied via Object > Apply Scale/Rot 5. Attempted to export using the Collada 1.4 option. Issues: On the tutorial it only had "Export selection only" selected. If I try to do this I get errors. The only times it has exported successfully I needed "Export Current Scene" selected too. When importing to SL Skin Weights were not selectable, meaning I couldn't select joint either. I've seen this issue before when playing with mesh clothing, butthat was a while ago. I think that was down to missing vertices but that's not what's going on here. I know the issue is with my own model as the default one included on the file works easily exactly how it should, so could anybody please point out what simple thing I'm missing? Thanks.
  8. Because of the many ways for prims to communicate with each other, this is the one I've chosen as my starter point for learning.
  9. Resolved. After testing it elsewhere it worked fine. Rerezzed it back at its previous location, worked fine. /me pulls her hair out Thanks a million Darkie
  10. Yes I'm rather confuzzled too Are there any external things that may affect it? They are both currently on the same sim (sat next to each other) and the sim is online (I'm stood next to them). Those are the only factors I know of.
  11. A couple of little edits to the scripts to show more details in the owner say. (changed "sending email" to "sending email to" + server and changed "getting emails" to "server " + llGetKey() + ": Getting emails") Link Message Received [01:06] Sender: Sending Email to 5045a6c6-c772-23f6-0158-6846bf879514@lsl.secondlife.com [01:06] Server: Server 5045a6c6-c772-23f6-0158-6846bf879514: Getting Emails... [01:07] Server: Server 5045a6c6-c772-23f6-0158-6846bf879514: Getting Emails...
  12. Hey again. Right, so, yesterday I got quoted 10k for a script that would store an attachment uuid in a list and do something with it after an hour of it being in the list. After much widened eyebrows I decided to try and do it myself. Who knows, maybe I'll learn something :P So I've made 2 prims. One is the server with 2 scripts inside. A simple llGetKey() script so I know where I'm sending the message to (it is stil "uuid@lsl.secondlife.com" right?) the other should be a functional email receiving script basically copy/pasted from somewhere. default { state_entry() { llSetTimerEvent(30); } timer() { llOwnerSay("Getting Emails..."); llGetNextEmail("", ""); } email( string time, string address, string subject, string message, integer num_left ) { if (llGetSubString(address, -19, -1) == "@lsl.secondlife.com") {//Message was sent from within SL. For this example we will just strip the header. message = llDeleteSubString(message, 0, llSubStringIndex(message, "\n\n") + 1); } llOwnerSay("Received Email"); llSay(0, message); if(num_left) llGetNextEmail("", ""); } } Oh yes, it has a couple of llOwnerSay thingies so I can see how things are working, or not as the case is. The second prim has 2 scripts in it. The first is a llLinkMessage script to communicate with the 2nd script, as the former is going to be putchered to place into the already existing script for an attachment I've been working on for the last few days. (Which works great btw :P) default { state_entry() { } touch_start(integer total_number) { llMessageLinked(LINK_THIS, 0, "Send", ""); llOwnerSay("Sending Link Message"); } } Note: It won't be a touch_start event when put into the main script, it will be a timer event along with several other functions in that same event. This is purely for testing and learning purposes. The 2nd script in the sender prim is the actual llEmail script. string server = "5045a6c6-c772-23f6-0158-6846bf879514@lsl.secondlife.com"; emailserver1() { string msg1 = llGetKey(); string subj = llGetObjectName(); llEmail(server, subj, msg1); llOwnerSay("Sending Email"); } default { state_entry() { } link_message(integer source, integer num, string str, key id){ llOwnerSay("Link Message Received"); if (str == "Send") { emailserver1(); } } } The string uuid for the address is correct as stated using the llGetKey() script in the server. You can see I have llOwnerSay messages set for each stage of the process. Here's what happens. On touch of the sender I get: [00:24] Sender: Sending Link Message [00:25] Sender: Link Message Received [00:25] Sender: Sending Email [00:25] Server: Getting Emails... [00:25] Server: Getting Emails... [00:26] Server: Getting Emails... And the Getting Emails... message just continues every 30 secs. Basically, as far as I can see, the server prim isn't receiving the message. So what silly little mistake have I made this time? Thanks in advance once again, you're all always a great help.
  13. lol thats really a sad thing to say about the state of the world and its intelligence Luckily this is just for a personal toy, so I don't have to rely on randoms being clever enough to write their own name
  14. Brilliant, exactly what I needed thanks. Also, r.e.: your "btw": OMG what was I thinking? I've used that so many times before but completely forgot about it
  15. After all the help people have been giving me with my scripting learning, I've made myself a whole lot of "Read stuff from notecards" scripts to do all sorts of different things. For my next idea I've come across a small roadblock which is probably very simple to implement. A person drops a notecard into my object. Easily set up. Now that object has notecards from 5 different people in it, each named after their avi and each with a list of stuff on it. Now one of the people with a notecard in the object touches the object. What is the command I need for the script to read the notecard named after them? Given that string toucher = llKey2Name(llDetectedKey(0)) I was thinking its along the lines of string theirnotecard = llGetInventoryName(INVENTORY_NOTECARD, toucher) then move on to the randomising the list and reading a line which, thanks to you lot, I can do. The problem is when I look at my other scripts, the above looks wrong. I forgot why now. Am I on the right lines? Many thanks again
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