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tielle Pexie

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Posts posted by tielle Pexie

  1. Join the water with faucet once again then In edit mode select the 4 vertices of the faucet Base. .move cursor to selected..(I think shift +S) tab in object mode select origin to cursor..and hope that resolves strange water anseperation and bounding box ✌

  2. Your welcome VV666   .

    nice to hear MD is going to go beta and hopefully your topology strife will be no more,

    i noticed from your posts you had hard travel with your gown and whereas i not had the finances to use MD i have noticed tutors over time halting their MD model and then switching to modelling programme of their choice, Maya, blender,etc, and then proceeding further down the line to make their game friendly,high detailed model.

    hope you accept   this somewhat  ignorant suggestion in good faith to perhaps do your high model in MD and convert with another programme. I say this as i been taking a very long modelling journey trying to be blender purist, whereas in reality and ease i would have lot quicker results using the multitude of programmes developers have released,the trick being ((i think)) knowing when to stop using one programme and go to another.

    i am understanding the need of retopolgy and baking and myself drooling over  Contour retopology  however i just a hobbyist modeller and i sure many of these beautiful textured and skillfully modelled releases on MP are not from creators who just have a knack for modelling,

    omg i waffle ,, good luck with your journey and omg just peeked before posting and hopefully Cathy has your solution,

  3. Hi Talon, depending on the viewer you use this should be a easy fix without need to unistalll,,

    go to the viewers preferences and select noticiations tab then seelct the command you put to no show and use arrows to move it up to show 

    slviewer before logon  Me (top right) preferences. notifications,

    :matte-motes-big-grin:

    • Like 1
  4. :) i recall watching those CSI episode's and look forward to watching Hot Tub Time Machine on my SL TV,thank you Marigold.

     

    Far as i aware Linden Labs does not advertise beyond Internet and imagine it due to dilemma of whom you say yes and no to.

    However do feel that this a situation which deserves consideration,even if it nothing but a goodwill gesture to its customers,

    especially when last press mention the company has is Oct 2013,

    Decided to ask the press so hopefully find out for sure,

     


  5. Hoegoe Kawashima wrote:

    If you duplicated the rivets correctly, you should see them automatically. Did you use a mirror modifier, or did you shift d to duplicate? If you post the Blend file, it will be easier for us to help you.

    Thank you Hoegoe, 

    I see them clearly hence why they in image, 

    neither of those 2 methods use mirror modify or shift D or even Alt d for that matter,which is another cool method in blender modelling,  

    I needed to Ctrl A and make duplicates real, for those particular methods to be renderable in blender and subsuquently make visible for the Sl uploader,,my thanks to Eleanor for pointing that out to me, 

    As you mention mirror modifers & shift D  make's me belief you not familar with some blender methods and in appreciation of your trying to help :matte-motes-delicious: i will explain further rather then uploading the file,

    no1 was Dulpiface which is when you select a  object (RMB) in the 3dview window and parent it to a set of seperate faces(shift +RMB),followed by (Ctrl P) parent to object,,,opening the object data tab in the property  window and going to Duplication,, change the selection form none to faces &  the singular object becomes copied on each face of the parent set ,,it's cool,

    no2 group instance is when you make a object,name it in Outliner window,,then going into object data tab (propertys window) Groups, make a new group by using the + sign,, assign it a name,

    when you in part of your modelling where you wish for that item to be you  add (shift +A) go to bottom at group instances and your object  is listed ,to be placed where cursor is located,

    So i think i sorted on 1 & 2 ,,got to test upload but seen it different in Blender,(yay again Ele), but  the lods i never been able to fathom them,

    :matte-motes-stress:

     

  6. HI,:matte-motes-big-grin:

    feeling pleased with myself for completing a course from cgcookie.com  on hard surface modeling I got a step to do before I go about texturing:matte-motes-bored: and many steps to do before I able to be flying this cute model,(lods & physics),:matte-motes-confused:

    I used Duplifaces in blender to create set of rivets as shown in 1 ,which neither show in my render within blender or the upload on Aditi,

    I created duplicates of a gauge in 2 by using "group" instances (2A)which shows in render but not on upload in Aditi

    PLANERENDERED.png

    When I exported from blender 2.69 wins32,I checkboxed,

    Apply modifier,selection only,include children,include shape key

    ,triangulate,Use object instances, sort by object name,

    Please advice if..

    (1) I missing some step on getting these forms of "duplication modeling" to be accepted by the uploader and subsequently visible on model Inworld or if these methods not usable within "Games"

    (2) know how I get the dupliface rivets (1) to render in blender

    ooh :matte-motes-whistle: what goods a one two with a quick 3step,

    base model is 16 objects 24LI 

     24.4 Download,   25.1 Physics,   8 server    2254 display

    smoother model which is mainly subsurf level 2 is 526 LI

    526.1 DL, 120.5 Physics, 7.5 server,44079 display 

    am I wrong in thinking of using the subsurfed model for the lods,

    refined base model =lowest Lod, base model =low LOD,, subsurf level1=mid LOD ,,surf level2,-highest

    oo and no no physics file uploaded as yet and it a one export/import I been doing,

    :matte-motes-grin: hope someone understand my problems and I not dizzy you with my wordings ,

     

     

  7. Patience,=cloud is loading display,

    when non shifting after long wait, have found their been a shape or hair issue (attachment),edit avatar shape and address,(myself i been able to see where avatar has somehow got stuck in server memory and certain shapes ,hairs are shown which inconsistant with how is dressed so far have given sl problems.

    basically means them found "glued" pieces should be avoided in future 

     

  8. or do i just put it down to another learning curve  :smileyindifferent:

     

     
    Help please, i made major boo boo,and have found another review of workflow for self,
    blender 2.63a  added a plane, made a house, split it into manageable pieces for physical shapes,testing as i went,all shapes made, finally went into uv editing, and ouchhhhhh
     
    in object mode,scale  x is 0.010 , map is soo ouch ,scaling upwards distorts ,
    is it possible to save somehow,, 
     
     at moment copying data from the properties panel in the 3dview window (keyN)  in face mode then will go into object mode, set scale to 1 and then in edit mode, enter saved data if i can find the faces 
     
    OO also made NC on making mesh physical if anyone interested which is readable in the following post,
     
     

     

  9. Thank you, delaying the LOD switch was exactly what I was aiming for,and your advice was followed with joy,switching the shade flat to smooth and edge modifier does give a lot better finish,tho noticed a 2LI increase, but such is the price for the detail I imagine(IF,I did it correctly).

    Dissolve indeed did give me ouch a few timestamp if I was able to undertake advice and lessons given so far correctly I could dhave avoided remaking,,,so I add the notes I made on way (*rolls eyes, bit jumbled again but evolvable , I believe).

    My ouch now tho is I had somehow scaled in object mode X to 0.010  which makes it a no for texturing, will post my problem in new post in hope their a solution other then the One I considering undertaking, 

    thanks again Mr. Drongle,:smileyhappy:

     

    attached note follows as :-

    notes from my physical shape creating,

     

    HI, hope this of use my observations whilst on the road to makinghouse,,please correct me where if I doing something totally wrong,,, good points at the end ,
    Making object solid in world and accessible for you avatar,,
    ((by object I mean,,car,house,ship,,etc so you can use in world without having phantom))
    I believe this involves separate your object, separate model into  more traceable section.
    Manage your object for making physics shape,
    Select outline edges of shape, 
    when outline selected, duplicate,inverse & hide,fill edges,, (pressing tab key will show outline of shape)
    when shape is "face filled" check normal's,
    with duplicate shape, dissolve is OK if needed,
    size the shape to define the physics shape,
    ((I believe my measurement's are in micrometer's,(key N) transform  median global 5 digits after the whole number decimal point))
     
    in the front view (numpad 1) grab Y negative 0.0002
    other front view (ctrl 1) grab Y positive 0.0002
    side view (numpad 3) grab x positive 0.0002
    other View Gx -0.0002
    top view (7) G Z + 0.0002
    & the last ones a secret *grins
    *note,select all face visible from whichever view your in, rotate scene and select same directional hidden faces,
    select all, grab z 1,
    Deselect, Alt H,((can check outlining if you wish to))  separate (P)
     object mode,
     export, name your shaped one with ps on end of filename,
    upload your  split model with using the ps file on lod instead of high or low,
    rez inworld,, edit,features tab,  switch from convex hull to prim, 
    ol`e,yippy yippa 
    bad point LI increase but the cheat way is closing so it will become a necessary I think,
    **another sidenote,on uploading,"model name" and"this model represents  bypassed,calculate weighs and fee give result, :-) 0.5 LI :-( upload hung,,.Clear setting & reset form,, set file name and this model represents to building component upload worked, hmm  1.1LI
     
    findings,,,
     when using split screen and you want close up on a certain panel place cursor in panel ,CTRL and up arrow, will zoom said window, CTRl * down arrow return
    1/scale  in object mode will affect uvmap sizing,
    i.e. object scale is not 1,, texture will deform inworld 
    2/dissolve,
    not advisable over open areas,I,e,windows,doorways,
    when using dissolve good practice to have normal checked in the 3d view properties panel(key N) 
     
     
    **footnotes,, when duplicating in Blemder 2.63a ,often finding double duplication's doing work as above,,will note how I get on now I have 2.64

     

     

     

     

     

  10. HI,:smileyfrustrated: 

    helps suggestions appreciatted, i ramble on a bit but main point  is list at bottom,

    I made/making a building in blender 2,63a ,Dhouse_plain.jpg
    the  building minus the roof and interior walls uploads into Aditi lovely jubbly,  ((44LI at x 34 y 28 z 13.5   43.6 download, 8.8 physics, 1.5 server  3889 display))

     :smileyhappy: its a very low poly building,((1896 verts,1288 faces))set to phanthom and yay can walk through the entrances/exits. put some transparent collission prims and whoppee got a build that be ok,, lets get make to blender and uvmap.:matte-motes-sour: ,, hmm collission prims, phanthom,, , naww, cant have that, 

    ok,,soo,, make physics shape,(ps) :matte-motes-whistle: seperate,duplicate and generally create replica,small bounding box to define the shape., tedious but essentail (so i think)  make ps , upload the two files on aditi and set to prim,, :smileyvery-happy:  

    walk away from the build a touch, , :smileyembarrassed:  it degenertaes before my eyes, mumble and roll eyes a few times,, deep breathe, oooo k thinks i 

    1, the ps means i need to make the high and low lod models i believe, whereas on phanthom setting and the physics lod set to high(no ps shape uploaded)i made  ,building stayed "firm" when cam was out over 200m  

    2  few time when uploaded model the edit, features ,tab option devoid of prim,,  only choice is none or convex hull,, is that due to Ps shape error,,(wrapping tooo tight)

    3  would removing the 7 materials be a option to overcome the problem i believe i wil encoouter,about texturable faces error mentioned below,

    My Problem


    stop the building from crumbling in Sl 

    How to generate higher  level LOD , decimate tells me it a non-manifold item , i am believing subdivide or subsurf or loop cuts  will result in error ""levels of detail have different texturable faces"

    hope i not just rambled and not made my issues clear *grins, i soo want to starton the windows and doors and the drainage and the,, 

    Please ,if any suggestions can be given i stop eating my hair 

     

  11. Hi martin, hang on it there,, it all come sgood in the end, sorry cant help with all your problems but judging from your picture,, when resubmitting a file to upload , ensure you click "clear setting & reset form"

    2.63 did  indeed have reported problems but i believe that to be solved with the 2.63a version obtainable from blender,org.

    would honestly suggest following the blender trail from where you obtained the avatar workbench,

    goodluck

    T

    lol  rick astley to the rescue huh,,  you updated as i was replying and  making dinner,, wtg 

     

  12. Hi, I had similar problem with weighted mesh before,holey avatars not a great look,, 

    my holes appearred due to some vertexs not having weights assigned(painted) like yoou suspected unweighted  not show on rigs , 

    believe sl accepts 4 weights per bone, upto & including the value of 1,

    keep mucking with avatar workbbench, learn so much,but I dont think Gaia explains weight painting in the workbench tutorial so viewing here   might be helpful 

    or if site completes reconstruction check blenderguru & rigging tutorial.

    GL

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