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Ashasekayi Ra

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Everything posted by Ashasekayi Ra

  1. Yes, it will be interesting. Daz does have a presence in SL. The problem is that Daz figures can be morphed significantly. It will be hard to tell just by looking if a model is theirs or not. The truly sad part is that when someone does release a well done human avatar to SL, I'll bet money that they will have to deal with a lot of "I bet that is a Daz model" accusations. And, I doubt size will be a deterrent since it is an attachment. The type of person that would bring a Daz figure into SL and sell it will hardly care about efficiency. The upload cost won't be staggering so that won't stop them either.
  2. Cassandra Visage wrote: This probably has been asked before but I'm completely lost. This would be my first time creating clothes in SL and I want to try and use mesh. But there are a couple of things I need to know: - A free software to create mesh Clothing? - What is UV Mapping? - Does it cost to bring the creations; in-world? Thank-you. As far as I know, Blender is the only free program that allows you to make rigged clothing for SL. What I mean by that is, you can model and attach your clothing to the SL armature within the same program. There are some others that you can model in then bring that model into Blender to finish the process like Wings3D for example. I made a video series on the subject of rigging mesh clothing for SL with Blender: . You may want to check that out to get started.Here is a good UV Mapping tutorial: And, yes there is an upload fee. Right now, the price is still in a beta phase. The developers haven't told us the final price. They have stated that it will be a little higher than it is currently when mesh is finally released officially.
  3. I'm sure Daz can legally tell you what you can and cannot do with the 3D models that they or their merchants have created. The license for using these items clearly states what they can be used for. So for example, using one of their models as an avatar in SL for sale is going outside that license. Of course, if you build your own model and rig it in Daz, that isn't an issue.
  4. Ermm... I'm too cheap to play with mesh on the main grid. ^^ I'm still in the land of beta.
  5. No, that wasn't my problem. But, thanks for pointing out that the .slm file can cause problems in these cases. I generally make a habit out of deleting the slm file between changes. I only keep it once I have something final.
  6. Max: Thanks for posting that link. Chodai: Yes, mine was mangled in exactly the same way. I agree the problem is that I'm not sure where the bug lies either. Is it in the SL uploader or in the Blender 2.59 code?? It's hard to make a bug report when you are unsure about the origin of the issue.
  7. Since closed beta, the LL developers have spoken about a future "materials" project. The one map that always came up in discussions was normal maps. They made no concrete promises, but they were aware and looked favorably on adding normal maps. Plus, I assume it would be easier to implement since they have normal maps on water already. If they only pick one extra map type to add, I hope it is normal maps. For one thing, you can build a model with an even lower poly count without losing detailing if you have normal maps. The biggest plus to me is that unlike baking in depth like we can do now in SL, we could have depth that correctly responds to changes in lighting. In a perfect world, I'd like to see them add support for AO, light and specular maps. They could throw in a dirt map layer if they really wanted to get sexy.
  8. Awesome ^^ I can't wait to see it inworld. *loves all things feline*
  9. Alrighty, so Prep mentioned some changes in the uploader for Blender 2.59 files. The good news is that plain rigged mesh without changed joints work fine when exported from 2.59. However, if you offset the joints, the mesh comes out all Frankensteiny. The first picture shows a mini me version of my shirt with joint offsets. It's half the size of the SL avatar. It worked fine and was exported from 2.49. ( Note: Thank you Tiberious for explaining how to offset joints in the first place. :) ) The second picture shows what happened with the same joint offsets exported from 2.59.
  10. Imnotgoing Sideways wrote: At 00:43:30, I'm pelting Charlar with IMs while inworld along with being in the far back-right of the room. =^-^= At 00:47:46, I IM him "I grief you! " Ain't I a stinker? =^-^= lmao Too cute
  11. So, I was just looking at some of the recorded SLCC footage and came across one on SL Mesh. http://www.ustream.tv/recorded/16618062
  12. Thanks for the replies Darrius and Void.
  13. I'm not exactly sure where to ask the question. It is a coding question but not directly related to LSL. So, if anyone knows a more appropriate forum to put it in, please let me know. That being said, my question is about automatic upload. I have a project idea that would allow me to let a customer make a custom change to an item. This change would be sent to an external server and processed. After sending that change to my computer, I want to be able to upload that new file automatically to SL and send it to the customer. It seems the problem is uploading. I can't find any information on how to say use a bot to do the upload for me if I'm offline. Would it be possible to have a bot make an upload to SL?
  14. I generally don't like banner ads because they usually don't have a pleasing visual aesthetic. It seems very few people that make them have any knowledge of graphic design: too much text, bad font choices and gaudy imagery. Don't get me started on the animated ones. So, I usually wish that banner ads didn't exist on forums. That being said, I actually do like your banner Wade. It gives me the itch to click the buttons. So, I suppose with anything, some people will like it, and some won't. As for the OP, if I did have a banner, I'd have it point to the marketplace. As someone already pointed out, it is more likely that the person will be able to load a web page than they will be able to log into SL. I know that I usually shop when I'm not on SL. I very rarely shop inworld. Therefore, if I click a SLURL from a banner, that is just a lost sale since I'm looking to surf and buy online.
  15. StoneDwarf wrote: Oh cool wasn't even aware of this. Thanks for the tip! Welcome ^^
  16. Esprite Xavier wrote: Yep! Not only Dilation there are some nice ones for generating and editing normals. Oi I really need to do some searching. Somehow, I never noticed them in there. Edit: I just found it. Woot! Thanks for pointing that out.
  17. Leeza Catteneo wrote: From what I can see I understand that it's clearly the "none" in LODs which made the huge PE value. Now I'm down to 21PE instead of 230PE. What a difference! And that's by quickly creating dirty reduced versions of the actual item. And I believe this is an acceptable PE for attachments =D Thanks a lot! Welcome
  18. StoneDwarf wrote: Is it a must to create a physic shape for every mesh one uploads in order to lower the PE? I know that structures require a phsyic shape in order to walk in, but what about prim attachments? If you dont create a physic shape, will SL make one for you instead? I'm not sure if I understand above posts right. Yes, because the uploader will attach a default convex hull physics shape that is usually too heavy no matter what the object is. The theory is that even rigged mesh have the chance of being rezzed to the ground for whatever reason.
  19. A Photoshop filter comes with Xnormal?
  20. That looks amazing. Awesome job. ^^
  21. Ok, it is starting to become clear why you had that crazy PE. The issue of the LODS is one part. The other issue is that if you have something that small, and you don't even touch the physics tab, a default, dense convex hull physics shape will be uploaded with it. Small, dense triangles in the physics shape will cause the physics cost to sky rocket. You'll want to atleast just export out a simple cube and upload that as your physics shape. That will give you a tiny physics cost. The final PE is whichever number is the largest out of download, server and physics weight. The "none" in LODs affected the download weight. I'm not sure if it was the LODs or the physics that did the most damage. But, the next time you test the object, you can take a look at the list of the 3 costs on the upload window.
  22. Yea, it is a lot of information to take in, no doubt. Plus, you add in the randomness of beta software. Oi. -.-
  23. That's interesting. I have never had to use the whole 26 list of bones. I'm on Windows 7 64-bit, and I use Blender 2.49 and 2.59. I wonder if your OS makes a difference? That would be odd though. Maybe it is worth asking the developers about. As for seriously partial lists like just the upper body bones, that has worked on and off over the last year and a half of my beta time. That is why I don't even bother with that type of partial list anymore.
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