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Ashasekayi Ra

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Everything posted by Ashasekayi Ra

  1. The section for mesh assets and sculpt maps definitely need to stay separate. It would just confuse matters more for people to combine them.
  2. Jason has great tutorials for many different topics. I only knew about his videos on Youtube. Thanks for pointing out the iTunes versions. ^^
  3. Back in the old days of mesh, when we still had access to the mesh asset UUID, you could actually use a hack. You'd switch the prim type to sculpt map then click mirror. Afterwards, you could turn the prim type back to mesh. Sadly, they have blocked us from switching the prim type or accessing the mesh asset. Those were the good old days of UUID switching by scripts too. But to their defense, they stated that the way things are set up now are more secure. So, I guess it is a balancing act.
  4. I hope it isn't a bug either.
  5. FYI, I'm using the viewer from this link: http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/vir-project-1/rev/237585/index.html It's the last one Nyx Linden asked us to test in another thread. --||-
  6. Has the formula for server weight changed? It seems the minimum weight for very low poly items is 1 PE instead of 2 PE now.
  7. Guess I spoke too soon. In the latest 237585 viewer, you can't use partial names anymore with skin weights. I wonder why it keeps switching back and forth.  Hopefully, it is just a bug.
  8. Welcome. Gaia Clary wrote: Ashasekayi Ra wrote: Edit: I just tested the latest viewer (237321), and it allows you to use a partial list with the "skin weights" option. So it is again like it was at the end of last year. I just checked that importing the weighted character from avatar.blend works again. That's great news ;-) Thank you for that hint, Ashasekayi ! I'm happy about that change too.
  9. MaxTux Wonder wrote: viewer stuck on upload mesh, without showing informations: I just made a jira for this issue. You may want to add a comment. https://jira.secondlife.com/browse/CTS-738
  10. Are you using the complete bone list? Partial bone lists aren't supported at all when "joint positions" is checked. And, I have used the complete list of bones when uploading with just "skin weights" checked as well to avoid issues. Edit: I just tested the latest viewer (237321), and it allows you to use a partial list with the "skin weights" option. Complete List of Crucial Bones (21) mNeck mHead mChest mTorso mPelvis mCollarRight mCollarLeft mShoulderLeft mShoulderRight mElbowRight mElbowLeft mWristLeft mWristRight mHipRight mHipLeft mKneeRight mKneeLeft mAnkleRight mAnkleLeft mFootRight mFootLeft
  11. Rigging works in Blender 2.58.1. You'll have to get a build from graphicall.org though.
  12. Drongle, how does the renderVolumeLODFactor amount affect the LOD switch distances?
  13. Ciaran Laval wrote: I'm at a very noob level with Mesh and Blender, I can make a building into a nice shape, need to figure out the finer details, such as working doors, but I'm trying to make it so that textures show on both sides of a basic cube shape, when I upload it there's nothing inside. Now, I'm thinking that duplicating the original and flipping the faces might be the way to go, I have tried this but it didn't seem to work but I'm wondering if that's the right way to try and do it anyway or whether there's another way of doing it. You actually can turn on double-sided faces in Blender. However, that won't help your problem in SL since SL does not support double-sided faces at this time. So, the best way to handle this is to follow your first plan of duplicating the external walls, scaling the new interior walls in along the normals (Alt + S) then flipping the normals (select the faces; hit W hotkey -> Flip Normals). To make sure the normals are flipped in 2.5, hit the n key then scroll down to Mesh Display. Click the word "Face" under the Normals heading. This will display a line through each face showing the direction of the normals. After flipping, you want that line to point towards the inside of the room for the internal walls. The lines should point outwards into the world for the external walls. If you already had the external walls UV mapped, the duplicate will keep the UV layout after the process. So, there will be no need to unwrap those again. Another option would be using the solidify modifier. However, you will have to do unwrapping over again after applying the modifier. And btw, rigging does work in the new version of Blender now. But, you'll have to get a build from graphicall.org.
  14. TheBlackBox started a project some time ago that had the objective of building with prims inworld then exporting that build to an external server that processes it into a .dae file, which can be brought back into SL. He has a group inworld called Sweet Meshes dedicated to the project.
  15. Tommy Rampal wrote: So pretty much I have developed a 'info terminal' system that works similar to a vendor, depending on the terminal state it changes child prims' textures, position and shape to mimic a LCD screen (with text and buttons). The base of this terminal is sculpted (soon to be mesh). I was wondering if anyone has devised a use/idea for mesh for well designed HUDs and vendors. I presume XYtext can be replaced/optimised to make use of mesh's 8 faces. But for the scaling/resizing thing, would it be worth making a special mesh alternative to cut down on prims (I'm talking 2-3 prims), or it's just not worth the hassle and stick to llSetLinkPrimitiveParamsFast ? It would depend on your build really. But first, you don't need to worry about scale in this issue because HUD and vendor lettering would be small. The scaling PE issue that you have heard about comes into play when you are dealing with large mesh. However, you can get into some higher PE with small, dense mesh if you don't make sure to use a very low poly physics shape. Yet, you don't need to worry about physics for this. Just set your type prims to physics: none. So, if you have just one 8 -face mesh for your type plus a script. It can't be any lower than 3 PE; Prim only version would use 2 prims (since you'd have to carry over extra characters). But, if you have a board with say (10) 8-face meshes linked together, you get 13 PE; Prim only version would use 14 prims. If you have a board with (20) 8-face meshes linked, you get 23 PE; Prim only version would use 27 prims. (Both of those examples contain a script by the way) So, the more that you link together, the better the savings. Also, the number of scripts within doesn't matter when considering the PE. It is either dynamic (scripted or physical) or static when it comes to the server PE metric.
  16. I just tried to login and had the same issue. Basically, I could only upload on Mesh Sandbox 1.
  17. Yea, Phoenix is my viewer of choice while building. However, I have been giving Firestorm beta a try the last weeks. It looks like I'll stick with Kirstens for mesh work at this point until Firestorm gets mesh upload or Kirstens gets more build tools. Thanks for mentioning Kokua . I hadn't heard about that one. I'll have to give it a look.
  18. You can learn more about mesh in SL if you go over to the mesh forums or visit: http://wiki.secondlife.com/wiki/Mesh. Also, some one else asked for an explanation of mesh in the following thread: http://community.secondlife.com/t5/Mesh/I-dont-get-it/td-p/998881
  19. I just downloaded Kirstens' latest build and to my delight it supports uploading mesh on Agni. I was very pleased with it. (Thanks Kirsten :matte-motes-kiss:) However, I do miss the build tools in Phoenix (especially spellcheck for scripts and the local browser). Does anyone know if there are any other TPVs with working mesh features? But also, does anyone know if more build tools are planned for Kirstens' viewer?
  20. Cathy Foil wrote: Madeliefste Wrote: "When the object uses a script the primcount will be four times higher then a scripted sculpty." I was shocked to hear this and logged onto the test grid and added a script to one of my meshes I had created. It did not increase the prim count. Am I missing something? If LL increases the prim count for any mesh that has a script in it that be insane. I hope that I simply miss read what you had wrote and that my experiment with my mesh holds true. Adding a script to a mesh doesn't make it automatically 4x the PE. However, adding a script can increase the server cost metric. The final PE is determined by which metric is higher out of streaming(download), physics and server costs. So, it depends what those other numbers are if adding that script makes a difference to your final PE.
  21. I always appreciate your graphs and charts. They are always helpful. Thanks Drongle.
  22. @ Ishtara: Don't be so sure about the theft part. There are some sculpty makers who can and have used various methods offered by 3D modeling software (shrinkwrapping, projection, etc) to copy 3D mesh works from outside 3D content sources. So, the fact that something is a sculpt map does not mean it wasn't made in an illegal or unethical way. By the same token, it is disturbing that people seem to automatically assume that most people creating mesh need to steal it. Some of us have been modelers outside of SL for years. @Vivienne: Amen to that. However, I do think that Ishtara has a point that it will take some time for mesh to be viable from a commerce standpoint. I think it may take six months to a year to grow significantly and be adopted gridwide. I think this will be partly because of all the misinformation and paranoia being spread. But also, I believe the complexity of mesh metrics (especially the issue of scaling and linking mistakes/parcel returns) will scare some people in the beginning. And, let's not forget the luddites. :matte-motes-stress: That being said, I am most definitely going to create mesh for my personal delight and some for sale, keeping in mind it will be awhile before those types of products really pick up steam.
  23. I'd have to agree with Daniel on that one. If they decided to raise cost months after going live, it would cause tremendous FUD. And, mesh doesn't need anything else chaotic added during its initial release. If they are going to increase the cost, they should do it before mesh goes live gridwide.
  24. Thanks for that detailed explanation. ^^ I've always been interested in how to use bit shifting. Your example and explanation cleared up a lot of confusion. @Roliq: Thanks for posting the question. I thought the same thing when I saw that thread.
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