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Ashasekayi Ra

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Everything posted by Ashasekayi Ra

  1. RE: The clipping issue I think part of the problem is unrealistic expectations of what the mesh deformer and/or Avatar 2.0 will be able to do Even if we get a perfect Avatar 2.0 (which I haven't seen any Linden officially agree will be created), there will never be a way to achieve zero clipping for every single clothing item made by various creators with varying topology. The issue of clipping gets worse when you include layering clothing with different topology created by myriad people. Let's not even talk about how impossible it would be to have zero clipping under those circumstamces when you add in animations. The use of alpha masks with clothing and the default SL avatar won't vanish. Although, the deformer will diminish the need for them in some use cases.
  2. Darien Caldwell wrote: The fact is, you keep saying "LL Says it's not enough" but I have yet to actually see anyone but YOU say that. LL hasn't asked for garments since last year, when they received them. That requirement is over, and LL hasn't asked for more since. If LL wants more garments, I want to hear LL ask for them. QFT I wish I could hit agree on this statement 100 times. The "it's the communities fault for not doing enough.... not wanting it enough" misinformation is getting beyond tedious at this point. The unpaid community of designers, coders and consumer testers have done their part. If LL needs something else from the community to get this project off the ground, an employee from the company needs to explain what is needed through an official channel. At this point, this whole issue is clouded by rumor and hearsay. As Darien said, if the actual hold up is test garments (which I don't believe it is), an LL official needs to state that now. Either way, any official word through an official channel on the status of this project would be helpful.
  3. Kitsune Shan wrote: I never tried to just put the same mesh in the same place and see if the results are the same. If the result is the same, well, nice. That makes everything easier for everyone. I'd say the result is "mostly" the same. In my experiments, duplicating the faces in the same spot and using images with alphas in them did glitch sometimes. It usually happened when you zoomed in or out on the object or made a quick rotation around it. This object was a single model. The glitching was far less than when using two seperate models stacked on top of each other. But yea, alpha glitching still occured. However, your layered mesh had zero alpha glitching for me. So, it will be worth looking into using it more for me. So, thanks for sharing this technique. ^^
  4. Thanks for the information, Gaia. ^^
  5. I love everything about this pic. Great job!
  6. Darrius Gothly wrote: Furthermore there have been numerous requests for the ability to disable purchase emails for some products .. on a product-by-product basis. Adding the Delivery Confirmation email presents another option that needs to be included. Thus a FULL description of what we need is: Send an Email when product is copied into the Buyer's Received Items folder. Send an Email when a Customer's Purchase is Credited to our Account. Add an Option on the Product Listing Edit page to Enable/Disable the "Delivery Confirmation" Email. Add an Option on the Product Listing Edit page to Enable/Disable the "Payment Confirmation" Email. +1 to this. This really is a "need" not a "want".
  7. Eboni Khan wrote: Can we please have instant cashouts? Merchants have requested this feature for years and we still do not have it. With the purchase of Xstreet, the instant cashout function there was eventually removed. All of the Lindex competitors have instant cashouts. + 1 This would be a nice feature to have again.
  8. Pamela Galli wrote: Ashasekayi Ra wrote: Knowl Paine wrote: Several months ago, there was a discussion about creating a sort of better business bureau for SL Merchants. The idea was met with mixed replies, some for ,some against. It is the fault of Merchants, if they are not organized, and working collectively. There should be Official Merchant Groups, they should have weekly meetings Inworld. Recognize top sellers for their accomplishments, this is business, it's nothing personal. That would be gamed in a nano second. Not to mention, a better business bureau would not address the technical bug issues discussed in this thread. Communication could be helped tremendously just by having a weekly Linden-lead user group. The content creation user group meets every Monday. I don't see why a merchant user group couldn't meet regularly as well. The content creation group has an agenda page that people can post their questions to ahead of time. Any questions from the agenda that can't be addressed in the alloted hour get pushed to the next week's agenda. Everything runs pretty smoothly 99% of the time. We used to have those, Asha. I am not sure why they stopped. Brooke had a couple of them but then said she would use the forum to post information, and I assume take questions -- it was so long ago I can't remember exactly. In my opinion poor communication is the problem in this relationship between CT and merchants. Yes, I remember when Brooke had some meetings in the beginning. The one I attended didn't go well. But, I think it is because it lacked organization. A user group can quickly spin out of control if you have lots of frustrated people there. That's why it helps to have that agenda page and to firmly stick to it. Nyx Linden does a great job of staying on task and moving forward in the agenda even during the times that the meetings got heated over the mesh deformer drama. Obviously, the first few merchant meetings would be rough since I'm sure there are tons of people that are bubbling over with questions, concerns and feature requests. However, I think the initial pain would be worth it for merchants and LL. In my opinion, a great deal of the bad will between some merchants and the MP staff comes from merchants feeling like they are in the dark about what is or is not being fixed..... what is or is not a priority when it comes to badly needed features...etc.
  9. Knowl Paine wrote: Several months ago, there was a discussion about creating a sort of better business bureau for SL Merchants. The idea was met with mixed replies, some for ,some against. It is the fault of Merchants, if they are not organized, and working collectively. There should be Official Merchant Groups, they should have weekly meetings Inworld. Recognize top sellers for their accomplishments, this is business, it's nothing personal. That would be gamed in a nano second. Not to mention, a better business bureau would not address the technical bug issues discussed in this thread. Communication could be helped tremendously just by having a weekly Linden-lead user group. The content creation user group meets every Monday. I don't see why a merchant user group couldn't meet regularly as well. The content creation group has an agenda page that people can post their questions to ahead of time. Any questions from the agenda that can't be addressed in the alloted hour get pushed to the next week's agenda. Everything runs pretty smoothly 99% of the time.
  10. The strain map in MD has nothing to do with weight mapping. The MD strain map gives you an indication of how much the fabric is stretching on warp and weft. At red (100 %), the fabric is stretched to maximum capacity. You wouldn't see any wrinkles or folds at this point in the simulation because that fabric would be skin-tight basically. At 0%, you'd have a fabric that is extremely loose and capable of developing fold/wrinkle patterns.
  11. I can't wait to test this feature out. I have wanted normal and specular maps in SL for years now. I'd also like to add a +1 request for an AO shader. I brought up the need for this material in the informal user group meeting. I won't repeat everything I said there since Drongle pretty much covered why it is immensely useful. It just needs to be repeated that the AO function in the viewer does not give the fine detail control over AO that an AO map does. Plus, there are many that can't even use the viewer feature because of hardware issues.
  12. Your best best for adjusting new fits would be to avoid global scaling operations and use either proportional editing in Edit mode or use the grab brush in combination with the smooth brush in sculpt mode.
  13. "Preserve volume" isn't supported by SL's uploader. If "bone envelopes" is checked, you should uncheck when using your own custom weights. The problem with the weights are that they are rough in areas that transition from one joint to another. The transitions need to be smooth. Skirts really need to be painted/tweaked manually. For example, take the picture of the back of the skirt that shows the weights on the lower leg. The weights are going down at an unnatural angle, and they are uneven. Also, the weights that overlap between upper and lower leg should have a smooth, normalized (all weights on a vertex add up to 1) transition.
  14. I can't see anything wrong in the workflow that you described. Masami already made some great suggestions of things to recheck. The only thing I can add is that I have had buggy experiences with array/curve in the past. The bugginess is usually fixed by opening/closing Blender or using append to start over in a new file with my objects.
  15. Great catch Nacy. I forgot to remind people to delete the extra set of donor UVs before export. I went ahead and added that step to the intstructions.
  16. Personally, I love Zbrush. I'd highly recommend it for anyone that likes a high to low poly workflow and that likes sculpting (I mean traditional sculpting not SL sculpt maps). It is designed for extremely high poly work. But, you can use it in a game content workflow with the help of retopology and map baking. It is a feature rich program and some people do find the UI hard to get used to. The UI was designed around using graphics tablets, so you'll find it much easier to navigate if you have one. You'll need to use a companion program, such as Blender or Maya, with it if you want to skin/rig clothing and avatars. A 3D suite will also come in handy for retopologizing the models you export from Zbrush. It does have retopology tools, but I don't recommend bothering to use them. The program doesn't have a native .dae exporter. But, you can download a free plugin that let's you export .dae files. LINK: http://www.zbrushcentral.com/showthread.php?93650-Second-Life-Sculpties-in-ZBrush-4-ZSculpty-Tools
  17. It seems like you just need to set up a second set of UVs to bake to. So, I'm working under the following assumptions: You have a single set of UVs that have a texture associated with them that you want to bake. "Multitexture" is turned on in the Properties sidebar and "Textured Solid" is checked. Your lighting is set up for a full render bake (e.g.. a hemi lamp is in the scene or a more complex light rig is present) You have a material assigned to your object and "Face Textures" is checked. It is under "Options" in the material tab. If all those things are set, here is how to bake from one UV layout to another UV layout: Go to the "Object Data" tab and look for the header called "UV Maps". You should already have a single entry there with the generic name "UV Map". Rename it "DonorUVs" so that it is obvious what it is. (This is optional.) [PIC 1] Now, click the plus sign to add a new UV layout. Name it "targetUVs". (You can name it anything. The name is just a suggestion.) [PIC 2] With "targetUVs" still selected, make a new UV layout that fits in the 0 to 1 range on the UV canvas. In other words, make sure the UVs fit within the grey square/grid. (You can use the hotkeys CTRL + P to automatically pack all UVs into the 0 to 1 range of the UV window.) [PIC 3] With all the UVs selected, go Image -> New Image. Name the image "targetUVs" if you like. [PIC 4] Here is the important step: Make sure that the little camera icon is active (should be darkest) on the "DonorUVs" UV layout in the UV Map section under the Object Data tab. If it isn't, click the camera icon. However, the active selected UV layout should be "targetUVs". In my illustration, you can see that "targetUVs" has the active selection color around it. [PIC 5] Now, go over to the Render tab and bake as usual. [PIC 6] NOTE: Make sure to delete "DonorUVs" from the UV Map section under the Object Data tab. You can only use one set of UVs in SL. Illustrations: [PIC 1] [PIC 2] [PIC 3] [PIC 4] [PIC 5] [PIC 6] Page Edit: Added information about deleting UV layouts
  18. You should apply the rotation before you export out to Second Life. Otherwise, the rotation won't be set. If you hit the hotkey "N", it will open the properties sidebar. Look at the numbers for "rotation". They should be 0,0,0. And, you are welcome. Glad you found them helpful. I'll send a PM on the forums with my e-mail address.
  19. After you rotated your model back (after taking advantage of x-mirror), did you apply the rotation with Ctrl + A (apply scale)? You do need to use Collada 1.41 not 1.3. Both Blender 2.49 and Blender 2.63a can export a rigged mesh fine. Also, including eyes, skull and toes won't hurt the upload at all. Other than that, it would be hard to diagnose what is going on with that file without seeing it. If you like, I can take a look at a sample .blend file that has the issue in it.
  20. I had no problem exporting out rigged mesh for SL using Blender 2.62. I do agree that if you don't mind using bleeding edge (eg. beta versions) of Blender, you might want to try the daily builds which always have the latest code.
  21. I'd suggest upgrading to at least Blender 2.62, preferably 2.63. It looks like your mesh suffers from the bone rotation incompatibility between SL and Blender that existed for some versions of Blender between 2.5 and 2.62.
  22. It's hard to say without seeing the .blend file. If the outfit has two layers, it could be that the layers don't have identical weights on the vertices. Or, it could be that the weights are incorrect in that area. Automatic weights usually have to be cleaned up and tweaked.
  23. Ashasekayi Ra

    Uploader

    I haven't had any issues with the latest Blender builds (which are just betas for Blender 2.64 really). You can download one from Blender official. LINK: http://builder.blender.org/download/
  24. Kwakkelde Kwak wrote: I didn't test it, but I think the dissolve (Blender) or remove ( 3ds max) will leave your UV map intact and the other way described by deleting and stitching will not. So if you are removing geometry for lower LoDs it will save a lot of time redoing the UV. Dissolve in Blender does leave the UVs unharmed. If a person is using Blender 2.63 and above, he should use "dissolve" instead of the old delete -> edge loops function. The side benefit is that you can remove multiple edge loops at once with dissolve. You can't do that with delete -> edge loops.
  25. For a skirt, your best bet is manually painting the weights. You basically want to have a smooth transition of weights that spans the area between the two legs. Here's a picture to illustrate my point:
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