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Ashasekayi Ra

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Everything posted by Ashasekayi Ra

  1. I see. I misunderstood your first post. After using the patch and re-compiling Blender, the dae file created won't load the rig into SL. It acts as if it has a partial rig. The original file has a complete rig however.
  2. No, I wouldn't use shape keys to make LODs. You can just store each LOD and the physics hull on their own layers. Then, you can just select them one by one and export them out as dae. Make sure you have "export selected" checked. (If you are using Blender 2.5x, the dae exporter isn't complete and can't just export a selection; therefore, it is more tedious because you'll have to delete all the objects except the one you want to export.) As for workflow, I build up from low to high in Blender usually unless I sculpted something in Zbrush first. I make the physics mesh last. I use the low version of the model as a starting point for that one and remove edge loops aggressively.
  3. Ah I gotcha. What is the SL bug workaround patch that you mentioned in the original post?
  4. Thanks for the information. Would you happen to know if this patch is included with the GSoC Pepper Branch builds at graphicall?
  5. I believe you have to pay for the next version.
  6. Ok, thanks. I just wanted to make sure I wasn't missing it somewhere.
  7. @Nyx: Thanks for clearing up the display weight confusion. But, I do have a question. I believe that we can see the streaming cost under "Develop -> Show Info", and we can see the physics cost in the edit window. But, where do we see the server cost?
  8. They are morphs. And, LL has stated several times that they won't put morph support in the mesh implementation. So, you'll have to wait until they but in support for custom bones or use Feynt's workaround.
  9. That isn't just happening with Max. You can't use partial rigs with Blender any longer either. Now, you have to include the whole list of bones.
  10. Thanks for the answer. That clears some things up for me.
  11. I've been using Blender 2.57b to make all my experiments that I've uploaded to the beta grid lately. So far, I haven't had any issue with static mesh. Of course, rigged mesh still are a no go for the new Blender. Hopefully, it will be sorted by 2.6.
  12. @Nyx: Now we see that there are three costs associated with mesh: streaming, physics and server. If the server cost is less than the streaming cost, will the final PE equal the streaming cost?
  13. I'd also have to add my objection to raising the prim cost when a script is added to a mesh object. Mesh already has too many handicaps that do not exist for prims and sculpts.
  14. Ah ok. Sometimes you will get stray vertices after performing a decimation. You may want to select all in edit mode, hit W then select remove doubles. After that, you can check for totally unattached vertices. Make sure you are in face select mode, select all the faces then move it. Go back to vertex select mode if you see a cloud of vertices left behind, you'll need to delete them.
  15. arton Rotaru wrote: I noticed the costs display in the edit floater changed on the latest Mesh servers. Is it now this number we should take as prim count, or should we still go with the Show Render Info > Selection Streaming Cost display? I'd have to echo Arton's question. Should we still look at streaming cost for the most accurate indicator or prim cost versus the edit floater?
  16. Which version of Blender are you using? Blender 2.5 still mangles rigged objects. It is fine to use for static mesh though.
  17. That's weird. On my laptop setup, I've never used a single Blender installer just the zips. But, I can associate blend files with the Blender .exe using "open with". But, I'm glad you have everything solved. Happy Blendering!
  18. Well, we will have to agree to disagree on that one. The functionaliy of the programs is clearly different in several ways.
  19. Agreed! But, I guess we need to be patient. Sooo hard to do though.
  20. Yea, after some tedious testing, I was able to get it to work when I used seperate planes joined into one object and then decomposed it. And you're right, simplify closed everything and made 1 hull. After all that, I found that my simple low poly LOD cost less when I didn't decompose it.
  21. Thanks, I'll give that a try.
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