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Ashasekayi Ra

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Everything posted by Ashasekayi Ra

  1. I'm also using 64 bit Windows 7 and don't see an .SLM file. Edit: Nevermind, I have it working now thanks to arton.
  2. What's an .slm import file?
  3. Thanks. That part makes more sense now.
  4. Hmm... I just tried with build 232686 (and the previous build) on Mesh Sandbox 21 and can't see any pivot changes.
  5. Worth the difference to me. Thanks for all the examples.
  6. Ok, so I have an arch that I have uploaded with a file I want to use for the physics cage. If I skip Step 1: Analysis and Step 2: Simplification in the physics tab, I can upload the model just fine, set the physics type to "prim" and walk through my arch as expected. However, if I do try to use Step 1 in the physics tab of the uploader, it immediately closes the opening in the arch. Is this expected behavior? Under Step 1, I have "surface" listed as the Method and "normal" in the Quality setting. Smooth is the default 0%. I do not have Close Holes selected. Changing the method and other settings seemed to have no effect. My other question is ... do I need to use Step 1 and Step 2 if the physics mesh that I created is low poly to begin with? (In this arch example, the physics mesh had 16 triangles.) Does the hull generated after Step 1 and 2 somehow make the physics shape more efficient?
  7. I have 64 bit Windows 7, and I can use either the 32 bit or 64 bit version of Blender. It only becomes an issue with some scripts which can only run in the 32 bit version.
  8. Thanks for that explanation. So, if an LOD has 3 times less triangles than the one above it, the object will have less prims than say an LOD that is only 2 times less?
  9. I'd recommend using the Blender zip files instead of the exe installers. That way you don't have to worry about conflicts, and you can easily use as many various versions of Blender as you like. Link to old Blender 2.49b zips: http://download.blender.org/release/Blender2.49b/
  10. I thought he said the costs would change repeatedly during the next weeks of testing?
  11. From what I can see, it doesn't look like Archipelis it all. The program that Nacy posted seems to automatically create a 3D object based on a set of photographs taken in 360 degrees around an object. @Nacy: The tech looks very interesting. Thanks for the link Nacy. I could see it as an interesting companion to Zbrush in certain use cases. But yea, it would need to be retopologized to be usable in a SL or any other game engine.
  12. Welcome Luc. That is true. It won't stop it from happening. Nothing will do that. But at least, they will have some real life information on file if they need to deal with a possible infringer.
  13. I see your point. My theory is that they saw PIOF as a way to assuage the fears of some people concerned about ripped mesh content. Yet, they aren't prepared to alienate people by applying this requirement to previous upload formats. I suppose they could limit the other uploads in the future. Who knows.
  14. It would great to have the ability to change between preview animations.
  15. It isn't a bug. They are only supporting the skeletal morphs by design. And, they have no plans to support the other avatar morphs. It seems that we will have to wait for some kind of custom bone system to be supported.
  16. True. I wouldn't be surprised if someone codes a utility to help out with the task at some point.
  17. I was just reading Nalate's blog and saw this post: http://blog.nalates.net/2011/06/08/second-life-mesh-enablement/ Since it contains some information that a lot of us have been asking for, I figured I'd post it. It basically talks about an entry on the mesh wiki that lists some requirements for uploading mesh such as Payment Info on File and reading some form of tutorial. It also goes into some other details about IP and revocation of upload privileges. http://wiki.secondlife.com/wiki/Mesh_Upload_Enablement
  18. If I remember correctly, the facial animation in that video was done just by changing the texture on the mesh. The mesh itself wasn't swapped/animated. In the older days of mesh, you could swap out mesh assets in the same way you could animate sculpt maps. But, that code ability has been taken away. So at this point, you'd have to wait for custom bones or do the same texture animation option shown in that video.
  19. True. Bones would be the most appropriate place to put their limited coding cycles. Facial morphs are just easier to make than facial rigs. But, such is life.
  20. This is an interesting idea. I wonder how big of a model you could get in one notecard.
  21. Thanks for submitting that report.
  22. Heya Nyx, I plan on making a step-by-step tutorial to show the workflow for using Blender or Zbrush to make mesh in SL. Would it be possible to add a section to the documentation for user submitted tutorials?
  23. Yea, I would love morph targets. But, the Lindens have vetoed that idea at the mesh meetings every time it has been brought up.
  24. Thanks for explaining that. It sounds very interesting. It would be nice if they added some kind of feature to allow some simple movement that doesn't require you to go in and make a rig every time.
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