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Ashasekayi Ra

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Everything posted by Ashasekayi Ra

  1. I'm just generally curious what technical roadblocks will be in place to lessen the amount of unauthorized copying. For example, will mesh assets be harder to copy than prims, sculpts and textures? I'm asking this from a coding standpoint by the way.
  2. I'd love to support a community effort for an Avatar 2.0. But, my question is ... will people use the avatar if it can't have morphs? The developers have been very clear that they don't plan on inplementing morphs or mesh UUID swapping.
  3. On the double sided material question... The Lindens did say in a meeting recently that they might give us the double sided option in the future.
  4. Yes, that's basically the way Prep designed it: add a node or empty, name it "AssetPivot" and there's your new pivot point. I *believe* the method worked for Max/Maya. It didn't work well for Blender however. But according to Drongle, the pivot code and/or physics code related to it is borked in general now.
  5. Thanks for posting those jiras Drongle.
  6. Using "AssetPivot" doesn't work anymore? I haven't played with pivots anymore since "AssetPivot" isn't a good or predictable solution for Blender users. So, I haven't noticed any changes with it. You might want to see if there is a jira open about that bug though. I think "AssetPivot" is still supposed to be operational. As for keeping the object's native pivot point on upload, Prep Linden said they still plan on adding it as an option.
  7. It's good to find some positivity on the forums these days. ^^
  8. Welcome. Glad it's working for you.
  9. Yea, that looks like you have shading set differently on the effected polygons.
  10. That can happen if you have some faces with smooth shading and some with flat shading as well.
  11. 3D Buzz has begun to release free video tutorials that cover the basics of using Blender 2.5+ versions. Blender Fundamentals - Drop 1 Blender Fundamentals  - Drop 2
  12. When asked about it, Falcon said to just make sure all your normals are facing in the proper direction, and you would have consistent winding. The uploader would handle the rest. If you use Blender 2.5+, there is an add-on that shows indices: http://sites.google.com/site/bartiuscrouch/scripts/index_visualizer_25
  13. As far as inworld versus the marketplace, it depends on the product really. If your product can't be demoed inworld, you might as well focus on the marketplace. For example, someone that sells homes or furniture probably makes more sales inworld because people want to see the actual dimensions of the item live.
  14. I think it would be a horribile decision if LL tried to "force" merchants to have an inworld presence in the way that you suggest. That would in no way solve the problem that you mention. People need more quality events/SIMs to visit and get immersed in ... not more stores.
  15. I doubt that it will. It only interacts with skeletal morphs. The mesh doesn't react to the movement of other morphs like larger breasts, thinner waist etc. So, I don't see it moving with avatar physics.
  16. Well, before, you could upload it without a physics shape. But now, the upload button is greyed out if no physics shape is supplied. I'm not sure if that is or is not expected behavior now. I'm looking at old clothing I uploaded (which I know I didn't touch the physics tab with). They all have a shrinkwrapped physics shape when I look at them with Render Metadata -> Physics Shapes. So, I assume the uploader stuck one on them in those days.
  17. That worked. Thanks Arton! I notice that it displays colors like blue, green and orange. Are the colors indicators for something, like a bad physics shape?
  18. Yes, it has been frustrating. And, it would happen the week I put aside to upload some outfits I've been working on. u.u; This is the reproducable error I've come across involving LOD and rigged mesh (separate issue from the invalid vertices error mind you). I placed it in a jira [ https://jira.secondlife.com/browse/CTS-558 ]. Below is the text from the jira. With skin weights checked, the following circumstances cause the upload button to be greyed out: 1) Without a physics model set, the upload button becomes greyed out. (Not sure if this is expected new behavior or not) 2) When a physics model is added from a file. It occurs whether you use the file as is or with analysis/simplify. Now, if you change the "Use Level of Detail" setting in the physics window to either one of the LODs, the upload button reappears. However, if you use analysis/simplify, the upload button becomes greyed out again. The button does show again if you re-pick the LOD in the pulldown.
  19. Why does the screen turn black when I turn on Render Metadata -> Physics Shape? I'm using Win 7 64-bit, GeForce GTS 450 GPU and Mesh Viewer 2.6.6 (227422).
  20. Thanks for the response. I re-tried uploading the item, and it uploaded ok if I used the high LOD as a physics shape. Then, I tried to upload a simple item later that wouldn't upload with a simple box physics shape. But, it would take its own lowest generated LOD. Very weird.
  21. Is anyone else getting this error on build 227422: Invalid Asset NewAgentInventory_InvalidAsset Invalid Number of Vertices This build seems not to want to take any rigged mesh. I've tested with dae that worked fine in previous builds and no go.
  22. Thanks for that link. ^^ I'm glad to see collada will get some love,
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