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Ashasekayi Ra

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Everything posted by Ashasekayi Ra

  1. Thanks for pointing out the code snippet arton.
  2. Glad to see I'm not crazy. I agree, Drongle, that behavior seems to be odd. I wonder if it is a bug.
  3. Has anyone had success uploading a mesh model with a changed pivot point? I haven't had success with Blender yet. What I did: 1. Made a simple model. 2. Added an empty and named in "AssetPivot". 3. Placed the empty where I wanted the pivot to be located. 4. Exported both.
  4. Well, you can have alternate installs of Blender on the system if you like, using the zip installs/bundled python, without a problem.
  5. Which version of Windows are you using? I run the 64 bit versions of both Blender 2.49 and 2.5x on 64-bit Windows 7. As a side note, I always use the zip installers.
  6. Welcome If you like, I can drop you a notecard of some great Blender/mesh tutorials I've come across recently. Just let me know.
  7. 1. At the moment, you can use either the current version (Blender 2.49) or the beta version (Blender 2.5x) to bring in static mesh. However, the collada export in the Blender beta version isn't working with SL's mesh uploader when it comes to rigged mesh. So, you'd need to export any rigged mesh from 2.49. However, there is a 2.49/2.5x workaround for people who would like to do all their building in Blender 2.5x and just export from 2.49. Link (Message 6 by Luc Starsider has the solution): http://community.secondlife.com/t5/Mesh/Blender-2-5-exporting/m-p/413765/highlight/true#M1708 2. No, not yet. But, there are some basic tutorials specific to Blender and SL at Machinimatrix. Link: http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/meshes-overview/ 3. Specific detail? No. Refer to the link in number 2. And, I haven't seen any tutorials on joint positions yet. Hopefully, if one exists, someone will post a link. I'm hoping to make a tutorial on a Blender pipeline for rigged clothing in a couple of weeks though. 4. And yes, that would be cool.
  8. Following Daniel's example, I think it would be nice to bring the Blender best practices thread over to the new forum. Archived Original Thread: http://community.secondlife.com/t5/Mesh/Mesh-Best-Practices-Blender/m-p/183065#M322
  9. Thanks for that information Falcon. As for the last mesh meeting, I found the ending pretty rude/strange as well. I still don't understand what happened there. But anyway, I also thought that it sounded like they were making serious progress in bringing mesh to the main grid since they are merging code.
  10. I'm pretty sure the OH name change is global. Nyx Linden pointed out that OHs would be renamed at his last meeting. As for work hours, there are surely companies that have set work hours. I have worked for them myself. Of course, an individual may decide on their own to work over. But, that doesn't mean she should be expected to do so on a regular basis. Also, I would hope they would announce these meetings in a central location like the forum not twitter or inworld chat groups.
  11. Thanks for the information on a new meeting.
  12. I'm assuming you are using Blender beta 2.5x. Rigged mesh comes in garbled with their current collada exporter. You'll want to use 2.49 for now. Btw, you may want to ask questions in the mesh forum. This particular blog post is laggy because it is so long now.
  13. The Shift-copy issue is a known bug. Basically, when you shift-copy, the prim physics type changes from "convex hull" to "prim". So, you just need to change the physics type back. As for the .1 prim, regular prims have lower (fractional) costs once attached to a mesh.
  14. Meh Sorry about that. I assumed it would be open by now. If they have the Mesh OH today, I'll ask about the jiras. I assume they don't want duplicate jiras.
  15. Medhue: I made a jira last night about the avatar becoming distorted after detaching a skinned avatar (without bone offsets). It's a new bug that wasn't there months ago. https://jira.secondlife.com/browse/CTS-261?
  16. http://blog.machinimatrix.org/2010/09/15/meshes-i-a-preliminary-tutorial-about-meshes/ the avatar.blend file
  17. Sims are open http://blogs.secondlife.com/community/technology/blog/2010/10/13/mesh-import-open-beta-starts-today
  18. For those who want more information: http://blogs.secondlife.com/message/413038 http://wiki.secondlife.com/wiki/Mesh Also, the Mesh Dev group in-world is a great place to ask questions and get help.
  19. They told us Monday that they finished the code for bone offsets. That will allow you to move the joints of the skeleton around so that you can make avatars with different structures.
  20. Thanks for putting that jira together Daniel. I think the suggested simple mesh editor would expand the flexibility of mesh greatly. This is especially true for the issue of clothing fits. But, it will also allow people the opportunity to just have fun experimenting around with mesh directly in SL. That sort of building interaction has always been part of SL's charm imho.
  21. A rigged mesh actually has bone and joint information attached. For example, you could model a jacket to fit an avatar then rig it with bones so that it can move with the avatar as a single piece. You could also make a sort of avatar replacement with it ala furries, robots and even humans. The drawbacks are that it doesn't support facial animations, it doesn't support avatar morphs (only skeletal ones) and you can't scale it while it is attached. The non-scaling while it is attached has bugged me greatly. It will be a conundrum for clothing makers for sure. But, I've been told it is very hard to program. *shrugs* I still ask about the progress of it, and they say they haven't ruled it out for the future. Non-rigged mesh is mesh without any bone data. It could be a landscape, prop or bracelet. It's a regular model basically. I have more hope for scaling issues to be addressed with this category. But yea, I've been crossing my fingers for an extension beyond 10 m for ages. I rarely make anything as large as an expansive landscape. But, I do have products that could be slimmer without the 10 m limitation. I surely see it as an universal SL issue. As for the mesh beta SIMs, I *think* they are still closed until they roll out the open beta. But, you could ask Nyx Linden to be sure about that. I could be wrong.
  22. Actually, many of us did point out the scaling issue. I personally bugged them about scale for non-rigged and rigged mesh my whole time there. As has already been said, many of the issues with mesh are still in flux. At the moment, you can export something out as mesh at any size. But, the developer just said Monday that will change to a 64 m cap. On the plus side, he stated that they may move the limit for regular prims to 64 m as well. My guess is that at that point a mesh and prim could be resized at will between .01 and 64 m. But, the last part is just a theory.
  23. Wow, by the time the comment box loaded, Jennifur has already answered your question on scale. As for Zbrush, I've been converting the .obj files to .dae in Blender. However, there are other free programs that can convert, such as Mesh Lab, DazStudio and Wings 3D (not 100% positive on this one). I will note that I tried just converting my sculpt objects straight into .dae just to experiment on the Mesh SIMs. As I suspected, in most cases the sculpt resolutions were larger than they needed to be. So, I'll really need to rebuild them specifically to be low polygon and re-map them. My objects are clothing items and props so this might not apply to landscapes.
  24. No, you'll have to make a collision frame for it. And, the system seems to prefer using prims for this job more than using another mesh for it. There is a Decomposition tool that tells you the physics costs of various set ups as well.
  25. For Sculptris:http://www.zbrushcentral.com/forumdisplay.php?f=110 and http://drpetter.proboards.com/index.cgi?board=sculptris For Zbrush: http://www.pixologic.com/zclassroom/ These are the forums that I visit. As for Photoshop, I'll have to dig in my bookmarks and shoot you a PM when I find some.
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