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Babette Ultsch

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Everything posted by Babette Ultsch

  1. yes they apparently changed the UUIDs for bakes on mesh i think thats the reason the omega thing is not working anymore
  2. yes they apparently changed the UUIDs for bakes on mesh i think thats the reason the omega thing is not working anymore
  3. i am not sure if this is the right place anymore but i am having trouble using the bake on mesh skirt texture. When i use IMG_USE_BAKE_SKIRT my mesh is showing GRAY even though i was making a universal wearable for it using some textures i had. Someone experienced similar problems? maybe worth a jira? What adds to my confusion is when i add a legacy skirt using a totally transparent texture the before mentioned texture suddenly shows! Here its Gray wearing only an universal wearable with top, bottom and skirt texture. Adding an invisible skirt, suddenly texture of the universal wearable is showing!
  4. i dont know about maya sadly. just make sure the bones are not scaled..
  5. it might be the scaling deco. Bones should have a scale of 100% or 1.0.
  6. hello, i love the feature! its much less trouble then clicking alpha slices on a mesh body e.g. Anyhow using the bake for BAKE_SKIRT i get some weird texture when taking of the system skirt clothes from my avatar: The consequences are that when you don't wear a system skirt clothing, you end up with that yellowish texture which seems to be some kind of clothing or hair texture. I would expect if you take off the system skirt, the bake would be transparent. this is how it looks as expected using the skirt_bake with a system skirt using a texture that belong to the dress (bake_upper,bake_lower):
  7. ok great thanks one thing to start looking for
  8. hello, is there any description on how the complexity is caculated, i cant find any hints yet and i am puzzled, i made 2 mesh bodies, which have the same polycount one script inside, one has render complexity of about 45000 the other one has 79000 while virtually nothing has changed between these 2.. Then i am wearing a mesh body of another brand and it has 20000 complexity, while using probably 4 times as much polygons..
  9. might be also an issue with bone limits, remember sl only allows 4 bones per vertex. If youre over that limit sl reduces the weight list, which might result in similar mishaps
  10. yes the problem still persists sadly, iwas asking some sl groups and many have the same problem, tho many thought its been a secretly introduced security feature , like banking logins render invalid after 15 min.
  11. hi sanya, as far as i know all items with alphas that use the alpha blend method have these issues, i cannot imagine others brands dont, as i have never found a way to avoid that glitch in ages. What i know also is being overly picky at my own creations, and thus i think you should maybe let that problem just be a problem hehe
  12. did you checked joint position in the importer dialog, usually ticking this with a blender mesh gives wild results.
  13. hi gaia will this file alow to bind the mesh to a different pose, e.g. legs rotated? i was having that problem today, i was binding the mesh to a different rest pose with rotated legs, but the rigged mesh had delocated bones only (instead of rotated).
  14. does anyone know why lindens were not doing shape keys or morph targets instead? I think there would be lot more potential in this technique especially considering mimics.
  15. mostly this happens when not all bones are included in your rig. If you search the resulting dae file for 'joints-array' you will see a list of the registered bones. SL requires at least the 26 m bones being named in that field, no matter whether they actually take part in the skinning process or not. So if you have something like <Name_array id="Blabla-Joints-array" count="2"> mNeck mHead </name array> you should raise the count value to 26 and add all the rest of the mbones to the array. The 2 bones that are in the first place here may not be changed in position in this list, so you have to append the other bones at the end.
  16. hi bendy, the problem is the alpha zones have to be hard wired into the mesh topology. So just a different script would not make things better. All this arises from a problem i have with fitted mesh and gaps. When i upload fitted mesh created in 3ds max, i am getting gaps between the mesh parts, and i was trying a ton of fixes nothing was working yet. (fiddling with units, bone weights a.s.o.) The observation is that the gaps become worse if you go higher on your sim e.g. 4000 meters its worser then 2000 meters. Which looks like its an accuracy problem. Having a lot of alpha zones requires to split up the mesh in many parts, at the point where i am this would lead to a lot of gaps on the body sadly.
  17. i think the problem is that mesh in sl sometimes gets stuck in a lower LOD. It seems to happen randomly, if you right click the item like you intend to edit it it mostly reloads to the full LOD and the flickering is gone.
  18. hello kelis, the problem might be: what i observed is that the body seems to randomly lose the alpha mode properties when rezzing (luckily very rarely). This seems to be a problem of SL in general. Often the next time you login the alpha mode loads properly, but sometimes sadly it seems getting lost or rests in a kind of limbo state (like showing in the edit window that alpha clipping is on but actually performing like alpha blending is active). To prevent this i was scripting a routine into the body that updates the alpha modes on each time you apply a skin. So whenever this happens again try applying a skin, that should fix the issue. Also making a backup copy of your body helps, if this occurs again you have a fresh copy still that works fine. As said before its not an issue of the mesh body, since this occurs randomly even if you do nothing at all (not e.g. applying clothes)
  19. hi kendra i think theres nothing one can really do about it. At least its the same for me. and if you look at other creations e.g. slink feet, you will notice the same problem. when its important i try making a bit of overlap.
  20. thank you for all the insights and answers, that helped me understanding things much better . I also figured that i can extract the morph targets with the max_slav plugin, and yes astrid you are right i am using max. One thing that still bugs me tho is how can you find out how the Collision bones change when the shape changes? I think this would be mandatory to make a valid rig in case one is able to set up a working morph target system. Is that somewhere down in these mentioned xml files maybe?
  21. thank you for your answer Mistah, Avastar sounds really like a great tool. I probably need to overcome my lazyness and learn blender
  22. thank you for your reply Cathy, it helps me seeing the problem between morphing and trying to make that up with binding and weighting to bones. I wish i was saving all morph targets back when the sl viewer had the "export avatar mesh" option. But that was dropped years ago unfortunately (and i wonder why). Anyone knows how one can still access this feature to make a set morph targets? The other way would be probably changing weights and uploading a model for each try, then figuring how it behaves lol... Mesh deforming sounds good, is it kind of binding the mesh to the vertices of the avatar body technically?
  23. Hi all, what i have done yet was making a fitted mesh clothing from the provided (and updated \o/ thx ll) skeleton file. After a bit of bumpy roads all went good eventually. Now i was suspecting it will kind of automatically fit to my shape. But it does not :/. I see that its bulging e.g. when i resize the belly and breasts. I was wishing that at least theoretically i could omit an alpha or that my body wont show that much through the dress. To make it short: the dress fits nicely on the standard av in my 3d program (as you can see on the sample picture its not good in some regions, but was just meant as quick test) but in sl my body is poking all way through. Now i wonder whether my expectations were too high? Or was i misunderstanding the concept behind or is it just that way? Or maybe i wasnt getting the weights right?
  24. the region is sold. Thanks everyone for the inquiries :matte-motes-smile:
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