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Olyphaunt Offcourse

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  1. Naw, i mean there is an option that is called 'all faces' as part fo the weight painting tools, in 2.60 it was under 'weight tools' on the tool sidebar and in 2.62 it's gone. The issue is that i want to paint on all faces under the cursor regardless of whether they'e visible , but it's stuck only painting on visible ones. so if i have a mesh with, say, a mouth interior sculpted, or nostrils that run up into the nose, i have no easy way of assigning weights to those verts. I DID, after poking round a bit, find that you can select the verts you want to assign a weight to and do it in the object properties, but that's a hell of a lot less intuitive than painting... it looks likethat's what i may be stuck doing though.
  2. alright so i posted about this on the blender forums about a week and a bit ago, no reply even... hopefully i'll fare better here. the 'all faces' option, which is supposed to toggle occlusion of background geometry when weight painting, was not working in blender 2.60. I upgraded to 2.62 hoping it was a bug that was fixes, only to find that toggle gone completely. I go back to an old pre 2.5 blender that i KNOW it was working on last time i used it AAAAAND: it won't work. When trying to rig somethign this is a HUGE hassle, and easily makes things take 8 times longer than they should. Does anyone know what's up? anyone had this problem? is it on my end? I uninstalled and reinstalled blander, botht he new one and the old, and no change. Is there an add-on i can get that'll fix this? Is there even another way to assign weights to verts?
  3. Personally at this point I wouldn't bother with sculpts unless I had some reason to need a sculpt specifically. They're so much more of a pain in the ass to make than a normal mesh model, there's so many modeling that you use when making a sculpt... That being said, Blender is very intimidating to start with but I can't recommend it enough. It's free and is capable of pretty much anything you could possibly want to do with a mesh. Any other program as capable as Blender is going to easily run you a couple hundred bucks... if I recall correctly most of the more popular 3D programs are over 400$ to purchase.
  4. So I tried searchign around but couldn't seem to find a clear answer to this question: in blender, I've got the default SL av rigging, I've applied it to a model, and I'm going to be editing it into a new av - all cool, pretty straightforward so far, but one thing I'm wondering: can I add bones to the mesh? I'd have to make all custom animations for it of course, but this won't cause any errors or anything will it, or make my mesh unusable? Is there a specific way you have to do it for it to work or can you just add bones as you need them? Or will they jsut not be usable by the SL client due to lack of support? I find the wiki page to be kind of devoid of information... it just kinda gives you a little basic stuff and the rest you have to figure out on your own. So I'm going to try making a simple custom skeleton riggy thingy and try uploading that. Any input would be well appreciated.
  5. Logged on with V3, on Agni it was fine, the option to upload model is there - but I have hardly any lindens so I decided to jump on Aditi to play with mesh testing, naturally. Except there's no iption to upload mesh when I log in on Aditi... odd. I haven't seen any indication online why this might be happening, It's not jsut giving me the warning from not having taken the little test(which I did for Aditi already so that's not the issue) and I have payment info used... what gives!?
  6. No dis. Just sayin'. It's no masterpiece. I'm sure it'll improve with time!
  7. Cool to see you getting on in-world. One thing though... apart from the afore-mentioned AO(animation override, in case you don't know that one yet), you should definitely find a class on building - turn that crappy hut into an awesome one! x3 Also, you should google 'Ralph Pootawn' for a laugh. :3
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