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Rusalka Writer

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Posts posted by Rusalka Writer

  1. You are suffering from Old MacBook Pro Disease, my friend. I joined the Mesh Beta group last May and had the same problem. My poor MacBook Pro could see no mesh. I am afraid I had to cure it with a new MacBook Pro. You may first try upgrading to a semi-recent OSX.

  2. "Well for onei looked at shops for the Bleeping Meshes and they cost 2000L. Like we got that Sort of Lindens.  and Mesh looks stupid in the first place. who wants to learn 3d? umm not me. I liked the old way Making Clothes and now they have that Bleeping Stupid Mesh Whooopie. 

    "Let Me Congradulate the Moron who thought of that Idea should be smacked."

     

    Why the heck would I need a *&^#$@ automobile when I got me a (*&@#$(* horse that works fine?!?!

    Let's see, mesh allows new content, makes SL run more efficiently for everyone when done well, and opens up new economic opportunities for people, even if they can't scrape together eight bucks U.S. (by the way, have you noticed that not all mesh costs L$2,000, just as not all cars cost $100,000?).

    And it's "congratulate." As in, I congratulate and thank the Lindens who brought us mesh.

  3. Just a note to thank and congratulate the Lindens for mesh. Those of us who have been in the beta for a while have seen and occasionally enjoyed the chaos, crashing, and experimentation along the way. It hasn't been easy, and has at times been rancorous, but here it is on its feet and changing Second Life. We are entering the most exciting time I've known in SL in my four years.

    So thank you to the Lindens, especially those who showed up every Monday (and some epic Thursday nights), and brought mesh to the main grid. A new adventure begins. I can't wait to see where it leads.

    Mahalo nui loa,

    Rusalka Writer

    • Like 3
  4. Vertices can pick up weird, random weighting along the way. For some reason, mine in the legs tend to want to weight to the eyes, which is useless and causes exactly that sort of problem. It's not a problem with the Viewer, and not a Jira-type problem. It originates with your weighting.

    I use Blender, and have to go through and look at every single vertex group, select them one-by-one, and see if I have a stray vertex weighting where it doesn't belong. I have something wrong almost every time.

    And if you are in Blender, you might want to find the Set Smooth button.

  5. Lindens, it's time to take out 1.23. Kill it with fire. Viewer 2 is awkward, but it does the job. Plenty of us have been building with it for a long time, gotten used to it, and are glad mesh is now part of the new Viewer 3. We look forward to improvements, but aren't clinging to hoary old 1.23. Adherents to 1.23, you are missing out on a lot of things other than mesh. Get over it.

  6. Just wait until you add scripts to your vehicle. Your prim count equivalent will jump hugely, and jump further if you link parts of your vehicle together. The joys of mesh. Unfortunately, the weighting regimes used do vehicle makers no favors.

  7. I stumbled across one tricky error with an avatar I had assembled from separate pieces using the append/link/make local route in Blender 2.49. What I didn't notice at first was that somehow I had ended up with duplicate armatures overlying each other so perfectly that I couldn't see that I had two of everything. Finally noticed the discrepancy in the outliner window. So in some cases it isn't that you're missing anything; it's that you have a surplus.

    • Like 1
  8. I can take off absolutely everything, all attatchments, all rigged parts, everything, be standing there invisible in full alpha, and upload a single leg with a .010 offset, attach it, have it work and walk around with the toes on the ground just the way I want, then sit or cross a sim border or whatever, and suddenly the toe is sunk in the ground. Wearing absolutely nothing else. Just a sad little leg wandering around.

    I'm thinking of giving up on the pointed toes for this avatar.

  9. I've noticed that rigged mesh holds on to a higher LOD longer than attached mesh. I made a headpiece for a weird avatar and attached it, and discovered that it dropped to a low LOD at an unacceptably short distance. Rather than fiddle with the LODs, I discovered if I rigged it it looked fine. Unsure if this is a bug or a feature.

     

    Attached:

    Attached Head

     

    Rigged:

    Rigged Head

  10. Go look at the new vehicle avatars provided by LL. You'll see a Beetle, an F-40, a Warthog, etc., which violate the copyrights of Volkswagen, Ferrari, Fairchild, etc.

    That is why I do not think LL is that bothered by IP violations. They're doing it themselves.

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