Jump to content

Rage Riptide

Resident
  • Posts

    190
  • Joined

  • Last visited

Everything posted by Rage Riptide

  1. After thinking about this: Maybe one could position a sculpted sphere at each mesh objects' centre. Once in position, (using Dominos blender plugins) export the spheres as a linked object using the sculptie lsl exporter and then re-build inworld. Once built inworld, replace the sculpts with the mesh pieces in their respective positions.
  2. Morph targets. Shapes are the problem. Avatar mesh is not changed. PD will conform mesh to morphs. Doesn't wrap anything. The "wrapping around meshes" is moot.
  3. I'm sure we can get this topic to a few more pages before another gets started again in a few weeks.
  4. No. Really, that would not be good.
  5. I have never bought fast food that looks like the promo images. NEVER! You just wouldn't go there if they did. It's just plain old good business practice to emphasise the good and ignore the bad completely.
  6. If you use an alt, all objects will have their name as creator. You could give your alt an assortment of full permission primatives to build with. I might put a building/texture alignment grid on them before sending too.
  7. Welcome to the forums, you and the many first posters in mesh. You'll find most of the relevant info here in the wiki, unless you want to dig through these forums. Forums without useful sticky topics. Using latest mesh Viewer? Otherwise, dunno.
  8. Be cool my Beating Heart, you will pump inworld one day.
  9. Check your rotations of objects before export! The physics shape is rotated.
  10. I wouldn't worry. W8 is proably the same underneath with the new shiny on top. The shiny is the new windows 8.
  11. WADE1 Jya wrote: Its interesting figuring out all how this works. It's a PITA figuring out how all this works. FTFY lol
  12. The quality of a mesh will depend entirely on the toplogy the creator uses. i.e. that shoulder. Made properly, it would bend nicely with little or no noticable texture deformation. One must create with respect to animation in the mesh topology if it's gonna move at all, most especially in and around joint areas. Something static... doesn't matter. There's going to be an awful lot of bad mesh being made and sold in SL.
  13. Do they have to be separate? I'd just join the meshes to eliminate the holes. Or pull some of the sleeve under the shoulder to hide the gap. I can see problems with those large sleeves with movement unless weighting is perfect.
  14. I beleive the best way is to model in quads only, if possible, with a nice, neat topology flow. Some say triangles are fine, but I always find they get in the way at some point. Triangles become a problem when you want to add or remove an edgeloop but one must keep in mind that the mesh will be converted to triangles at completion. So, convert to triangles as the last step before export and examine the results, usually fine and dandy if the topology is nice to begin with. If there is a problem then it will be much easier to correct.
  15. Put simply: Create mesh. Done Edit mode, select all, Press U to unwrap, unwrap uv, make a new image, BIG as possible. Tweak, seam, tweak uv. Done. Add New material to selected faces, assign them. Up to 8 materials. Done Have lighting setup otherwise black. Bake texture. Done! It's really that simple he says with toungue in cheek. You can have a UV for each material to get the most from using smaller textures. A good idea. Setup materials for each UV. Point each material to it's own UV in mapping. Bake big images and modify in gimpshoppainter to finish them up. Theres a whole lot more to read elsewhere. Make something simple and practise.
  16. Anything that should move independant of the vehicle, wheels, doors etc should be a separate object and linked inworld. That's me saying something I havn't got to yet, if ever. I think you can still import the separated objects together as one collada export. Parenting, I don't know if it makes any difference in export. I also think the doors should be made so the bounding box centre is on the hinge, by using an extra triangle. Wheels can also be faked with a rotating texture but that is not what we usually want.
  17. I think you should get in world and see what's possible. Many things do not even need mesh, like where a box will suffice as a picture on a wall. Not knowing what can be done will be a severe restriction and time will be wasted.
  18. If you just want an image of the render: Make the render and press F3, name the image press enter. It will be .png by default. This can be changed in the Render Settings panel (one with the camera tab) at the bottom under "Output". Use RGBA if you do want transparency. Best is to create the image then open in image editor, crop, enhance and save to 24 bit tga. i.e. flatten the image and remove any transparency (if transp is not required) before saving. Check the channels that no alpha channel is there. hth.
  19. Thanks Jacki, NP. Hmmm, my chair squeeks as well and I can't fix that. I tried spray oil. Oh well. I keep a special Blender file called MyDefaultBlend. That is for when I want to change a personal preference that I want to keep. Blenders way isn't the best, so to make a change stick so I can use it again. Save current file and open a new file before changing anything. Make changes then save as default Ctl + U, but also save to MyDefaultBlend so when I accidentally reset factory or, and I hate this, you save user settings to the file you are working on and every new file is that one. Answer, open MyDefaultBlend - do/change settings and or preferences, Ctl U and save file. hope that makes sense.
  20. In the properties panel (when you press N ) Look under "View". See the check button "Lock to Cursor". That'll be it. Very handy at the right time so you can pan around a particular spot. Some may not know about this one: Alt + B, draw a box around an area and it hides everything else. Perfect for doing, say, the inside of a mouth. Alt B again to return.
  21. Strider Kling wrote: Alright, i deleted my version of blender, downloaded 2.49b, and downloaded the python version that goes with it. when i go to export, it offers two different collada versions. which do i choose? They also both have a bunch of options for each version of export. How should i export it? You can, and should, use both. For now anyway. Install 2.5 as normal but also get the non-install blender 2.4 package which includes python as a standalone program. You then run 2.49 as needed to do the armature linking but use 2.5 to do all the grunt work.
  22. I have looked for half hour in V2 twice now. I found it first time... somehow. Can't find it again in the appearance areas. It is not obvious. I found the tatto layers easily, finding the skin texture is not. I'm going bonkers trying to find this. Thanks anyway Rolig but I want to use an alpha texture to remove the skin and I want to know where in the appeaarence editor I can change it. I have searched plenty too. No can find answer. ------------------------- Thanks but Lets try again. I create a new skin in unventory and wear it. I go to the editor and find "Edit Skin". Here I see tattoo layers but I still cannot fine the panel where I cahnge skin textures to whatever. I jsut tried again to find it.
  23. no. You can't create notecards at all via script or magic. (i do believe)
  24. "Sex and Drugs and Rock n Roll" makes me happy. Ian Dury wrote a song about that.
  25. In other words: It's out now! Just not everywhere and not officially. Go on being a designing and use Beta Grid for now to test.
×
×
  • Create New...