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Tia Biscuit

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  1. Ok I found something I might have missed on this first time around. I just created another chain like this... and it was working perfectly. Then suddenly I had this huge boundry box. What I found was that I couldn't freeze transformations. The error was that one of the polygons had incoming connections. (I might have missed that last time around! I'm surprised I did as I had re-created the thing.... but anyway) So I had to select the polygon in question... the error told me the name of the polygon. And either replace it or use the channel box to select the offending connections, right click and break connections. Then viola the boundry box problem vanished! Whooo yeaaah haaaa haaaaa! In your face boundry box!
  2. Yeah I had another guy tell me it was just corrupted geo somewhere. It is extremely frustrating. Because I even recreated it and the same error happened again and again with new geo. BUT a solution was found... for this file at least... And that was to open it in 2014. (it was created in 2011) and apply new blinns to the model. Reset the settings of maya. It worked then. But I have no idea why. -.-
  3. I have a problem here I cannot for the life of me figure out. I get this problem all the time when working on detailed mesh. I've never found a fix for it.... sometimes ungrouping it and regrouping it to a new bit of mesh like freshly created cube fixes it... but usually I have to remake the geo. It is driving me crazy. I'm trying to upload a bit of mesh and the boundary box in world on upload becomes to deep for it. Take this bit of mesh that is suppose to fit around the chest of the avatar. When I try to upload it.... it has a boundary box that reaches to the floor. There is no rigging or joints on it. I have carefully and throughly made sure there is no random geometry like a face or vert connected to it. The boundry box simply is associating it's size with the 0,0,0 position of XYZ in maya. There appears to be nothing in the scene doing it. This image shows what the preview window looks like when I try to upload the piece of mesh that is giving me this oversized boundry box. Its too high in the preview window, it should be in the center. The second image shows you the boundry box problem in world. Now I figured out what part of modelling is causing this..... Its mirroring and combining the two mirrored parts together. When I mirror a bit of geometry. This boundry box occurs. If however I UNCOMBINE the two halfs of mirrored geometry and combine each half on its own and upload them. Each half's boundry box is perfect. However as soon as I combine them once again. The problem is back.... NOTE: this does not happen every time. It didn't happen to the top part that was also mirrored in the same way. What I tried: 1. Exporting as Obj. Re-importing it. 2. Importing it to a new file. 3. Exporting it as a FBX. Re-importing it. 3. Duplicating and -1 scale along axis and freezing transforms and reverseing normals instead of using mirror geo option. So far nothing has worked. I've even recreated the chain, and the same problem pops up. Somemone has mentioned that there is some residule math or something that lingering somewhere, and there used to be a purge option in older versions of maya. But I don't know where to find this. I'm using 2011. Any help very welcomed. thanks Tia :-)
  4. Thanks. Yes I've had a look through them thoroughly and yes it needs modifying, to work in props. That's why I'm asking here for anyone who knows how to do this and is willing to help me. I have been looking hard for ages and can't find anything plug in and go for props. Yet I seen it being done on furniture already out there. So if anyone has this solution... be it time to help me do these scripts, or sell me their scripts or what ever it is please can you let me know. Thanks Tia
  5. Hi all, Please could someone tell me which system I could use for a bed I made which will rez props with chain attachement points for cuffs and a collar the bed will give you. I have been looking at lockmeister and lockguard and bright CiSS but all these seem to work only if you sit on the prim with the main script is in... So if you sit on the bed, you have to sit on the prop before the particle chain attaches? But I have seen beds designed byt TMS Designs, in these beds you sit on a pose ball on the bed and when you select certain animations it rezes a prop, and postions you on the prop, and if you are wearing the cuffs and collar the bed supplies it will auto link your cuffs and collar to the attachment points on the prop... no need to sit on the prop. I'm not a scripter at all so please can someone help me with a system that works for this? Thank you very much Tia
  6. Hi All, I've just tried to put that shelf into maya as per instructions from that link of goodies Chosen gave. http://abbloch.com/slmaya/ Unfortuantely it didn't work. Says its compatible with maya 7. I'm on Maya 2011. If anyone else as a working maya 2011 compatible bvh exporter please could you post it here... unless I've done something silly with what Chosen has supplied? Much thanks Tia :-)
  7. Hi Sunny.... lol bet you've solved this by now... but heres how its done: I use windows 7, but I'm sure you can figure it out with the platform you have with google and such but heres what I have to do: Open your router IP address in a web brower: Search for DNS Address: 000.00.000.00 (will be actual numbers) Next go to your: Nework Sharing Center: Click on: Local Area Connection Double click: Internet Protocol Version 4 (TCP/IPv4) Click Use following DNS server addresses: Then next to: Preferred DNS server: enter the DNS Address from your router Good luck, its a nightmare of an issue that! Tia :-)
  8. I use windows 7 and I've found the only thing that fixes this issue across all viewers is: Open your router IP address in a web brower: Search for DNS Address: 000.00.000.00 (will be actual numbers) Next go to your: Nework Sharing Center: Click on: Local Area Connection Double click: Internet Protocol Version 4 (TCP/IPv4) Click Use following DNS server addresses: Then next to: Preferred DNS server: enter the DNS Address from your router Good luck, its a nightmare of an issue that! Tia :-)
  9. I use windows 7 and I've found the only thing that fixes this issue across all viewers is: Open your router IP address in a web brower: Search for DNS Address: 000.00.000.00 (will be actual numbers) Next go to your: Nework Sharing Center: Click on: Local Area Connection Double click: Internet Protocol Version 4 (TCP/IPv4) Click Use following DNS server addresses: Then next to: Preferred DNS server: enter the DNS Address from your router Good luck, its a nightmare of an issue that! Tia :-)
  10. Hi DJ, Best place to start is Builders Brewery in world. They have classes there on all sorts of building related things. And for clothing tutorials http://www.robinwood.com/Catalog/Technical/SL-Tuts/SLTutSet.html is a fantastic place to start too. Have fun and enjoy, Tia x
  11. You need to set up the UVs correctly for it. Create your poly with the correct geo, then go to UV editor. Then go to polygons at the top dropdown menu in the UV editor and normalize. It should flatten out your UV's to fill the whole area. Then start modelling. Not 100% sure on this myself yet only just looking into it but give that a go.
  12. Hello everyone, I'm trying to make a railing. To do this I need to split a sculpt mesh a lot of times or bend it in a way that it will still look planks. I know this will sacrifice texture quality with that but I'm ok with that. I know this can be done in world with something like studio sculpt. Fox from SS showed me how. But I really would like to do this in Maya so I can sculpt it within a scene and set up lighting for it for shadows on other sculpts etc. So I've tried a few ways to do this, but cannot figure out the basic splits beyond 4 sections on a 128 x 8 mesh. There is a fine line between splits. This was done with 2 rows of 8 verts collapsed into poles then aligned to two rows above to form the split. The sculpt on the right shows how it exports at 8x128 export from Maya in world. You can see the splits bleeding into each other. I then showed a blender user this as I heard blender is better than Maya for sculpts! And gave them the sculpt map from Maya, they then opened it in blender and 2 mins later reuploaded it and presto sculpt on the left the same mesh is perfectly split. They said the poles were not really poles, and needed to re-centre the poles, tighten them again, but they didn't change the geometry setup apart from remaking the poles. The sculpt on the left is what was brought in from blender.http://i1206.photobucket.com/albums/bb457/Tiabiscuit/6c75b6ac.jpg I have been super careful in Maya, using discrete scale to collapse the verts into one point. I don't know how to make sure this split holds without pumping in more verts to re-enforce the split. But my question in why can Blender hold this kind of split but Maya cant? I then found this guys work, and asked him how the heck he's managed to split a sculpt about 30+ times! He's a 3d Max user and told me it was done with painstaking polygon modelling and UV editing.http://i1206.photobucket.com/albums/bb457/Tiabiscuit/e8f07ccb.jpgSo I had a go at a polygon mesh at 128x8. I split it first and set the UV's in the editor to normalize. The splits were better, though I needed 3 sets of 8 verts to make the splits hold still, (so still more verts are needed than blender manages) but as you can see I can't manipulate the splits as they don't hold the plank like shape either. http://i1206.photobucket.com/albums/bb457/Tiabiscuit/efa24dbb.jpgSo I'm really lost how to split and make a set of railings like this… Any help on this would be greatly appreciatedBig thank you!Tia
  13. ok.... reinstalled windows incase I had malware issues or something... no change.... got a new router... no change.... new network cable... no change.... ......But what did seem to work was redirecting the DNS requests straight to the ISP. Is SL quiet heavy on the DNS requests then? I'm talking to myself.... hmmm.... oh dear.
  14. Also if I try to do anything with another person like try to pay them I get errors like this: Multiple SLurls were received from an untrusted browser within a short period. They will be blocked for a few seconds for your security. Multiple SLurls were received from an untrusted browser within a short period.They will be blocked for a few seconds for your security. I'm using V2 when this happens. Thank you.
  15. Hi All, I've been having bad issues with SL lately. I do not know if its my network, computer or firewall or if its SL problems. Onces I've logged on for a while I suddenly get disconnected. Its just pops up with the dialogue that I have been disconnected from the grid and I can either view messages or quit. When I close down SL and log back in. My friends list stays on (loading...) I can see peoples profiles but cannot IM them. I can however talk to them if they IM me. Also I have no groups. If I log in again it might be that I have friends showing up fine but still no groups. I cannot message people, upload anything or save anything like a notecard. I get a "Unable to upload asset issue. SL works fine for a while then this happens. I use Phoenix and Viewer 2 but I have the issue on both viewers. I've had a look at the Lag meter and I am on Green always. Also I've looked at the sim ping and it stays around 140-160. Its making it impossible to get any work done. Please Help. Many thanks Tia.
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