Jump to content

Yabusaka Loon

  • Posts

  • Joined

  • Last visited

Everything posted by Yabusaka Loon

  1. Its still possible to pull out notecard from No MOD object (even from child prim). I understand that there is no perfect solution for this though.
  2. I couldn't really get no.4 but I assume you quited using notecard for setting UUID and decided to use llMessageLinked script instead? llMessageLinked is another thing which is easy to listen-in... but I guess it doesn't really matter since most of current appliers also have security hole anyways?
  3. As long as you use notecards for the configuration, your UUID will never be safe. I'm not sure if the creator of Tango or other creator is realized it but reading no MOD notecards is very very easy thing. Also, using random channel doesn't really help, since there is a script called "multi channel listner" which allows one to listen hundreds of channels at a time.
  4. Hmm, so I downloaded "Fitted Mesh Skeleton.zip" and found that the legs of female mesh model are not completely symmetric. Does anyone have fixed ver. of skinned female mesh? Male mesh seems ok.
  5. I won't load so big data from notecard so I don't think script memory would be a problem. Thanks for the answer!
  6. I made a script which load info from notecard. I know the loaded data is stored in script even if I remove that original notecard, unless the script is reset. So my question is, Is it ok to assume no-mod script in no-mod object will never be reset? Or is there any timing that grid or something force all the script to be reset?
  7. oh cool! Thanks for your reply and really appriciate your work
  8. Is there any good way to export skinned model from MAYA to blender including skin weight? I learned that Blender can import FBX and Collada, but when I tried, all skin weight information were lost or corrupted... Exported FBX and Collada file were able to open with MAYA no problem.
  9. Sorry what I wanted to say was; >Normals > Set Face then >Normals > Soften Edge
  10. Normals > Set to Face > Soften Edge (if necessary) might work?
  11. It might be because of your shape. Try set the "shoulder width" slider to 50 and see how it looks like. (might need to turn off your AO too) Its hard to make mesh fits to all slider values...
  12. Select the joints with problems and reorient them. Animation > Skeleton > Orient Joint. Try different options until you get the right result.
  13. I think its also important to know that, especially for crotch and shoulder parts, there are pretty much no way to rig it perfect with very simple skeleton system of SL. To my knowledge, in many games, charactor body and outfits were modeled all together and they basically swap models whenever changing the outfits. For prerendered movie and other 3D movie, the clothing were often modeled on top of body but still they usually hide or delete body inside the outfits. Otherwise they use more complecate rigging system with deformers, extra bones, constrains, morphing, etc. I'm sure the better wight painting will improve the bad deformation as in first picture but I think it cannot prevent the skin stick out of clothing in all the poses. Also, your clothing model seems quite high-poly. Its usually easier to make the clothing follow the body if the number of poly and geometry is closer to the body model.
  14. In my case, the problem was the size of the rigged mesh. The textures of worn rigged mesh are loaded based on the size parameters of mesh (numbers in edit window), not based on apparent size. Rezzing mesh on the ground and increasing the size solved the problem.
  15. Don't worry you don't need bind pose for exporting mesh for SL. As Nalates said, you might missing some bone in exported Collada file. When you bind mesh to bone in MAYA, try turn off "Remove unused influences" check box in smooth bind option.
  16. Thanks Spirit for shearing this !! Thats really helpful. At the SLUniverse forum, I was also suggested to check; http://www.sluniverse.com/php/vb/general-sl-discussion/57992-whats-your-digits.html and http://www.flickr.com/groups/digits/ Not all the images includes important shape values but some images might be helpful.
  17. If you dont want to use mesh clothing thats fine. Just stay away from it. But from the creator side of view, desiding "standard" shape would be very helpful. And buyer would be benefited much as well since they dont need to have tons of shapes for each mesh clothing. Just need one standard shape that will fit to all the mesh clothing and you can mix & match clothing from many shops. I think the most successfull mesh clothing maker right now is Jane, PixelDolls and SLink? Are mesh clothing from them require all different shapes? If we can find the shape parameters fits to mesh clothing from all these 3 designers, maybe that would be the one of standard shape. I don't want to see "mesh clothing is sucks because it wont fit all the shapes" kind of comments here anymore. Everyone here already know that and thats not the point of this thread. We are just trying to find the way to make as many people as possible happy with what we have right now.
  18. Oh thats exactly what I would like to know. I can understand the people want to use many different shapes but reality of mesh doesn't allow that. So I think its a great idea to decide 3 standerd shapes for mesh clothing designer. Then people dont need to change shape each time they change the clothing and maybe help to mix clothing from different shops.
  19. It already has been talked. If Lindens allow residents to edit vertex of mesh in-world.... When you move a single vertex, the resulting mesh is a whole new mesh, not just the modified ver. of original mesh. That means SL needs to save whole mesh data to asset server each time you move a vertex and that is not realistic. Therefore Lindens came up with the idea which allow residents to make various shape in-world with only a few parameters, which is called "prim"....
  20. When you exporting the mesh, the skeleton doesn't have to be in default T pose. Spreading the legs by rotating hip bones bofore export helps separate the nearby vertexes and sometime solve the problem.
  21. Now this problem happened to me as well with MAYA + OpenCollada. Has anyone get the solution yet ?
  22. This might help. https://jira.secondlife.com/browse/CTS-590
  23. Is there anywhere I can find all the information about available joints? At SLUniverse forum, someone said that we can use joint like nose, ears, etc. not only arms and legs. Is it true?
  • Create New...