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Luc Starsider

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Posts posted by Luc Starsider

  1. Hi Athena. Did you try what we talked about in the comments here: http://community.secondlife.com/t5/Technical/media-plugin-webkit-error-in-latest-viewer-2-6-on-OS-X/qaq-p/785235/comment-id/4712 and also some of the things suggested in the other replies?

     

    Also, it may be better if you ask this in a question of your own. This one is marked as answered, and only the people who answered will be notified of your followup question. Not many others will notice a new reply. In the question you ask, it might be a good idea to say also which Mac you use and what version of the operating system you use. :)

  2. Wouldn't it just! They leave so quickly. No letters, no phonecalls. No nothing. :P:D

    I wonder if notifications are sent out after a while to OPs of unanswered questions reminding them to mark questions as answered? I know it was discussed while there were still group meetings being held.

  3. Keep in mind that there was rolling restarts going on last night.

    Also, do you remember if you made changes to any group title you have active at the moment? If so, it may be that you need to get the title changed back somehow. Some characters cause an error like the one you get preventing people to log in if used in a group title.

    ETA: Rolling restarts on the RC regions...

  4. There is a way to use Blender only to upload mesh. :) Your problem is possible to fix, I'm sure. I'm not entirely sure how to help, though, as I don't fully understand the problem. I also don't use Avastar, so I can not tell if the issue is with this particular tool, or how to use it to prevent the issue.

    A couple of things. First, make sure you apply rotation and scaling on your model before exporting (ctrl+A). When you want to export to a .dae file, make sure you select the preset from the menu in the toolbar on the right hand side in the export settings. This will ensure you have the correct options selected for SL export.

    Lastly, you may get more replies if you post your questions in the Mesh subforum - Mesh - as I think more mesh creators check the forum. I would suggest you include a screenshot from Blender and from the uploader to make it easier for people to see what is going on.

  5. You have to complete the IP tutorial for both grids - Agni AND Aditi.

    Follow the link in the upload dialog when you are on Aditi, and you will be taken to the tutorial for the beta grid.

    ETA: If you have completed the tuts for both grids, I suggest filing a ticket (but I don't know what category it belongs under).

    • Like 2
  6. The dual graphics chip thing is what I was wondering before. The latest MBPs on the lower end only have the Intel chip, but I don't remember if this is the case with the 2011 models. In any case, you force the Mac - provided it has dual chips - to use the better one in the energy savings control panel by checking that option.

  7. Annoying, isn't it, when things sticks to your mind like that. :D
    What I was thinking of, is the 'More>>' button (which says << Less in the pic below) next to the gear button, which opens a list of media streams. Like this:

    Screen Shot 2012-09-05 at 1.47.44 PM.png

    I thought it was possible to select one source in the list, and play just the one, but I might be wrong about it - I don't have more than one source playing at my property, so I couldn't test it properly.

    • Like 1
  8. That would definitely be quicker. :) But in blender, reference pictures set up as a background are not set up using the uv layout. Is that how it's done in 3ds Max?

    It is possible to set up reference pics using empties in Blender, but I've never done it, and do not know if it's possible to rotate the pictures that way.

  9. I assume it is the intel card that does not support Lighting and Shadows. Do you know if this is the only graphics chip in your MBP?

    If it CAN do shadows, you have to enable 'Hardware skinning' (is that the one???) in me->preferences->graphics.

    (use edit in the options menu in the top right corner of your post to add information)

    • Like 1
  10. Hi jamie. Perhaps my last reply should have been longer and more detailed. :)

    There are more than one way to create an alpha layer that fits with the model you made. Below is mine, which may not  be the most efficient way. I use Blender to create the layers, and sometimes use a Photoshop type program to clean up the textures before importing. The photoshop clothing templates I linked to above is strictly only necessary if you need to do some work in photoshop. Also, creating alpha layers are exactly the same as creating other system clothing layers. The difference is you use transparency in stead of colors when making them, and apply the textures to alpha system layers in world.

    What I do is this.

    First, I split the screen with a 3d view in one part and the uv/image editor in another one.
    After I add and assign a new image (make sure it has alpha enabled) to the uv map for the avatar body part I want to make the texture for, I enter texture paint mode. (You do the same for each body part you want an alpha for.) You find texture paint in the drop-down menu blow the 3d view where you go to select object-, edit- and weight paint mode.
    I also make sure 'image painting' is enabled in the image menu below the UV/image menu so I can paint directly on to the image in the uv editor.
    The, in the tool-panel in the 3d view (t-key to toggle) you should fine the brushes you need. I usually use the 'F Brush' from the brush selection. 
    Below the brush selection, there is a 'Blend' drop-down. This is where you choose to paint with alpha or not. Use 'Add alpha' or 'Erase alpha' depending on what you want. This brush setting also works in the UV/Image editor.
    I then paint directly onto the avatar, with my model on top so I can see where to paint. Normally, I paint the 'outline' - the borders between alpha and no-alpha, this way, (hope you understand what I mean), and then I fill in the rest in the uv editor. I also make sure I overlap the edges for the different parts in the uv map to prevent artifacts after imprting.
    Save images as RGBA, import and apply on an alpha layer, and you're good to go :)

    Hope this gives you a bit more to go on. If there are any specific functions you don't know where to find in 2.6x, just come back and ask. :) Perhaps someone else comes by and gives a better explanation and procedure.

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