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Luc Starsider

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Everything posted by Luc Starsider

  1. You can simply skip sculpties alltogether and create 'regular' mesh objects that you export as collada files from Blender and upload. You have much more freedom both in how you create them and how you texture them. And no need for the type of script you need to create sculpties. Have a look here for more information: http://wiki.secondlife.com/wiki/Mesh
  2. Val is right. And to add to that - you can use an external web browser to view and edit your profile, including uploading a profile picture. Open my.secondlife.com/sahira.eyre in any browser and log in. You should be able to do what you want there. ETA. oh, That's what you say you tried but can't do? If so, have you tried a different web browser?
  3. Alucard33952 wrote: well the only two options I have when exporting to collada are " export only selected " and " export for second life " so of course I have been picking the second life option tried the other one as well while having everything selected but that didnt do anything different If you have more objects in the scene (or file?) than you want to upload to SL - including lights and cameras - you're going to want to check 'export only selected' as well as 'export for Second Life'. Otherwise, as Gaia said, you end up with a file containing lots of objects which will confuse the uploader. Alucard33952 wrote: the legs took maby 10 minutes to model but figuring all this other stuff out has taken me four days alredy Welcome to the club.
  4. Gaia Clary wrote: Luc Starsider wrote: Gaia Clary wrote: ... That means you must also export the armature along with the legs.... Quick question. Don't you have to always have to export the armature with the item regardless of whether you change the joint positions? I thought so from another post of yours in another thread. Well, its a bit tricky and again i am not 100% sure but: It looks like according to the Collada specifications an object with weight information must also include the armature for which the weight information is created. For Second life this does not matter, because the default Avatar skeleton is "fixed". So the SL Importer only looks at the weight information assuming(!) that it has been made for the SL skeleton. Only when you added joint offsets, the skeleton information becomes important again and in that case the SL importer expects the skeleton (the rig) to be present in the Collada file. For our own addon we have decided to go along with the least complex way and now we always include the skeleton into the exported dae files. If i remember correctly the new Blender 2.64 Collada exporter will behave slightly different: When you try to export a mesh WITHOUT the skeleton, then it will be exported as static mesh! However you can tell the exporter to always "Include Armatures" which is the default Preset for Second Life. You can find a description of the new Collada exporter on the blender wiki Thanks Gaia, for all the information. I keep forgetting that the version I build from svn is in effect 2.64 and not necessarily the same as the official version. So I got confused. Again... You're absolutely right - what I was thinking of is the part I bolded re. v. 2.64. And it works excactly as you describe.
  5. Gaia Clary wrote: ... That means you must also export the armature along with the legs.... Quick question. Don't you have to always have to export the armature with the item regardless of whether you change the joint positions? I thought so from another post of yours in another thread.
  6. Gaia Clary wrote: Since a long time the Collada Exporter is no longer an AddOn module. You won't find it in the User preferences. However you are right, you can build blender without Collada and some Blender versions from GraphicAll.org indeed do not have it. OF COURSE! I knew it didn't sound right... I don't have Blender at hand atm, and got confused when Alucard said he (correct? ) couldn't find the dae exporter. I haven't thought about it since I started building Blender myself. Thanks Gaia @Alucard. As I said, I don't have Blender on the pc I'm at atm, so I can't take a look at the blend file. If Gaia has the chance to look at it and give you feedback, you'll get much better advice anyway. I don't remember exactly the wording for the options in the dae exporter. In this case, though, since you don't have any other modifiers than the armature, you don't have to find any 'apply modifiers' checkbox. You *will* have to check the option to include the armature in the dae exporter. Otherwise the rigging info will not be in the collada file, and can't be imported to SL. If the leg bends as it should in Blender, I suspect this is what's happening when you say it does not bend but wiggles back and forth. Also, personally, in most cases I would join the two legs into one object before exporting. I would probably do this before I added the armature and weight painted the item.
  7. I too am on a wireless network. I run on high graphics settings often with shadows enabled, so I know it is perfectly possible to do. As Peggy said, the big issue with wireless is interference. So many things can disturb and degrade the wireless signal. If you have a good wireless signal, having followed her advice on how to improve things, I would recommend using the 802.11n over 802.11b/g if you have the chance. The n standard has a higher throughput - potentially - than the other standards, so it is better for SL (in theory ). This standard is more susceptible to interference and signal degradation and has, at least in practice, a shorter range than the other standards. Which of these are used is probably possible to configure in the wireless router settings. I have tried different settings for the cache, but have not seen any advantages to changing it, and have mostly kept it at the standard 512mb. On a wireless net you will most likely have some packet loss, which will cause slow rezzing of both textures and objects. I would also try, as Charolotte mentioned, to play around with the http textures setting. There are some issues with http textures - not really specific to wireless networks - causing texture loading to fail sometimes. Disabling this might improve things to a degree. In later versions of the viewer it seems to me textures over http has worked better, and as far as I understand, more improvements are in the works.
  8. Breeanne Canetti wrote: i derendered it now, wrote an IM to the owner and to my landlord and if i dont get a response in a couple days ill report it as object litter its on mainland so it has to be LL owned correct? lol. You'd think. Technically, LL is the owner of the land and whoever 'bought' it pay tier to LL. But I think who is seen as owner of the land is the person listed in 'About land' for the parcel. If that is not LL (or Gov. Linden) I wonder if a ticket will help... Still, it does not hurt to try.
  9. You're correct about the armature modifier should not be applied. I'm using the latest Blender myself, and have a dae exporter in the File->Export menu. I build Blender from source, but I thought dae export was available also on the versions on blender.org and graphicall.org. If you open File->User preferences... and look under the Add-on tab, do you find an option for dae import/export that you can enable? (Visuals of the add-on interface here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons) ETA: It might be an idea to look around http://graphicall.org to see if you find a version of Blender where collada is enabled. I'm a bit curious - if you don't have collada export in Blender, how do you produce the dae file you upload to SL?
  10. You file a ticket using this form - Submit a Support Case form - but from what you say it seems the land is not Linden owned, so I have doubts that it's the way to go, really. Perhaps you can AR the object? I'm not sure... Sounds like the best way to go about it is to talk to the owner of the missile, or with yours and the missile-owners landlords, to see if the issue can be sorted out. If you end up moving your skybox, and the missile moves along with you, you should definitely file and AR.
  11. If you have return rights, but can not return the object, AND it does not show in the list in 'About land' I'm wondering if the object - the origin of the object - is on another parcel? If so, you won't be able to return it. You will have to contact the owner of THAT parcel to have them return the object. If that parcel happen to be owned by Gov. Linden, you have to file a ticket. I had to do that myself, and the stuff was returned from a neighbouring parcel within a couple of days.
  12. If you see two legs in Blender but only one in the uploader, I would think you are using a mirror modifier in Blender, but did not check 'Apply modifiers' in the dae exporter. If everything works in Blender, rig-wise, it should work after upload provided you use the correct settings both in the dae exporter in Blender and in the importer to SL. In the exporter, make sure you have the options to include armatures and to export for Second life checked, and in the importer, on the last tab (which I forget what is called) make sure you have the option to include rigging info (I think that's it...) checked. With these things set, the rig should work. There are quite a few tutorials available on the subject. Have a look on youtube, and you will definitely find a few videos that explains this better than I can.
  13. The closest thing you get to a grid status indicato is what you find in the latest Exodus viewer (and perhaps a few of the other TPVs you use). In the bottom right on the login screen you find the status (which invariably says 'Online'). Apart from that you have to assume that unless the grid status webpage says the grid is down, it is, in fact, up and running. I believe that's the best you can hope for. As the others have said, there is a good chance your issue has to do with the internet connection. The reason we ask for specifics about your setup is so we can more easily eliminate potential faults, and provide you with useful advice that has a chance to work. This is why I'm going to ask again to provide some info about your computer as I asked in my last post. Also, I would like to know if you are on a wireless network or a wired one? Also, have you tried to check your connection at http://www.pingtest.net/ Have you tried to reset your modem and router? (Unplug for a minute or more, plug back in and try to log in again) If you get in, press ctrl/cmd + shift + 1 and check if you have any packet loss (close to the top of the performance panel) and how much (average)? Believe me, the people who responded to you want to help. We answer yours, and everybody elses, on our own time simply because we like to do it. We do not get paid or anything for it. So if you want our help, work with us and give us some more to go on. And please add a comment to one of the replies when you add information like I said previously. If not, we are not notified when you do, and will probably not remember to come back to check.
  14. Like Spinell, I have no background in 3d. I have spent countless hours watching tutorials, read articles and practicing, but still feel I don't manage to produce the quality I would like to. So, yeah, it's hard! But keeping at it will improve your skills and the results. One of my go-to places, aside of youtube, for tips and tutorials is http://www.blendercookie.com/ Good luck!
  15. Like the others say, many people can log in. So I have to ask, what specifically is your problem? Does the viewer crash? Do you get to the login screen, but nothing happens when you try to log in? Do you get an error message mid login? Perhaps you can tell us a bit about your computer - what OS, processor, graphics card is in it and so on. (Select edit in the options menu in the top right corner of your post to add information. Also press permalink below one of the replies and add a little comment to say you added information. This ensures a notification is sent out to anyone who answered.)
  16. Not sure I understand what you mean... Do you want to create a chain of individual elements, where each act as indifidual, interlinked elements physically, and they each react on the physics of the element they are interlinked with? If so, I don't think that is possible. Individual prims can be set to physical, or linked prims can be set to physical as a whole object, but that's it.
  17. chrisbreitling wrote: @Luc how do I make those maintenance scripts run? what about the file permissions? nobody said anything about that. The easiest way is to run Onyx - http://www.macupdate.com/app/mac/11582/onyx - which does this pluss more. There are other programs available. I know only this one. Just make sure you are logged in on your mac with a user account that has admin rights. You can do the maintenance manually. File permissons you do with the Disk Utility program in your Utilities folder. For the other periodic scripts, google 'maintenance scripts os x' and you'll get lots of sites providing instructions. As I said, I'm not sure it will help with your issue, but it's still a good idea to run these tasks from time to time.
  18. Couple of things you can try. Whether they help, I don't know... First, change the debug setting MeshMaxConcurrentRequests from the default 32 to around 100. Second, clear cache. I have seen mesh, specifically dense, high-poly meshes, being displayed only in part render properly after doing this. I have not noticed with completely invisible mesh objects. These have usually rendered after a relog.
  19. Is this an issue you have all the time, or just for the last while? Does it happen when you try to tp to different locations or just to one specific one?
  20. I was thinking... This is something you probably did/said above, and I'm not sure by any means that it will make a difference. Have you repaired file permissions? And made sure the periodic maintenance scripts have run? A longshot, I know, but still.....
  21. Irene is right. That's where you find the command for stopping animations. Sometimes, though, the only solution is to relog. I have had to do that a few times when stop animating me did nothing.
  22. That IS unfair!!! I had to bake my own 1st rezday cake with limited success. I would have considered myself lucky if I had no cake at all. I hope your alt shares the cake with you.
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