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duLuna Bosatsu

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Everything posted by duLuna Bosatsu

  1. Unfortunately Aditi is currently down for me, so I can't log in to try this new physical out: Hopefully this is something a little more inline to what you were talking about, Drongle?
  2. This is what my first Physical mesh looked like. V V I read through what you had to say, and this is what it currently looks like. I haven't uploaded it yet to try it out (since my trial and error is costing me ~20-40L an upload.) You mentioned tapered boxes, so I threw a few planes around and made the inside. Im okay if avs can pass through the top of the mesh where the detail is, but I was going to have this part as a walk-in, so I assume that if I only wanted the avatars to not go through these parts of the build, the Physical meshs hould only be here, in the rawest form possible. Good/bad? I need to do more research, as the continual use of "triangles" is throwing me off, I've generally only worked with NURBs up until now so it's a whole new learning process. Thank you for your explainations, they're really helping to understand this
  3. Thank you Drongle. From what I could gather, I assume the physics shape is just a simplified version of the model itself to create a bounding box. I did this, exported as .dae and uploaded. When I upload the physics shape I get an error, "NewAgentInventory_InvalidAsset" So I then went to Step 2 and "analyzed" leaving the settings default, no errors this time, but it turned my uploaded physical shape into a trapezoid :\
  4. How do I upload my mesh without getting an invisible barrier?
  5. I'm at a loss, I really cant find a solution for this anywhere :< So! In light of this, I uninstalled CS5, reinstalled CS4, and everything is working fine! No gamma glitches. So this must just be a CS5 error, hopefully Adobe team is notified of this and an update is in order.
  6. tried and replaced the textures just to be sure, but its still glitching least I know whats causing it now though, I'll look into it more myself and see if I can find another solution. thanks!
  7. So despite my bumpmaps from a previous thread being seammatched, there were some slight seam inconsistencies I wanted to touchup. So I brought my baked textures into the Photoshop obj/.psb as per usual (same way I usually seammatch things), when it loaded like this! Opening the Top/Bottom material layers they look normal, its just on the 3D model that this weird.. posterizing effect happens. And as you can see below, despite trying to guess where the seam inconsistencies were due to all the darkness, its saving out as its showing on 3D model, and not what the actual textures are (in this case on the back creating a big black blotch that isn't actually there on the baked texture @___@ )
  8. exactly what it was! Thank you SO much Chosen! <3
  9. Duplicate vertices, maybe? Try selecting all verts, and then merge, with a super low threshold setting, like 0.0001. That will take care of any duplicates that are right on top of each other. Delete history, soften normals, and delete history again. Do a new bake, and hopefully the hard lines will be gone.
  10. <3 thank you! I was just going by Torly's video and he didnt cover that part, just thought they would all push the old out for the new ;D suppose its not all automatic. Thanks a ton!
  11. do you know if, after adding your items via merchant outbox, its supposed to show whats been uploaded already? I would like to go back and replace the boxes (inside their auto created folders) with simply folders with the merch and not just the box that needs to be opened. I adjusted everything earlier today, so I had to logout. I cant tell if its not recognizing my store since Im not getting any errors... the outbox is just empty :< I tried dragging in one of the folders, in case it would push the old one out, but it hasnt. Box is still there. - also, Im deathly afraid of deleting the items in Manage Listings, I dont want to have to redo every page for my items :<
  12. Thanks so much Madelaine! Sorry I misunderstood your first post, and that I wasnt more specific/clearer in my inquiry. Fenix is right though, I belive I would need something to reread the UUID when the object is placed on the ground (the thing Im making is for a friend who may want to edit sizes etc). Your script is nearly what I was looking for, only in reverse-- Here's a visual of what I was trying to describe: starts at the chest and ends at the prim further away- creating a beam. This is only part of the build, so they would both be child prims and part of the same linkset. Lower left is just a multi-directional turn around with it still facing the direction of the chest.
  13. the viewer as in the in-world coordinates? ( nothing at all to follow avatar? Guess Ill have to come up with some fake particle-like animated texture tricks. thanks for letting me know~
  14. I would like a particle beam (already designed) attached to the av's chest to always face the direction of the chest- Is there a script already available for this? I tried making a separate object to make the particles "go to" that object, but whenever I detach it or rez it, the particles reset and default to returning to the original object :\
  15. Friend in question has been my otherhalf for nearly ten years, so I have 100% trust in her. I have tried making her an officer, it didnt make a differnce at all. I skimmed through the permissions, set every one of them accordingly, logged in under her name (with permission) changed group title, tried using landmarks from different parts of the sim, they all teleport her back to the telehub, where as I, as owner am able to go where I want and bypass the teleport routing (which is selected "anywhere" except on the parcel where the telehub is). She'll resign Owner permission if I ask her too (or do it myself) but even after setting her as owner, shes blocked from these capabilities.
  16. Where can I submit a ticket for a group error? Im trying to add my friend as an "Owner" to my land but she is still unable to set home, freely teleport, fly, and is continually teleported back to the telehub. With Owner permissions she should be able to fly anywhere irregardless, teleport anywhere (as the routing IS set to "anywhere" ) and set home, but isnt able too :( "https://support.secondlife.com/create-case/" is a joke, it has no category regarding this. Where can I go to get this resolved? thanks everyone.
  17. Chosen Few wrote: Not sure why it wouldn't have worked. You did have the object selected when you clicked the command, right? Were you in object mode or component mode? Did you enable backface culling and/or normals display, to verify that the normals were indeed pointing in the right direction? Did you delete history before exporting the sculpt map? Yes to all. I really dunno what caused it, but redoing it worked (sort of.) I went back to another save file where I had folded it into the cylinder, turns out even that one was giving me issues with the vertices at <0,0,0>. So I redid it... again and now all is fine with the sculpt. To answer though, no I didnt merge them, I think I just messed up a row when I was overlapping the columns and rows. The UV map looked fine as well, and yes I took the history free/reset steps. Onto texturing- as I noticed there was an optical illusion of beveling occurring on the sculpt (as if it were protruding in some areas.) I figured it was normal since your screenshot also had some shaded areas. When I took your steps (merged and checked UVs ) My single area lit gear turned out like this: I dont even know where to begin to escribe what's happening here You mentioned mesh would be easier. I've been reading up on it and I guss with having jumped into the 3D world starting with SecondLife my understanding is limited. As far as meshes go, I have a good idea, but how would applying textures work? I get the feeling the explaination might be pretty long and I love your explainations, hope you dont mind me asking.
  18. thanks for that! I totally folded it backwards. When I selected Reverse Normals nothing happened, at least nothing that was notable in SL- still uploaded reverse. So I started over again from scratch. Folded it correctly, made the teeth... when I went to export the sculpt map, it had a strange black stripe on it: I was curious to see what it would look like in SL: what happened~?
  19. This is what it looked like with the first attempt before I used the deformer: I actually use the deformers quite a bit, but it never occured to me to move them like I did for this, my shapes in the past simply didnt need it. I'll have to experiment more with what I make I should have realized though what was causing it and used a process of elimination (and common sense, really...) to go about looking for a fix. I got a knack for easily-frustrated that impairs my troubleshooting skills your hose explaination made a lot of sense as well, I'll need to start thinking more about the shapes as I make them and get used to the tools more. (I've been using SL as a kind of beginner's step into Maya while making an attempt to be productive at the same time. Your help goes a long way to help me branch out <3 ) ---EDIT: Deleted question due to retardation, I can just manullay snap the points together. ;; ahhh /que what she mentioned a paragraph ago. So I went to upload the gear and its inside out: I know I can check the "inside out" option in SL, but I'd like to know what I did wrong to get it to reverse like that. I certainly didnt reverse it with the deformer :\
  20. it's np So here's my attempt #1. I selected 16 colums on one side for the teeth, pulled them out and proceeded to bend the shape. Unfortunately, in order for the 2 sides to touch the center folds in on itself. :< I read and reread your steps, I really dont know where I went wrong.
  21. Ahh, I see! "Select the first column of vertices, and snap it over onto the first. Select the fourth row, and snap it onto the third" ^ made me think that when you said, "snap it over onto the first" you meant second, and "the fourth to the third" I was just reading it wrong thank you Chosen. I'll try this out and get back to you!
  22. Thankyou for clearing that up for me, Chosen. Your explainations are always very very helpful. :3 I've not really had to make any sharp-angled shapes like this, so the use of polygons is pretty fresh for me. Happy to be learning new ways of doing this though! I'm having a hard time following the second step of your tutorial. I understandwhat you're telling me to do, but: on length and width- even though it is an even 8x64 I'm left with the last row not having a pairing buddy. I'm actually kind of nervous confessing this, because I know Im probably overlooking something obvious (as per usual ). Hope you dont mind.
  23. This happens to me way too much when I use Maya. Generally it means I **bleep**ed up and have to start all over again: I get a lot of strange curves happening when I upload my sculpts. Not all of the time, probably about 45-50% though. Lossless doesnt help much either. The most plausible reason I can think of that it did it with this project was I rebuilt the surfaces of my initial cylinder, adding 8 more sections to ensure a "boxy" effect to the cogs in the cog wheel. I've seen people do a better job at recreating this shape in the marketplace, and I'm just wondering- from your personal experience if you've used either Maya or Blender or any other 3D program for SL, do you get better results from one or the other? Any problems like this at all? Tricks for steering clear of them? I installed Blender, but I must confess, the UI is completely different. Is it worth my time to learn or will I fall prey to this error again? ------- Attempt # 2: Started from scratch, 16 spans, 32 sections. Meticulous/careful/methodical working. What am I doing wrong? :( 
  24. Below is a reference image. Im making a tattoo-layer for a suit and I noticed the seams were off, so I went in and hairlined them to get as much room as possible for the alpha without ovelapping the mouth area. I thought I'd got it, but I zoomed and realized it could just be a draw distance error. When I took a snapshot, the seams were perfect, but when I zoom out with my cam, all those nasty seams show up :| what setting do I have to fiddle with to be able to see it correctly?
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