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Matti Deigan

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Everything posted by Matti Deigan

  1. I just heard about this Project Bento over from High Fidelity. Will definitely be checking it out the upcomming changes to SL. But RE: The bone translations are quite important but I can see why they are not implemented: There are so many different faces structures and variations of a faces: If we had translations, it would break cross-compatability between animations if something would be animated: a translated bone one face may spell catastrophe on others. This you mean some animatiosn would only work on specific avatars. Rotations handle it with slight ease, but also have the same issues when translated to a new avatar structure. Then when we add Non-human avatars to the mix, most avatar animations shouldnt then include face definitions at all to make sure for the best compatability. I wonder why they simply didnt allow us to make set shapekeys/blendshapes and call it a day.
  2. Well the thing is, as I stated earlier: the microphone does register in client, (preferences, we can see the microphone it self, and the bar does register sound when it is spoken to on the settings).Drivers are installed as well, However in world, voice is activated, but the dot doesn't even flicker, while using a separate mic, such as a web cam it does (When switched to it). The sound quality on the web cam is atrocious, and doesn't fit the need of doing experimental e-lecturing. However, trying out all the microphones in our disposal, the issue presisted with all of them, be it integrated or USB: 1. (any) microphone registers in the Second Life Viewer Preferences. The bars flash as one talks into the microphone according to the volume. 2. In-world: when pressing down the talk key, the voice action did not register as it would normally do (It should do what the next image example shows) I remember there used to be a bug that also caused this, so going to Voice Echo canyon, and testing the issue there, there was no echo at all.
  3. Greetings fellow residents, A colleague of mine is having an odd issue with his Second Life voice with a ClearOne Chat 150 USB speakerphone, While everything clearly works in the preferences (the correct microphone is selected, with the bar next to it reacting to talking, etc), in-world if he attempts to talk, he simply will not be heard, and the dot above his head does not react at all (We have been using Voice Echo Canyon for testing, so the old bug where the dot isnt reacting but you are talking isnt present anymore). Anyone have a solution for this? Or knowledge if another software may cause conflict with SL Voice that may have to be turned off? Note that the general voice troubleshooting methods have already been used. ( I have enough experience with that, however none appear to have worked> Manually ending SLVoice.exe, restarting the client/voice etc ) We are the newest version of the official client.
  4. So I've been using SL for quite some time (I think i hit my fifth year at the start of this month). Around half a year ago, my voice stopped working. At the time I had no use for it, working mainly on build projects and generally not being very active. A couple of months I've returned to activity, and started to be more active with specific circles. Recently, I purchased a microphone to do some video tutorials (mainly regarding mesh and blender, as well as general tutorials in Finnish as backup for lecturing a couple of classes in SL use in the future): But at the same time I also wanted to use it in voice chat and become more active in SL again. However I hit a brickwall: SLVoice.exe fails to connect to the vivox servers. Heres the checklist of Things I've ALREADY done. Checked my firewall ports, (both router and windows firewall rules)End tasked SLVoice.exe and restarted it in the Preferences.Cache clearedOpened up all my firewall ports to testReinstalled clientsYet every single time, I get the message that it cannot connect to the vivox servers: "We're having trouble connecitng to your voice server: https://www.bhr.vivox.com/api2/ :UDP: 3478, 3479, 5060, 5062, 12000-17000 Voice communications will not be available. Please check your network and firewall setup." Infact, trying that link (just as an experiment) will give me an error that the server is taking too long to respond. I'm suspecting an issue with my ISP, however It used to work months ago, and generally the ISPs here in Finland do not tend to do such tricks. Only thing I've yet to do is reformating, however I do not belive that would fix this issue. (Althought I'm planning to do some fall cleaning soon :) ) Tried with Firestorm, and SL 3.0 and on Phoenix. *Edit* Because this is a problem thats occuring with the SLVoice.exe, which is apart of the main viewer and not edited in anyway for TPVs, I'm asking here. (SL3.0 is my main as well, due to the mesh support). And Yes, I have checked those links and they provide no help what so ever. *Edit* 13:00 Apparently, after doing more tests, I have come to the conclusion that there is something blocking my connection to the vivox servers. The servers them selves are not responding to my pings (timing out), however after asking a friend to do so, they managed to get a ping through. Will investigate further and then perhaps edit this post again and close it. *Edit* 13:30 After running a diagnostic route trace and a packet sniff I found out that this is a big technical issue: I will be submitting a troubleshooting ticket for this instead as this cannot be solved through another means. It appears as if my connection is cut off a hop before it reaches the Vivox server.
  5. If the models are done within blender, I can say this:, Blender 2.5+ versions have an incomplete blender export script , Armatures are converted incorrectly, for now I do suggest using an earlier version (2.49) for rigged export . Blender 2.49 can easilly open Blender 2.5 without much issues, except if there are animations
  6. Rigging works in blender definetly, However the matter of export is a different matter: You have to either export using the old collada script files (or updated ones) or use an older version of blender for export.
  7. Also, the default blender view render does not show how the faces are flipped: If you turn on textured mode, and turn off double sided faces, textured sides will show up while flipped sides appear invisible.
  8. The Funny thing is that, after further testing, I found out while general sizes of avatars do change, there still a majority of details that do not sync up: I guess thats just because its the skeleton that is adjusting it self, while the others are still just modifiers using morph keys. Is there a Jira Article on Passing Modifier Data / Shape Keys to effect rigged mesh?
  9. I had this problem appear a couple of times: I think it might be a bug with blender losing weight data for those vertices, and there after unable to assign a new weight. One way to fix an "mad vertex" in blender is to find it, and then replace it. It shouldn be much of a problem to patch it back up on the UV map or on the mesh it self.
  10. It is expected Behavior for Sketchup 8: The reason why it is so easy to use is because the models tend to have problems: instead the models from sketchup should be optimized and "corrected" after export from Sketchup, using another suite. Sketchup 8 by default exports lots of submeshes, possibly todo with the "generally easy" modeling method, or just a botched collada export. But Generally Sketchup is not a suggested modeling for creating models straight for game engines. In my humble opinion, this issue should be done through Google instead of Linden Labs (its their software, after all): On the other hand, mesh developers may also need to have multiple submeshes, to save upload timethus -insl- fix could indeed break this time saving method.
  11. Yes it is, but It would be against the TOS (Section 7.1) to import content you dont have ownership over, Infact, I think the TOS might get a rewrite on the subject adding harsher punishments.
  12. Greetings, For a couple of days I've been developing a New furry avatar using mesh to make a optimized (rigged) head and digigrade legs. However, I came to notice that Adjusting the shape does not always adjust the mesh that is worn: this makes it difficult to make Functional Meshes which allow for the use of an existing avatar shape, and may cause problems with Mesh clothing or partial avatars. I guess the avatar shape also makes use of Predefined Maximum Morphs, which means its a feature that should be implemented with meshes before release: This would also allow for the use of animations that are already defined in SL, which would probably be a tad bit easier to implement before custom bones. (which is just my opinion) It would also allow for vertice perfect blending of different meshes. (instead of having to add vertices to make sure you dont accidentally see through the model) So far, it seems the shape of the avatar effects only a small amount of components parts, and mainly dealing with the size of them. And yes, the skeleton is properly build and rigged, and does animate properly otherwise. Its just when Shapes come to play, everything goes strange. This is unless I am missing weight information that should be applied to the model, other than the skeleton that currently is present..
  13. Okay, the issue was solved. I was using the latest dev viewer. However the problem was apparently with the simulator I was in. I left the mesh sandbox simulator (20, if i remember right), and after that it worked. Ill get the number down and post a jira on it if i can get it to repeat.
  14. This forum seriously needs an edit button: Continuing: I have tried using blender 2.49b for exporting the collada model as well, but it didnt work. My old models which I uploaded earlier, also apparently crash client.
  15. Now, I was in the mesh beta a few months ago. in between i've had a couple of reformats, and busy work schedule. However, today I finally decided to use my long vacation for some creation of stuff for the upcomming Release of Mesh. I created a mesh model and went all the way through upto the point of pressing upload for my mesh: Doing so, It crashed straight to desktop after a few seconds of staying ok. I tried again, to no avail. Since I know that It may be the mesh, I did a check up on it looking for any problems with normals, or for stray vertices, doubles and the sort. Didnt find any for of a problem (went even to a point of separating each mesh component of the object and uploading them seprately to see if it was non-manifold items that was causing it). I then pulled a new blender scene and tried to export the cube (no camera, no lights), and Second Life Mesh Crashed again. Anyone else been having this issue, or has anyone found a solution? it would help greatly.
  16. Back in the prime of my business, I was making enough revenue to hold a sim for 2 years and I had a couple of chances to expand. Otherwise, I never paid RL bills with the profits I got from SL. I usually bought RL entertainment, and used a large amount to purchase components for a new computer and purchase a whitebox laptop and upgrade it, the rest was usually just recycled in SL. Being a uni.student and a full time employee however disagreed with the time use to SL, and eventually I had to scale down SL down to a couple of hours a week, leading to the eventual decline in business (as i have been unable to develop more stuff). For now, Sales do cover running costs in SL, with some light profit.
  17. I’m no mathematician or an economist, but looking into the proceeds calculation process for the Selling Lindens on the Lindex, I noticed something odd. It appears if the FAQ simply does not state every cost involved. Now, I've sold lindens dollars for over my linden years (good lord I feel old), but I haven’t really paid much attention (to the proceeds fees) until recently as in-world business waned down for me: it seems as, the larger the amount of lindens you put on sale, the larger the %-cut. The transaction page says that the cut is 3.5%, however this definitely seems not to be the case (and probably should be updated). While the question mark mentions "This is the estimated cost you will pay, after fees are calculated. You may actually pay less, if your buy order can be matched to sell orders of better exchange rates." As of the moment it appears the cost is way less if you sell in multiple smaller orders (even if placed on a single rate), instead of a single bulk order on one rate. Or why is there no other mention in the transaction fees in the transaction page? Using some basic excel-fu, and lots of data collection from the Lindex calculator for Selling Lindens: In summary: @ 260L$/US$ There’s a difference of 0.34% (starting at 3.28% at 1000 L), which appears to cap at 3.62% around 20000 L$ @ 270L$/US$ There’s a difference of 0.28% (starting at 3.34% at 1000 L), which appears to cap at 3.62% around 20000 L$ @ 250L$/US$, the difference is around 0.13% (starting at 3.50% at 1000 L), which caps at 3.63% around 10000L Closest value to 3.5% would be around between 3000-5000; todays average is slightly above 250 L$/US$ Would this mean that the closer we get to the average/median, the less difference there is in the cost of doing large sales? While the change is very minute (less than half a percent) it can still affect large sale orders with much larger costs, than when, in comparison to multiple smaller sale orders of equal value. (Theoretically, you could get more dollars selling in large small order bursts, than a single large sale order). This calculation however is off the 3.5% that is stated in the transaction page, and should probably be changed to reflect that it affected by the market. Although this “research” is only done using the Lindex calculator, which specifically states approximates, not the actual results on sale, it was interesting. Please Discuss
  18. What are you talking about 3DSoul: Hop on to mesh-beta and you can start working already and getting stuff ready for main grid injection. Work around the fact that they have not stated a release date, and plan by getting stuff done instead.
  19. I was gladly suprised by the implementation of Ambient Occlusion as well as the sight of working Projected Lights. Even more so when I noticed that the default character animations do not look at jerky anymore! (althought they are very stiff) On the other hand, I was dissapointed that I crashed every time i tried to disable my UI while taking a screenshot, which is getting REALLY annoying since, well. I want to take pictures of my stuff. I'm gonna be doing a bit of bug reporting and testing this upcomming weekend.
  20. Due to the nature of how networks work, it can be the route your isp takes to connect to the internet. This is defined by the middleware, consisting of routers and servers. Theres also the fact that all of the servers of LL are indeed mainly located in the US, there might be at times bottlenecks when connecting through some routes. This is why bigger companies have done "locational" servers which are separated into regions (such as blizzard). With the way how Second Life works, this would be a difficult system to "separate" into regional worlds. Forexample, when doing a trace on a simple ping to www.secondlife.com from my schools library, in finland, the route took the following: school > schools isp > Helsinki > Sweden > Denmark >New York > San Jose > San Francisco > Linden Labs. and from my home, it took a different path. althought still going through level3 networks, which routes also vary.
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