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hibit Spad

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Everything posted by hibit Spad

  1. Gimp is a program that either works for you or it doesn't. It's more a matter in how you think and organize things mentally that determines whether or not GIMP will work for you. I tell people that Gimp is free so you have lost nothing by trying it first.
  2. If you want to align based upon one of the standard views (ie front, side, top, etc), you need to orient the view so your looking down the axis of rotation and then hit the "R" key and type an angle. This will rotate the highlighted objects to the standard angle rotation. If your looking at a nonstandard axis then you may have some problems.
  3. Gaia Clary wrote Maybe it slipped through your attention that Primstar-2 will support this feature (with some constraints mainly to avoid copy botting) when it is fully implemented. But there is still a lot to do before we get there. So indeed we will not see it happen this year and sorry, we have no time estimate at the moment. All i can say is: "its finished when its done" ... Sounds familiar, doesn't it ? cheers, Gaia OOPS. Yes, I had not noticed that. Thank you for correcting me. Even though I paid for primstar2 I hadn't really used it much. Guess I have been too focused on my own little blender problems. btw know of any good nodes for dummies type tutorials for blender 2.6?
  4. This gets asked at least once a month. the answer: Not currently. Reason: As Gaia alluded to, nobody has defined the format and specifications of the xml file so that the 3d application can be scripted to interpret what is wanted and nobody has written the scripts for the 3d application to handle an xml file produced from SL. Also, If you were to put this capabilty into the viewer and some 3d application, you are going to be getting screams of copybotting. When the Meerkat viewer was around, there were accusations of copybotting and such towards the users of Meerkat. So in short, don't expect this capability anytime soon. Unless you want to build this functionality yourself.
  5. The upload wizard does not handle things like doors very well. It wants to close the opening on the physics layer. Your best bet is to make a separate physics mesh file and upload that separately.
  6. Even though Sketchup is listed in the programs you can use to create mesh it is not supported my LL. Every time a Linden is presse on the issue that is the answer you will get. Google has a reputation of making changes to their software and not documenting or telling people that changes are coming or have happened. Also, Sketchup does a few weird things to mesh for export to Collada that LL does not want to deal with. So if you decide to use Sketchup, you may be on your own when things don't work.
  7. Emilya Ashdene wrote: Yup that was it aparently, wish they would tell us what the polly count limit is for SL , but aparently 88k is too much my new count is around 17k so that works , ( yes i know thats still prity high for a game ) Emily if you had read the Second Life Wiki article(s) on mesh, you would know that your mesh upload is limited to 64k vertices. This includes your LOD and physical layers. So yes the numbers are published.
  8. I want to thank everyone the organized and contributed.
  9. Your trying to do sculpts the old fashioned way. There should be some leftover tutorials on the web somewhere explaining how to do this. Best bet, though, is to get the Jass or Primstar addons to Blender which will greatly assist you. I passed you a blender notecard inworld that should help you.
  10. http://blog.machinimatrix.org/3d-creation/video-tutorials/sculpties-advanced-tutorials/2-in-1/ You will still be limited to 1 texture for the whole sculpt though. That's a limit of sculpts. In this discussion http://community.secondlife.com/t5/Building-and-Texturing-Forum/Multi-face-sculpties/td-p/1162335 Kaluura Boa claims to have found a way around that limit.
  11. I love mutires. ITs a great tool. Thing is that SL has only 3 levels of LOD. So if your applying 10 levels of multires, your not gonna see in blender what you will see in SL. 3 levels of multires= 3 levels of SL LOD. now if you think about this relationship you might realize that multirez will allow you to see what happens to your sculpts as the LOD drops. At least that is what I used to do but I was using 2.49 at the time.
  12. There are two different tutorial. One for Agni, One for Aditi. Each requires a different login on teh SL web site. LL seems to think this little detail will bring them hours of amusement and laughter. https://wiki.secondlife.com/wiki/Mesh_Upload_Enablement will give you some links.
  13. Thank you Nacy. Your post help me to get things fixed the way I wanted.
  14. Have you checked which direction he normals are facing? Occaisionally Blender will flip normals for no apparent reason. To check nomals hit the N key and you should see a panel open up and scroll down. There will be a check box to show normals. What you will probably see (unless you have made some changes in your system) will be some blue lines coming out of the face of the mesh into the direction that it will be seen from. To change the direction normals are facing look under the mesh menu for the normal submenu or try CTRL N or shift CTRL N.
  15. Are you making Sculpts or Mesh? I am not familiar with Prim Oven and you use both terms to describe what your doing so I am not sure what your desired end result is. If your trying to make sculpts, your vertice count is limited by the structures LL has imposed. So, you need to understand that first before you just go and try to put them into Blender and increase the number of vertices. If your trying to do mesh, then the earlier answer is totally correct.
  16. I tried all 11 methods of mapping and all 4 methods of projection in every combination.
  17. I am trying to do some texturing in Blender and I have this problem. I have these separate square faces (more like parallelogram). 8 of them. They are not attached to anything else and I intend to put a window texture on them. Using the normal material and texture tools displayed the texture on each face exactly like I wanted. But I decided that since its such a simple thing I would try messing with the nodes to learn how those work. That is where things went wrong. Instead of the texture being displayed on each face (square), its spread out over all 8 of them. I have been looking around for a texture repeat option or something that would shrink the texture down but I am not finding anything. Does any body know how to fix this while still using nodes?
  18. Here are dome more complete references for both Blender and mesh: http://wiki.secondlife.com/wiki/Blender http://wiki.secondlife.com/wiki/Mesh
  19. Not sure if this will affect the Machinima folks or not, but it does look like a cool development for Blender. http://vimeo.com/29160929 Okay for most folks it won't affect their SL creations. Its still cool though.
  20. I suggest you check if the designer has a listing on marketplace and if so that you leave a comment about how the dress is not rigged and how it does not properly work.
  21. https://wiki.secondlife.com/wiki/Mesh_Upload_Enablement
  22. Try creating your own physics shape. Its the same principle as making your own LOD. Lots of people complaining about not being able to walk into a room/house/whatever. The auto generater is not the greatest thing in the world for LOD or physics so you might just be better off planning to make your own no matter what the project is.
  23. I keep coming up with permission violation errors from the first link https://jira.secondlife.com/browse/CTS-693 If I try to search for CTS-693, I get perimission violations. Yes I am logged in.
  24. So,mething else to think about is that the mesh clothing witll probably not move with the mesh avatar. So there is a chance the mesh avatar will poke through the mesh clothing.
  25. Come on people you see this kind of deal all the time in advertising. New customers only. New accounts only. LL is just doing something here that ALOT of other industries practice to get new customers. If it upsets you just create an alt and use a new credit card.
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