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hibit Spad

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Everything posted by hibit Spad

  1. The recent round of has some interesting results. A few things that will help those of us focused on SL productivity in blender. Overall, this looks like some good progress on the way to the 2.6 goal. http://code.blender.org/index.php/2011/08/google-summer-of-code-round-up/ Collada is a bit of a dissapointment as the improvement being worked on doesn't seem to apply to SL. Oh well.
  2. Sounds to me like they have improved the physics. Try taking a high speed turn in your car. I bet you slide sideways a little.
  3. This page http://wiki.secondlife.com/wiki/Blender Has some good links for tutorials.
  4. For a listing of tools take a look at this: http://wiki.secondlife.com/wiki/Mesh/Tools Blender is probably the top of the line as far as free tools. UV mapping is kinda like when you take the peel off of an orange and flatten it out. The skin gets stretched out in places. Well UV mapping allows you to use a flat texture and transfer it to a curved surface. https://secure.wikimedia.org/wikipedia/en/wiki/Uv_mapping
  5. The technical limitations of sculpts are such that you are not going to see any kind of automatic .obj to sculpt converter. If you want to convert those objects you are going to have to do it by hand inside of a program like Blender or Maya.
  6. Thanks for the link Chodai. I added it to to list of resources on https://wiki.secondlife.com/wiki/Blender#Tutorial_links
  7. https://wiki.secondlife.com/wiki/Blender
  8. You used to be able to make flexible Scultps. There was a test viewer that had the code in it for flexible sculpts. Like so many good things though LL shelved it.
  9. Gaia I think this tabel of your should be in the Mesh wiki.
  10. Deej Kasshiki wrote: The bottom line for me is this; SL is unique because of the user created content and the sandbox nature of the world. It can never compete with the top-tier 3-D games that are created by professional 3-D artists and optimized to the nth degree for performance. It will therefore never look like Crysis, but I accept that tradeoff for the unique nature of SL and its community. Does that mean that the game shouldn't advance technically? No. But mesh will not be the silver bullet that many people are trying to sell it as and in the process denigrating anyone who disagrees with their opinions. Hmm. pardon me if I dont recall correctly but it seems to me I was not denegrateing someone for not believeing that mesh will be some magic bullet. I do believe I was saying just the opposite. That mesh will not be the end of other forms of build/creating. If I reccall correctly the only potential denegrating I practiced was to say some one is ill informed or not educated enough to understand why they were wrong.
  11. Try reading using a neutral tone of voice instead of the negative tone of voice you seemed to have assumed. And I am sorry you don't understand much of the discussion in the mesh forums, but let me ask you a question: If you are telling a workmate about why the DNS router is down, or perhaps you are discussing verious network strategies with a potential vendor do you use "jargon and technical language"? or do you use inacurate and dumbed down terms that mislead? Technicians use technical terms because it is those terms that describe exactly what is trying to be communicated. No more no less. And for your information I do not always understand the graphs and formula and other stuff that others are using. but I can pull from those discussion the tone and and feelings people have about what is being communicated. I am often able to get a feeling for how far things are progressing and for how the community of developers is feeling about implementations even if I don't full understand all the reasons behind those feelings. I wonder Deej how many times you have heard around your workplace about how the network engineers use jargon and are condescending.
  12. Pammy, You read only the briefest descriptions of what mesh is and could be. If you had read the mesh subforums here, you would have seen where the beta test community is ticked at LL for the costs being levied against mesh. That's one. Two If you had looked at the the proposed technicals of mesh from when work was first started you would come to understand that most models at a site like Rendorosity are not going to be importable into SL with out major work. So much work in some cases that you might has well have designed the thing from scratch. three People said the same things about sculpts. and yet my house is not made form sculpts. some of the furniture is yes, but not all. And the reason that not all the furniture is made from sculpts is teh technical limitations of sculpts. This is the same reason you are not goign to be inundated by mesh. The technical limitations. Before going into a panic why don't you go and read the mesh forums from the very beggining to the most recent postings. I think you will find that mesh will intorduce a new element of creativity into the marketplace which will yes displace some retailors. But that happens in the RL everytime a new technology comes into being. Prims, Sculpts, mesh each has its place and the sum will create an even more interesting and varied SL. Will people inport stuff from outside SL? Probably. But they already do now. How many people import free textures rather then buy them in SL?
  13. Hello Shadow, First off The video tutorial you wre watching, was it for blender 2.5 or was it for blender 2.49? There are alot of tutorials out there for the older Blender and you have to be careful you dont grab the wrong ones. https://wiki.secondlife.com/wiki/Blender#External_links has a listing of good places for tutorials. Also somethign to be aware of is that learnign to use Blender and learning to make Sculpts is not the same thing.As was already mentioned making sculpts requires some special techniques inside of Blender. Start with the tutorial list, and search out the blender groups in SL. Also there are two groups that offer inworld training on how to use blender. Blender probably has more resources for learning how to use it then most other programs out there. Some people say that is because Blender will do more.
  14. I saw in the meeting notes that people were asking about listings of tutorials. Well I want to take this opportunity to blow my own horn. I just haven't decided if I will use a trumpet or a bugle. Several weeks ago I posted on http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_Blender a section for Blender tutorials. Granted these tutorials are mostly general how to use Blender tutorials, but I am sure that as things develop a section for SL mesh specific tutorials can be developed. Now you users of other programs need to catch up.</p
  15. I see that blender 2.58a is out. I think we must be really getting close to the 2.6 goal since the Blender foundation has been releasing a and b version lately. Unfortunately, the dae exporter fix is not listed in the changes. :( Happy creations to all. :)
  16. There is some good advice given here by others. If you decide to try the blender route please IM me in world and I will pass along a notecard to you that list a bunch of differetn sources for tutorials and other help. The group Blender Academy recently distributed this notecard as a group announcement. There are at least 6 groups in SL that will give blender help in english and I have no idea how many other blender groups oriented towards other languages. There are various inworld Scultp creating tools (some of them free to try) and I would really recomment you try or get a dome of them before you choose to buy one. Some of the inworld tools are very popular but for some people make no sense to them. I am not goign to name any particular tool here but I know of one that lots of peo-pel in SL love but I absolutley detest. It has been my experience with this particualr too that peopel either love it, hate it, or never use it after trying a few time. There seems to be no middle ground with that particular tool. So try before you buy on any inworld tool.
  17. Something else people keep forgetting to mention is that your mesh needs to obey things like the 64k limit on vertices. The uploader will not give you an error message as to why it did not upload a mesh. Unless the Lindens have actually fixed something recently. So you need to be aware of what the limitations are and if your mesh violates them.
  18. Hey Drongle how about once mesh is release ading an updated version of this to the wiki?
  19. Once I found out how LL was going to screw the prim costs up it kinda took the wind out of my sails. i haven't been doing much with blender or mesh the last couple of months. I was more oriented to things and less towards avatar attachements. Now all my ideas are pretty well shot.
  20. Actually 64x64 is not standard. 32x32 is the largest you can go. 1024 faces is the max you are allowed. So in the process of shrinking thinngs to fit you are getting rounding errors more then likely. Check out the SL wiki on sculpts for more info.
  21. Check the normals. Not sure how to do that in Maya. But I know that with blender checking the normals under this situation almost always shows they are pointing the wrong way.
  22. http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_Blender http://wiki.secondlife.com/wiki/Sculpt I suggest looking at those wiki pages. There are half a dozen groups in SL with blender in their name that are good places to get help. Blender Academy just put a notecard out with a list of tutorials and SL addons so check out their group announcements. Also Builder's brewery does inworld blender tutorials.
  23. hibit Spad

    New Blender

    Holy UV mao Batman, Blender just go a new update to 2.58 http://www.blender.org/development/release-logs/blender-258/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Blender3d+%28Blender3d.org%3A+Latest+News%29 Looks like lots of bug fixes and a few other nice things.
  24. If the viewer your using does not allow you to position prims to 5 decimal places, get a different viewer. Sometimes you have to make the edges transparent or use a texture or color on the edge so that those little lines aren't noticeable. If that wont work you can put a prim just below the surface at the joint. Kinda like you would tape two pieces of paper together.
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