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hibit Spad

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Everything posted by hibit Spad

  1. In Vista if I want to change the default program for a file type, I right-click on one such file then select properties. in the window that opens up is "opens with:" label and a button labeled "Change". This opens a new window. If blender is not listed anywhere on that window I will select the "browse" button and then hunt around on the hard drive for the application I want to open that file type. Warning, with .blend files this works just fine. But with .dae files it probably wont work since blender has to import them before it can do anything with them. Might be able to use some kind of a command line option to feed the import instruction to blender but I am not sure how that would work. '
  2. When the mesh viewer first became available there were several bugs and the best way I found to get rid of them was to go into your preferences and make sure the mesh viewer used its own separate cache and log directories. Not sure if this is your issue but it can't hurt to try.
  3. If you go through the group meeting notes you will see where the Lindens said they want mesh cost to be somewhere between a sculpt and a prim such that houses were not going to be made with mesh but detailing in the house would be. As soon as I saw that I shelved several projects that I had been working on. Basically LL does not want to upset their billing scheme by introducing something that lets people cram more stuff onto a lot. So don't expect any kind of major change in the prim costs from what you are currently seeing.
  4. Would be nice if someone could get a hold of the equation that LL will use and then write a script for blender (as an example) that could reasonably accurately predict upload cost. Just a suggestion.
  5. "You should be able to preview your rig in your modeling package in order to identify any weighting errors " - Prep Linden Obviously an engineer with no real world experience. There are always errors. That's why its called beta. That is why aircraft manufacturers spend millions on testing to work out the bugs. It isn't until you put the object or creation into it's working environment that you get valid feedback as to bugs. Ask NASA about TWO probes that crashed on Mars because of unforeseen bugs.
  6. Your correct. This has been a constant comment through out the mesh development. Because you are not replacing the avatar mesh, there is no way for the appearance modifiers to modify your newly designed mesh and there is absolutely no plan to redesign or replace the avatar mesh.
  7. Nope not working for me Peewee. I am on a laptop so maybe we both are experiencing the same problem with these forums. Unfortunately, my desktop is nonfunctional for now and I don't know when I will get it back up. Just have to live with it I guess.
  8. Ok I had Google APIs turn off in my Firefox browser so thing were not fully loading on the http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/rev/232004/index.html page. so that is one problem fixed.
  9. Drongle all that option link ever did for me was to send me to the top of the web page. As far as I can tell it is non funtional. btw its on the top right hand corner.
  10. I have tried three different web browsers and I never seen anything on that page to download. Is LL even updating the mesh viewer?
  11. Gaia Clary has a wonderful website with some nice SL and blender tutorials. This one should help: http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/rigg-your-avatar/ There is another page on here website that shows a video of her efforts to modify a mesh avatar. Unfortunatly, I am on dialup today so I am having problems finding it.
  12. http://wiki.secondlife.com/wiki/Sculpted_Prims:_3d_Software_Guide
  13. Check the material settings on your hollow prim. setting it to rubber might cause this.
  14. Thank you all for educating me about the Make Real button.
  15. I am hardly an expert on Blender or on rigging in Blender, but I am wondering what "make real" button you are referring to ? Or maybe better yet what makes you believe there is a "Make Real" button?
  16. Inworld I have a notecard that list most of the tutorial sites. Just IM me if you want a copy.
  17. Wouldn't you know it. The stable version is the first version I have had any problems with. Wonder if I can go back to 2.56?
  18. There is no one tool to get rid of hidden geometry, but there are several tools you can use to accomplish that goal. h and alt-h will hide or unhide geometry. the limit selection to visible option (down near the vertice/edge/face select tools) (note this seems to be buggy and not always reliable) using these tools will allow you to hide geometry that is in front of what you want to work on. then you could always delete the previously hidden geometry. Warning: deleting vertices can cause your mesh to take on what is called a non-manifold condition. Some modifiers will not work when this non-manifold condition exists. Beyond that it doesn't seem to be dangerous. after doing this you could always use alt-m to join vertices.
  19. Hi Fenix, What Immy told you in her post above is true for blender 2.49. However, in the Blender 2.5x series the situation has changed for the better. In the outliner window, you want to select the scene icon. This is the one next to the camera (render) icon. Down below that is the units submenu which will allow you to select between metric or imperial units. Full details and screen shots can be found here: http://www.katsbits.com/tutorials/blender/blender-2.5-metric-imperial-units.php
  20. How come my posts never keep the formatting i give them. LL fix these **bleep** Forums!
  21. Where did I imply that it was easy? I simply stated that the reason we don't have mesh, right now, is not a technical issue. Half of coding anything is making decisions. These decisions can lead a product to market faster, or they can slow the process of getting the product to market significantly. Projects can go on for years and years, but at any point, if the decision was made to bring it to market, then it would be there. Again, this is about decisions, not technical issues. Medhue Simoni Decisions about technical issues are technical issues in and of themselves! Everything about coding mesh is a technical issue with a few policy issues thrown in to muddy the paperwork. Methinks you have never programed anything beyond a hello world application.
  22. 1. import the collada into blender. 2. use the jass scripts to make your sculpt mesh 3. manipulate the vertices on the sculpt mesh to make it look like the imported collada mesh. 4. remove the collada object 5. bake your sculpt mesh just like you normally would. Warning!!! I am willing to bet that any collada mesh you have has too much detail for a sculpty to give satisfactory results. Otherwise lots of people would have been doing this before now. To make what you want done work you will probably need to split the collada mesh up into parts, and fitting sculpt meshes together is a big pain. If you need further opinions about this then please throw up a screen shot or two of the collada object and you sculpt mesh.
  23. I realize.that this seems like a pain in the ass not I relieve that this seems like a pain in the ass
  24. Based upon the smootheness of your object I would say that your mesh has more then 1024 faces. All Sculpts must have 1024 faces. NO MORE, NO LESS. You really need to review the technical specs for sculpts. I relieve that this seems like a pain in the ass, but sculpts are indeed a pain in the ass. You HAVE to follow exactly the steps outlined by others like Gaia Clary until you have made many successful sculpts on your own. There are no shortcuts when it come to making sculpts.
  25. Medhue, may I respectfully suggest that if you think LL is taking too long to develop mesh, that you can always go over to teh opensim project and volunteer to help them code mesh into their version of SL. I suspect that once you start digging into the code you will quickly change your mind and become much more tolerant of what progress LL is making on mesh.
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