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arton Rotaru

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Everything posted by arton Rotaru

  1. The importer will split your model if it has more than 8 materials. It's best to to do the split on your own, and provide a collision mesh for each. Uploading as a linkset, following the naming convention to prevent things form mixing up unintentionally.
  2. Perfect questions for the creator of said kitchen. Try contact them in-world via IM.
  3. If you want that to work as an attachment, use llGetLocalPos instead of llGetPos. Also do proper comparisons in your if statements, like this: if (updown == "down"). That's one ugly infinite loop which will run up and down even without the if statements actually.
  4. They can be found here: http://wiki.secondlife.com/wiki/Clothing_Tutorials#Second_Life_avatar_models I would recommend to download the avatarSLFemale.obj and avatarSLMale.obj files under the Improved Second Life avatar meshes for 3D texture painting section. These have the UVs set up as UDIMs already. Clicking on the links opens just plain text for me. So right click > save file as > giving it a name and a dot obj extension will do the trick, though.
  5. For Blender, check this out: https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/sort_elements.html
  6. I don't know if this is generally used to adapt the UVs, but it's certainly a possibility, and worth a try for sure.
  7. Well, in Max it's done with the projection modifier, which has limited options regarding projecting the UVs.
  8. I do copy UVs from time to time as well. On similar topology that's as easy as just dragging and dropping a UVW modifier on the mesh in the viewport. That breaks the moment the vertex order has changed between the models, though. I still prefer to do my baking by using a cage. So I have to explode the model, setting up a cage. I keep an un-exploded version of the mesh, though. While texturing I might become unsatisfied with the UV layout, though. So I go back and change the UV layout. But now my exploded model still has the old UVs. Rather than doing the whole cage setup again, I try to just copy over the UVs and be good to go. But most of the times, just copying the UVs doesn't work due to the detaching and re-attaching of the mesh elements when exploding the model. So a less restrictive method of transfering UVs would be handy. As I said, your post made me finally lookup how to do it in Max. Since Blender can do it, Max should be able to this as well, right? However, since the UVs are projected, the models need to have matching shapes. So that does not work in my case of the exploded vs the un-exploded model. But now I know how it's done and what it can do. I'm sure this will come in handy one day or another.
  9. Hey Nacy, good to see you are still around! Your post made me finally lookup how to transfer UVs between differring topologies in 3ds Max (since I don't use Blender). And voilà, there is indeed a method to do just that in Max as well. By projecting the UVs. I got mixed results on my very limited tests with it so far. But it's always good to know how certain things can be accomplished. So, thank you for the inspiration on that one.
  10. Cool! I mean, not that C4D still has issues with that, but that I actually remembered it. I never used C4D myself, but a few buddies of mine did back in the day. I think there used to be a plugin for C4D to solve that problem. But don't quote me on that either.
  11. Hm, that difference in count would to be expected between the high and med LOD I think. What is suspicious though, is that there are 6 materials listed, when you only have 3 on the model.
  12. C4D. IIRC, I think there used to be an issue with C4D and multi materials with SL. But that is from 10 years ago. So don't quote me on that.
  13. Hard to tell. Obviously the material IDs got mixed up in the importer. I would try to re-assign the materials to the appropiate sets of polygons on the already joined meshes, and export again. Maybe the joining did something funky under the hood. I would also try to upload with the official viewer, just to rule out any issues the new Firestorm importer might have.
  14. It's hard to debug from just that image.
  15. OK. Just in case, these are my export settings.
  16. Add a Turn to Poly modifier to the stack and limit polygon size to 3. Export again.
  17. The best setting is to make all your LOD models yourself. This way you have full control how each and every LOD will look. Depending on what it is, an imposter model for the lowest LOD is a possibility to keep even the land impact very low as well.
  18. Before logging in, open Debug Settings and search for LoginSRVTimeout . It's set to 40.0 by default. Change that to 80.0 and try again.
  19. That is true for the physics mesh. If you load that as the phys mesh, the importer will throw an error.
  20. How about a single tirangle with zero face area? That is a triangle where 2 vertices share the exact same position coordinates, so that there are only edges left which are invisible when rendered. I use this to offset pivot points, or with tiny objects to reach the 1cm scale requirement. With Beq's viewer you would need just one.
  21. That would be great. Unfortunately that is not the case. Beq has fleshed out the details in her blog post, which is linked in the opening post.
  22. Perhaps the texture needs to be tiled more. A single 1k texture will indeed look blurry when it's stretched over large objects without any tiling. Try increasing the repeats, and see if that helps.
  23. Every object in SL has a collision mesh. If you don't provide one during upload, the importer will just add a default convex hull shape to it. For objects you did not specify a collision mesh, the option to set those to Physics shape type Prim (Feature tab in the build floater) is not available. You need to set your mesh to the prim type to make use of your custom physics shape. For non root prims, there is the option to set those to Physics shape type None, though. When uploading multi object dae files, you need to have a separate physics mesh for each object as well, to be able to set them to type Prim. It's required to follow a specific naming convention for the objects, and the physics shapes to make sure the correct shape is assigned to the mesh it belongs to.
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