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TANAKAAKIO Inshan

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Everything posted by TANAKAAKIO Inshan

  1. Thank you so much. My longstanding question was resolved just now. I wonder I pushed wrong hot key. A camera icon of an object on outliner was gray.
  2. I could logged in and uploaded , too. But my alt could not. If I can not use beta grid, probably I will lose a few several thousands of L$ for next my project.
  3. I got same error messages for a few hours. I want to upload a lot of meshes to test for free. Beta grid is acting up in various ways recently.
  4. You did a fine job. Your days are and will be very busy for a long time. I had a good time to join here. Thank you.
  5. Meshes that we have already uploaded until right before rollout are valid after rollout? Will the meshes be deleted? I hold back upload because my meshes might be deleted in Agni.
  6. According to the last of Mesh Project Viewer FAQ  "How do I mirror a mesh? Sorry, we don't support this feature yet. We do plan to support mirroring later on."  So I uploaded left and right sandal meshes.  PE of left mesh is different from right after the decimal point in small measure somehow. I found that LL is thinking about other additional features also, but will not implement in first release. Mesh/Technical Overview
  7. Please upload one of samples from Mesh/Sample Content . If you can upload a sample, there is a problem in your model or exported COLLADA file. What is your 3D modeling soft? We can not figure out without seeing your model. Upload a screen capture of your model. I am not good at English, too lol.
  8. If polygon faces of meshes are so, lod levels are not making any sense. I didn't know the meaning at first . I knew what you're saying soon. Meshes have up to 8 faces of surface texture. The number sholud be same in every LODs to keep painting area as far as possible.
  9. Because of fudge factor of size conversion, unpainted area of textures is shown. These show up as black lines. Sometimes, Lower LOD causes black lines also. Painting surrounding areas of island widely prevents from this problem. I think there is more to learn in UV-mapping. 
  10. If you uploaded "abc.dae" file, "abc.slm" file was made for cache in same folder. The file keeps previous settings to be used for next upload. Physics shapes also. This is convenient, but confuse unaware creaters like the old me. Delete ".slm" files or set FALSE in following, if you dont like it. . I am not sure below link is related to your issue. viewer crash using slm file when order of tags is changed in a multi-object LOD mesh file
  11. I succeeded in logging in another sim "Mesh Sandbox 1". Please input region name like following picture. Now I can upload meshes there. 
  12. I logged in aditi and tried to upload meshes a little while ago. The same issues happened. I could not see neighbor sims and could not  upload a mesh. I only rezzed a new box prim lol. I tried to teleport then viewer logged out. I could upload some meshes a couple of hours ago. It seemed normal at that time.
  13. Then go to Mesh-enabled regions.
  14. I am using Blender2.49b and Gaia's scripts when doing skin weight. Gaia, thank you very much. Spikes after Mesh upload to check no weight paint vertices. Gaia's script said no error about skin weight when export as dae in my cases. I only copied skin weight from original avatar mesh to my avatar mesh seeing the following. Rigg your Avatar The difference is I copied skin weight head, upper_body and lower_body separately before join them. Following pictures are results. There are no problem in separated meshes, however a joined mesh spikes. And I copied skin weight after join body parts like "Rigg your Avatar" to ensure. The joined mesh spikes also. If you separate your meshes into 2 or 3 parts, your spikes might disappear.
  15. This bug occurs.... The bug happens in different parts of car by location.
  16. Good idea. I came up with same  thing a while ago. Appending some simple letters or logo or brand name to mesh models is brilliant. They are absolute evidences though they may increase prim count a bit. Removing these watermark is more difficult than alpha wartermarks of sculpt map.   
  17. Join this group. Mesh Volunteers
  18. It might be hard to restage by other models. I sent my model Cassandra Linden and you. I confirmed this problem some time ago. Please test my model Drafty06_01 for CTS-712 at http://maps.secondlife.com/secondlife/Mesh%20Sandbox%200/216/82/26
  19. in Mesh Sandbox at Agini. I posted on jira. Some of linked mesh prims go back to where one started and restore sizes in editing linked prim.
  20. Please see. Mesh Volunteers Mesh enablement tutorial
  21. Hmm...  I found some bugs, they are not found in beta grid.
  22. I am a beginner of rigs. Once I unsuccessfully tried to make a skirt that naturally fits. I found rigs are only skeleton bones and there are no thickness infomation. I gave up at that time. Hip stuck out the skirt.
  23. Drongle McMahon, you are quite right. I think fixed cost(fee) 150L$ is too high, meanwhile variable cost is too low for each upload. I experimented. 1) Uploaded a simple cube having only 4 faces in Blender. It is 151L$. 2) Uploaded avatar's meshes consisting of three parts having 7186 faces in Blender in one chunk. It is 164L$. 3) Uploaded the same avatar's meshes separately. It is 462L$( head:153L$, upper_body:156L$ and lower_body:153L$). There is a lack of balance. I think upload fees should be reviewed. It seems that uploads in one chunk often brew up unexpected results, so is not recommended for mesh geometries at present. However, if uploaded individually, fees come at a price and we must assemble complex meshes by hand painstakingly in world.
  24. PE of my car is 86 in Mesh Sandbox 18. I took it and rezzed it in Mesh Sandbox 28. PE of my car reduced to 64. PE dropped 25%.
  25. Hello everyone. I usually paint meshes with plural materials so that bake textures in Blender. During working hard to model and bake texutures, a number of materials is over the limit 8 before I knows, after especially joining objects. As you know, materials in blender become faces on prims in world. Over limit of materials make prim's surface funny. Furthermore using plural materals increases PE. And affects physics weight also somehow. If not a specific case, one material(face) is sufficient to paste a surface texture. I think specific case are to use different texture settings(trans, glow, fullbright, shininess bumpness and so on) on each face. to paste different textures on each face. Accordingly, I copy an object then reduce matarials from cloned copy as far as possible to upload meshes driving down PE in Blender. Uploaded by defalut separately. 
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