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Fizz Savira

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Everything posted by Fizz Savira

  1. Changing the LOD doesn't help (tested in standard linden viewer and Firestorm). It seems to me to be alpha related...
  2. I grabbed this demo of a mesh hair and the result was awful. I've seen this sort of thing before, but most of the time it's a minor issue, not glaringly bad. Showed it to a friend and they say it rendered fine for them.... So... Curious as to where the issue might be.... Suggested changes to my viewer settings would be appreicated! My computer, if this helps, is an iMac with Nvidia 680MX graphics running Mountain Lion. Thanks
  3. I'm happy (like really happy!) to report that my inventory has been fixed since I last tried the beta grid. Woo hoo!
  4. Thanks for the solution I logged into Morris and it worked. Now to see if my inventory is still a wreck or not...
  5. Just tried to use this avatar to login to the beta grid for the first time in awhile - I usually use my alt because this avatars inventory has been totally messed up. Instead of the usual working login, but having a messed up inventory, instead I got a new message: "Cannot connect to a simulator". This error occurs with the Linden viewer and with Firestorm. Any ideas? Last time I tried to file a support case I recieved the useless reply of "that's the beta grid, we don't support it". --||-
  6. If you are using blender 2.64, you don't need to remove any modifiers before exporting, including shape keys. Try it out
  7. Fizz Savira

    BLENDER Question!

    There are several solutions to this, but the one I use is "JASS" which is a nice set of software that extends blender to support making sculpties. The easiest way to get it is to go to your map viewer in second life and search for "JASS". Go to JASS island and there you can find the different versions available. I suggest you start with the free one and test the waters out, and if you like it and plan on doing more sculpting, buy one of the versions that suits your needs. I say that because the group behind JASS has contributed a great deal to blender for second life, and they deserve our support. In my opinion of course Good luck!
  8. I have the same issue - my main cannot get a usable inventory there, but my alt works fine. Oh well. There is a JIRA about it, for what that's worth (which is something near zero I think).
  9. Thanks for the reply, and I'll see if I can hopefully figure out how to do this. I'm using blender, so I'm wondering what you mean by "add morph points to rigs as bones". I can weight it after that, that part should be easy enough I hope.
  10. Hand size works. Torso length, etc. In other words, all the various "bone length" sliders work great on my mesh avatar. Except for that niggling foot size "bone". Any ideas? My mesh is fully rigged, animates wonderfully (well, as wonderful as one can do with SL's limited weighting system), but refuses to adjust the foot size.
  11. The Collada exporter in the 2.6 blender series will triangulate your faces for you automatically.
  12. The drop down on the physics page should include a "From file" option (or whatever the precise name is)... Use that to load in your cube and hopefully you'll be set
  13. I use Firestorm for all my mesh work, and have no issues with it at this time...And, Firestorm and the official viewer, at least on the Mac, do not share any common files, so you shouldn't need to get rid of one to make the other work right. One thing you should consider making is a simple mesh cube, export that as a DAE and use that for your physics when you need some trivial physics. I suspect if you do that, and apply that physics to your rug, you'll be happy I'd also suggest the beta grid is a great place to try stuff like that out (when it's behaving...) because you can get it wrong a few times without feeling upset about wasted lindens
  14. I was testing out the latest deformer project viewer, and was trying to solve a problem with my mesh avatar sinking into the ground by adjusting the Z offset during the mesh upload. No luck at all :( So I'm wondering what the proper approach to making something with a Z offset is? Do I have to do something to the model armature? Thanks!
  15. I'm guessing here -- What that looks like to me is that your AO map is too strong... Trying dialing down it's effect in your final texture bake (I use multiply and vary it's strength depending...) Note, I'm assuming that you saved the lengthy AO bake to an image for later use in your texture stack
  16. Fluffy - super helpful link. I think I need to subscribe to that forum
  17. Just thought I would post an update - I've been working on various troublesome joints (all of them? lol), and am finally making some progress Thanks again for all your help, between giving me some approaches to tackling the issues, as well as some hope that it is possible to do better! So far the ankle, knee and elbow are much improved. Turns out that better weighting does wonders, and some of the loops I had added to "improve" things were doing nothing to help animation (these were loops I had put in to improve animation, and had very little bearing on the shape of the mesh). So far my mesh is using less triangles I'm hoping to apply some of those to the forearm and wrist to improve that. Still concerned about the thigh, but what else is new?
  18. In addition to removing double verticies, you can also use the "select all loose verts and edges" feature (on the select menu in EDIT mode). You might be surprised
  19. To make something have holes in it, like doors and windows that you want avatars to be able to walk/fly through, or stairs for that matter inside a multi-story mesh, you need to define a physics shape for your mesh. The easy way to think of physics shape is as if you did what you said - making regular box prims to define the physics, only you can do this with simple planes (for example) that define the areas you want to be solid. I suggest you try an easy case - take a box, cut a door hole into it, and then come up with a physics shape that matches, and test that on the beta grid. Once you can do that, you should be able to extrapolate from there and do just about anything. A small warning - if you're using a current blender (2.64 series) then make sure you go through your physics shape and check all your faces that have more than 4 sides - I've found that sometimes blender will triangulate that for you in ways that you don't want and for me, that resulted in a doorway that I couldn't walk through Good luck!
  20. Ok, I had a few minutes to work on this today, and tried your suggestion on the wrist joint - the result is a huge improvement in wrist twisting *YAY* So here's a follow question - when I twist the wrist one way (say clockwise), I went and converted a bunch of ugly quads to triangles and flipped edges until I saw a smoother result. Rotate the opposite way, and oops, those triangles want to be flipped the other way *SIGH* Is there an alternate way to build a mesh to resolve that issue? Here are some images to help explain. First image is the wrist relaxed, second is rotated one way, third the opposite way: It is VERY nice to make some progress on this, though I'm pondering how to improve hip rolls and wondering if I'm doomed, LOL. Thanks again!
  21. Great advice Chosen, thanks. I guess I need to be extra careful when typing When I was saying forearm rotation, of course I was meaning what we do when we rotate our wrist. When we rotate our wrist, our forearm twists, the wrist doesn't actually spin in place leaving the forearm unmoved... Regarding SL - if an animation rotates the elbow joint (not bend, but twist) then the wrist moves with it since it's a child of that bone. I think that the intention is that elbow rotation represents what we consider a wrist rotation, but I'm not certain. Your thoughts? I think I see how to fix wrist rotation so that the forearm goes with it, but not really well because a wrist bend will then do terrible things (what I've called in prior posts the "noodly arms" problem), but I'll have to give it a try using what you say and post my results. Mind you, all of these rotations (wrist/elbow/thigh) look awful on ruth, and better but certainly not good on my mesh avatar... So I'm wondering if the rigging system in SL just isn't up to the problem. I'd love to be wrong about that! Again, thanks!
  22. Thanks for the reply I do blur the transition across the joint, though I'm sure that could be improved. It's difficult, of course, when trying to limit the amount of detail in the mesh to keep triangle counts low. I'll try your idea of changing the pose when I'm applying the weights and see what happens - the problem there is that the (quite old now) Ruth doesn't use a natural T-Pose, and I don't really know how that will work out when translated back to SL. Also, that pose is a natural motion (just a simple forearm rotation) -- try it I bet your skin doesn't get as ugly as that picture I posted
  23. Title says it all really - I've been slowly working on a mesh avatar, and most of the animations I test with it work great, but a few are terrible, and the common theme is loss of volume during a rotation of a joint (these animations look bad on Ruth too). A simple example is the elbow joint - simple bends about the elbow axis work fine, but if you twist the forearm instead, bad things happen. For example, a before and after shot (I use blender): Is this a limitation of second life, or do I need to "level up" in my rigging skills? If so, teach me how Oh Great Ones! :) I did do some experiments with similar posing in Daz Studio, and noticed that they seem to have axis specific weights, and I saw essentially no loss of mesh volume during the twist of the forearm. Lucky them...
  24. I'm going to guess that you have a rotation in OBJECT mode that needs to be applied. Use ctrl-A (in OBJECT mode, not in EDIT mode) to apply scales and rotations before uploading meshes...Seems to cure all sorts of evils A question though - is the hat rigged?
  25. A seemingly simple question, but I'm guessing we need a viewer guru to answer! Lets say I have a bunch of rigged meshes, upload them to SL, and then link them together. Or I take the same meshes, join them together before upload, then upload a single mesh. The result has the same triangle count before LOD is taken into account... So which is more efficient for rendering? It's pretty obvious that when something is rigged, the viewer goes through extra effort to make it bend and so on. Is there any real difference?
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