Jump to content

Fizz Savira

Resident
  • Posts

    98
  • Joined

  • Last visited

Everything posted by Fizz Savira

  1. Turning on the grid selectors just lets you get to the beta grid, it seems. I tried making a grids.xml like some TPV's use, but that didn't work either Might be possible, but I didn't manage it (the viewer does seem to be looking at it). Also, my inventory is still broken - I did a full test today, including a cache wipe and trying with http inventory off and on. Whine whine whine Thanks anyway
  2. Hmm, well I can't very well test the latest deformer code then since it's only in the project viewers from the lindens. Fooey
  3. I was attempting to test the latest test viewer for the deformer project and discovered that the command line arguments quietly changed so I can no longer log in to my test sim (I use my test sim because of the inventory problems on the beta grid -- see this JIRA while you still can: https://jira.secondlife.com/browse/SVC-7727 ) Anyone know how to update your grid choices in this new viewer? Or proper command line arguments? Thanks
  4. Anyone know how to update this latest project viewer to connect to different grids? It seems that the lindens have removed some of the command line options to allow that in this version. I have a test sim I use alot lately since the Lindens beta grid is largely useless these days due to inventory issues. I'd love to keep testing this project viewer, but I'm feeling a bit stymied between the beta grid's inventory system being broken and the jira system getting ruined so I won't even find out if it gets fixed.
  5. Gaia - I sent you an email with a test case. Thanks!
  6. Just tested export of a mesh with multiple UV maps on blender 2.63.17 r49666M, which is also known as 2.64 testbuild2, and the UV map bug still exists
  7. Cool, thanks for the quick reply Any chance of a Mac build sneaking out? One can hope...
  8. This is a bug report about the r49895 version of the blender Collada exporter (finally! someone put up a Mac build that I can use; off topic - any idea why the Mac automated builds haven't been updated since JUNE?!?) Anyway, back on topic - if you have a mesh with 2 UV maps, and check the "Only Active UV Layer", the resulting DAE file exports badly and ends up with no UV map (or gibberish, not clear) in second life. I used "diff" to look at a version of the mesh with 2 maps, and one with just the map I want exported, and this line seems to be the culprit: <input semantic="TEXCOORD" source="#lois17r-mesh-map-1" offset="2" set="1"/> This line appears once for each of my materials, and when removed, the dae file uploads correctly. Here's a bit more context: <input semantic="VERTEX" source="#lois17r-mesh-vertices" offset="0"/> <input semantic="NORMAL" source="#lois17r-mesh-normals" offset="1"/> <input semantic="TEXCOORD" source="#lois17r-mesh-map-0" offset="2" set="0"/> + <input semantic="TEXCOORD" source="#lois17r-mesh-map-1" offset="2" set="1"/> Hopefully Gaia will see this
  9. I recall searching for this issue on behalf of a friend (I have a Mac and they have a Mac) and discovered it was somehow related to DNS issues of all things! She did resolve her issues and is able to run firestorm now by solving her DNS issues. So maybe that's your trouble as well... Good luck!
  10. So how did you make the morph? I'm guessing there's a way to do that in Daz Studio? And I'm curious why that instead of using blender's shape keys instead? Thanks
  11. I've been trying to dig up information about how the four levels of details for an object are used when the object is a rigged attachment... So far, no luck :( I'm wondering how many of those details are used, and when they are used. My simple testing in world is that often times they aren't used, and other times they seem to be used, but it's not clear what's going on. And of course, there are viewer bugs where an item gets stuck at the wrong LOD (usually after teleporting between sims). help?
  12. A very common mistake I make is to have duplicates of objects (you know - the ones you make to save your work before you mess it up , and they are sitting right on top of each other... You need to make sure that only your current one is renderable (the little camera icon in the outliner).
  13. I just had this happen to me recently, and it turns out that it was Firestorms uploader. I tried the latest linden viewer to do the upload and it worked fine. if that's not true for you (you are using the latest linden viewer) then you should check out this JIRA on the issue: https://jira.secondlife.com/browse/MAINT-872
  14. Ok, so I found the first "bug". I have an object I'm exporting, and my units are set to None for my scene. The object happens to be parented to a cube that I use when I want to rotate a group of objects together and then un-rotate them all back (for example, when I'm doing axis based scaling and I want things to be aligned...) Anyways, in my case the cube I used for the parent I scaled down by a factor of 100 *before* I gave it some children. The result of the export is the exported object ends up 100 times too large, which is rather amusing when it's a high heeled shoe ;-) I fixed the problem by selecting the cube and applying the scale to that object... Not sure what to say about this, but I'm sure the blender gurus can decide what's best
  15. My, that was quick! Thank you Something you might want to consider for the 2.65 release - since your exporter logic can apply modifiers and shape keys and still retain the UV mapping and vertex groups and weights and so on, maybe a version of your script that is part of the shape keys menu (like the broken script for "creating a copy for editing") could be done. The problem with the broken script (it worked in 2.59) is that it loses the vertex groups and the UV map and weights... Your script is better as it can keep those...
  16. I've been using it the last couple of days, and so far it's been working great. Thanks! A minor feature request would be to let us choose which UV map to write out. Sometimes I have multiple UV maps when I'm testing texturing options (using the 2nd one to provide an alternate map during texture baking). Probably not worth adding in as the exporter is getting pretty complicated...
  17. Thanks Asha! Loading factory settings fixed the problem, but now I'm a smidge stuck. I setup a keymap awhile ago (blender 2.59) so that I can use blender on my Mac desktop and my Mac laptop (which doesn't have a numeric keypad). I tried resetting to factory defaults, and that fixed the shift key issue. As soon as I imported my key configuration again, the shift key broke. *sigh* Time for some drudgery to fix that problem. Ah the blender life
  18. Ok, this is definitely off topic, but since the last comments talkd about blender 2.64... I'm trying the beta of 2.64, and noticed my fingers are getting confused because right-mouse click on an vertex/edge/face is cumulative, where in 2.62 I had to hold shift to get that effect. I've stared at the input stuff in preferences, but can't see any difference between 2.62 and 2.64 (I even tried loading in my previously saved input configuration). Could a wizard kindly explain how to get the 2.62 behavior? Or how to change 2.62 to do what 2.64 is doing so I can just get used to it? And... furthur testing showed this - if I never press the shift key, it behaves like 2.62, but as soon as I do, the shift key acts like it's stuck on while right mouse clicking on items. Bug? Feature? *sigh*
  19. I just tried the 2.64 beta mentioned above (thankfully someone made a Mac version that includes the new exporter) and it seems to work well. I made a variation on my current project with a mirror modifier as well as some shape keys and the exporter exported the model properly. :)
  20. Interesting. I had stopped using Multires after some update long ago to JASS which switched over to Subsurface. One of the things I dread in mesh work is making the other LOD's... I guess I'll have to take a look again - any advice to share while using it? Does it handle UV maps well? Thanks!
  21. Actually, I'm wondering if doing some quad to triangle conversion is considered "good practice". What I'm really struggling with is how many quads to put into a joint. I'm trying to get my mesh avatars triangle count to stay under 10000 (the standard Ruth avatar is a bit over 7000 for comparison purposes). My design has feet with toes and toenails; the hands have proper fingernails, so as expected, it's using more triangles. I've rebuilt the pelvis-thigh joint multiple times, and my current one is "pretty good", but I've resorted to turn quads into triangles to get the crease I want. Is this a bad thing? Or is this kind of pragmatism good?
  22. I heard Gaia mention that new feature in 2.64, I'm looking forward to it And I really really hope it will work with shape keys as well, and apply the current values to the export.
  23. He he. I wondered if someone would pick up on that when I named this thread Congrats, you win!
  24. So Drongle... Are you saying that if I use the "Mark Sharp" function in blender, and export the DAE, the uploader will use it? Thanks
  25. On the plus side for sculpties is that you don't have to produce multiple versions at different LOD's, you just have to take LOD into consideration during your design. And if you'd like help making sculpties, I would highly recommend the JASS/primstar software (there is a free version you can find inworld on the JASS sim) and a *very* helpful user group.
×
×
  • Create New...