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DanielRavenNest Noe

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About DanielRavenNest Noe

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  1. Ross Myhre wrote: That wiki page is outdated. SL uses Collada 1.41 now, which is what Max 2012 exports so no need to mess around with the .fbx converter. It does not work correctly. I tested a 6 sided prism, with 8 texture slots (one each on the 6 sides + top & bottom), exported via built-in Collada exporter, and uploaded to Aditi (beta grid) using viewer 3.3.0. It arrives with only one texture slot. Selecting one face does not work. The same object exported from Max 2010 worked in the past (I will re-test it when I get a chance later).
  2. Bart Seymour wrote: I need to confirm this issue that basicly the mesh does only allow one texture layer, it will help a lot already if you allow 8 layered textures upon one face. That way you can wear clothing upon the mesh body, without creating really wearable mesh clothing with an offset (fake it to be honest). A mesh avatar can have multiple clothing/tattoo/makeup layers if it's designed right (like mine is). Otherwise it's a single layer. A lot of texture layers along with a high polygon count can lead to lag, though. Extending the skin/clothing baking system to attachments wou
  3. What I did to make things come out the correct size is scale up the SLAV default body till it was about 1.8 meters in size, and facing the correct direction, then reset scale and transforms so it reads 100% and 0 degree rotation in all axes. Then I modeled the clothing or avatar body to fit that scale, reset transforms, collapse the stack, then save a version at that point. Then proceed to rig if needed, delete SLAV body parts, and export. From Max 2010 or 2011 you can use the FBX 2011.3 plugin and save directly to Autodesk Collada. For Max 2012 you need to save to FBX, and choose 2011 fil
  4. What version of 3ds Max are you using?
  5. TzunCet Xomotron wrote: Can someone tell me if there are any new developments w/ regards to Mesh and the software used for it? How is the Collada file working out now? Are people even using Mesh and what is the general "feel" for it? Are people enjoying it or is it still too early to even bother with? Granted I just "got back" and in my short poking arounds I haven't seen much (anything?!?), so your opinions would be golden... Thanks... * Most 3rd Party viewers now support Mesh display, and there are a growing number of items available and in use on the grid. Mesh adoption is progressin
  6. Huntress Blackrain wrote: I can't find a step by step on how to do that in 3D max, however the units are in meters.. You must be new to using 3ds Max: * Command Panel > Edit Tab > right click in the stack (history) of applied modifiers, and select "Collapse All". This will remove the history of changes you did with modifiers, and leave you with a model in the final state * Command Panel > Utilities Tab > Reset Xform. This will null out any rotations or scaling you made back to zero degrees and 100% in the number entry boxes under the viewport windows. Do this *after* you
  7. Looks like your normals are not pointing outward, check that.
  8. Chosen Few wrote: From everything you've written here about your experiences, it sounds like LL has been in full compliance with the law, and they've done their best, within all practical reason, to help you. The problem lies not in their willingness to do the right thing, but in the hard fact that there really can be no technical way of determining what might be a copy of what, after the fact. There's no such thing as a magic "remove all copies, no matter how they were made" button. That's just not how it works. It's important to understand that that's not a failing on LL's part in any
  9. Sculpts are imported by defining the XYZ coordinates as the RGB colors in a texture, which you upload and apply to a prim in the Edit window. That is unique to Second Life, so you need some special plugin in the 3D creation program to output the texture. Sculpts are fairly restricted in several ways, because of the hack of using a texture. Direct mesh import uses a Collada .dae format file (it's an XML type text file). The XYZ coordinates and other info about the model are a bunch of numbers in the text file. Many 3D programs can directly export to .dae. Then you use the SL menu for Uploa
  10. Since I have been a developer for the Crytek CryEngine for a couple of years, when I saw a Crysis game "Nanosuit" soldier character, I notified Crytek directly. Either they don't care, or the effort to swat the infringers is not worth the trouble, since the models are still there. The game has sold 2.5 million copies, so do they really care about a few hundred ripped characters? I don't know, I did my part and let them know about it, and leave it to them what to do about it. If it was me, I would use it as an opportunity to sell more games, and let people sell the characters in SL as long
  11. If you have done any building at all in Second Life, you have already used a 3D modeling program (note: a mesh is the result, 3D modeling program is the tool, like the difference between a document and a word processing program). You will find that most 3D programs use similar movement arrows and rotation rings to move things around, and start with "primitive shapes" ie prims. Linden Lab did not invent these methods, they borrowed them from other 3D software. So actually, Second Life is the easiest program to use, because you already know it, but it just has a lot less tools to manipulate th
  12. Because of the size penalty, very large objects should be divided into smaller meshes, or use prims or sculpts instead. It may not make sense from a total triangle count perspective, but that is what the cost formula forces you to do given a finite land impact per parcel.
  13. Export to FBX format, and choose the 2011 version under Advanced Options > FBX file format. Then get the standalone FBX Converter 2011 and use that to convert to collada DAE format.
  14. Render weight is an arbitrary value. How many triangles/polygons in the actual model, and how many textures of what size? What are your PC specifications (CPU/Memory/Graphics card)? Did you make Level of Detail (LOD) versions? What software did you create it with? Can you provide a snapshot?
  15. The Second Life rendering engine only renders one side of polygons (the side that the normal vector points out of). To see this, maneuver your camera inside any object or avatar, and you can see it's invisible from the inside. I'm not familiar with the solidify function in Blender (I use 3ds Max), but if it turns a plane into a box it is adding extra polygons you don't need around the edge of the box. What I usually do for plants is copy the leaf planes without moving them, flip the normal vector so it points the other way, and then joining the copy to the original so they are both part of
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