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Alekso Minotaur

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Posts posted by Alekso Minotaur

  1. 20 hours ago, Qie Niangao said:

    Sometimes the creators take me up on the offer, but when they refuse, the reasons are a mixture of superstition and customer contempt.

    In the meantime I asked around to some creators I know who make no mod stuff. The vast majority of them use a script set that I won't name here (I will disclose the name in PM if you want to know it) that is apparently "the standard" when it comes to HUDs, providing texture and materials changer, tinting and resizing in one solution. The licensing system works and is enforced by script check that the object has to be set no mod, if not those scripts turn theirselves elves off and won't work, even if properly setup. So probably, if not most likely, you put the blame and the evil on such practices projecting them over to the creator, stupid and evil, when most likely it's not the case. Sure enough there are those matching your description and analysis, but realistically who has to do their research better can be found on both sides of the argument.

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  2. 4 hours ago, Dakota Linden said:

    Please ensure that you are attending the Web User Group in world meetings

    Why should I waste time when LL doesn't listen anyway? Why don't you read up all the complaints found in this forum instead? Asking to file in a Jira is also time wasted in something that gets either ignored or dismissed as low priority and never looked at again.

    • Like 1
    • Haha 1
  3. Well, you see... Your post screams out to be wanting a tutor for free basically, when all the Rigging information in Maya are already out there. Mayastar as a plug in doesn't need to be learned really, it provides a set of tools to simulate what happens on the avatar in-world. I switched from Blender+Avastar to Maya+MayaStar some time ago and I don't regret it, as the learning curve went from high to flat. Just rig like normal, with no caveats due to the plug in, test the deformations using the built in animations and the shape sliders and when it's all good, export. Done. It is so straightforward and unobtrusive in comparison to Avastar for Blender, that you just need to learn plain Maya according to the weights limits that second life wants and it all goes smooth... But I guess that's the issue for you, you don't know how to rig in Maya.

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  4. 9 minutes ago, Nalates Urriah said:

    It has already been tried. The one that tested it is talking in the video about their experiment. So, yeah it works.

    I didn't read Optimo saying it wouldn't, just that it may eat up a slot that may be used for another purpose.

    *edit* i wanted to rephrase my post with an edit and it ended up deleting the text in the post above and saving it as a new post

    Sorry Nalates, the previous phrasing sounded rude to me, re-reading afterwards

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  5. 8 hours ago, MIstahMoose said:

    1) LOD Butchery is widespread cuz hey this isnt a professional platform 
    2) See #1
     And I never considered my opinion the best, I even agreed that LOD is the -best- way to do it, I just said that Hey LL Should provide tools otherwise this issue wont get fixed. But hurdur no I gotta be wrong to your glorious intelligence.

    I've been following the discussion so far, Moose. All i get from your wish list is something that was explained over and over why Second Life can not afford that, but you keep insisting. Your two points don't make sense at all, if it's not a professional platform, then why you and all the other creators who pump the models so much act like if you were? LL doesn't provide a efficient tool? Professionals buy the tools they need, and MooTools Polygon Cruncher is excellent for that.

    Maybe Optimo is a bit stubborn and harsh in making his point across, but he's right. I talked to him last night and it's a matter of math used to convert the mesh text file (.dae). The text file has no limitation for what concerns values and numbers, but the binary conversion is limited to a specific range. And he's right saying that Lindens have stated more than once that they wouldn't mess up with the mesh asset architecture.

    So we all get your point of wishing something from the Lab, Optimo himself said he would like that too if he didn't know what impedes it. What i would wish more than a raise in vertex limits, though, is a more relevant weight for the lower lods. Low and lowest vertices count affect the final LI too much which, to me, doesn't make much sense.

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  6. 6 minutes ago, Fluffy Sharkfin said:

    It's probably the one feature from Max that I miss most of all since swapping to Maya since it allows for a more versatile, less linear approach to modelling.

    You can rearrange the inputs in your history by

    right click over the object for marking menu

    in the rolldown menu:

    inputs -> all inputs

    middlemouse drag to reposition the history input

    It works as long as all you did was through tool's manipulators and haven't manually moved anything. Something i learned when FBX wouldn't export the blendshapes on a rigged model, the blend shapes and the skin cluster need to be swapped or, if Maya complains, change them from listed to included.

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  7. 20 hours ago, OptimoMaximo said:

    Rigging Menuset

    Skin menu  -> Edit influnces -> Remove influences

    So basically you have to select all the joints you want to remove from a a piece, then shift select the piece and run the function i just mentioned above. You can do it in more steps if you need, of course.

    Thanks Optimo! I was looking for that to clean up weights manually!

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