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Phate Shepherd

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Everything posted by Phate Shepherd

  1. Any Maya pros know how to mark a joint so that it is part of the rig, but weigting the mesh to the rig ignores those joints? For example, when weighting an avatar mesh to a rig, I don't want the mesh weighted to mEye(Left/Right) or mSkull. I have tried to bind to "only selected joints" but I can't find a way to deselct the Eyes and Skull. I can fix it post binding, but that is a pain.
  2. Nix Manx wrote: Marcthur Goosson wrote: Rusalka Writer wrote: How to be sure? Make your products from scratch yourself. And be sure not to be inspired by anything :matte-motes-big-grin: Or if you are, don't tell anyone :matte-motes-grin: Its getting to the point that if you want to make, say, a 3D horse mesh, you would be good to visualize a cow while you work.
  3. Rusalka Writer wrote: How to be sure? Make your products from scratch yourself. Absolutely! If I have the time and the patience, that would always be my preference. But, if the time I spend is worth more than the purchase price, I have no problem spending the money on a mesh if it meets my needs, and there are no legal issues.
  4. Ishtara Rothschild wrote: What this kind of license means is that you may distribute a self-made game that includes these Turbosquid 3D models in a file format that can't easily be converted into mesh. What you can't do is distribute the models themselves in any way, neither on sites like Renderosity nor in SL. ETA: This is similar to the license of most texture creators in SL. You may use their textures in your commercial builds, but you can't resell the textures themselves. In this case, SL does not qualify as a game because you didn't create and host SL. You would only be using SL as a sales platform to resell the 3D models, and that is not allowed according to this license. I understand and agree with that. But after taking the LL IP tutorial, they avoid the fine grained details like: Say I purchase a 3d horse model. I turn it into a product and resell it. I do not sell the mesh full perm. Is that OK? By my reading of the license, I am not redistributing the mesh for reuse, it is for direct sale as an item.... no different than selling a game or movie that contains that 3d character. If that is not a legitimate use of the mesh, then why doesn't the license simply state "YOU CAN"T UPLOAD THIS TO SL". Done.
  5. IP rights frustrate the crap out of me. Not because I don't want to follow them, but because the licenses are so often written in a way that they are either vague, or I don't grasp them. For example, some objects on Turbosquid have a license that states the purchaser can resell the object as part of a game if the binary form of the object is in a proprietary format.... well... does SL qualify for that? You can't re-download mesh items. Even if you could, they are in a proprietary serialized format. After going through the LL mesh tutorial to be granted access to mesh upload, I don't know now if they would even care about the Turbosquid license. "Well, its from Turbosquid. We don't care if you paid for it, or how the license reads.... we are deleting it to cover our butts." A few of the "correct" answers to the IP tutorial leaned heavily toward CYA.
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