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Naiman Broome

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Posts posted by Naiman Broome

  1. recently when I log I am having strange issues like textures on my new built items turning blank , when I relog , may be they still white or alternative another item turns white, plus I even cleared cache, helped a little but seems i have to reput textures into position and even then not always works, putting on bright on textures somehow makes them appear but still not present in the selection image.

    What can it be? How I fix?


    I did an item that I gived to a friend and while I see both mine and his version white he sees normally .

  2. I did this :

        state_entry ()
            llRequestPermissions (llGetOwner (), PERMISSION_ATTACH); //dialog if not worn, automatic if worn

        touch_end (integer count)
            //Rezzing stuff here
            float number = (float) llFrand(llGetInventoryNumber(INVENTORY_OBJECT)); // determine the amount of the content and make a random float
            string name = llGetInventoryName(INVENTORY_OBJECT,(integer) number); //getting the name. the float number becomes integer for that
            llRezObject(name, llGetPos() + < 2, 0, -1 >, ZERO_VECTOR,ZERO_ROTATION, 0); //rezz the object, I just let it rezz 1m above the object

            llDetachFromAvatar ();

    but it gives me syntax error.

  3. Hello I am looking for a professional scripter to make one for me , I can do some scripting but have no time to make so I would like to hire someone to make it on my place, I ned the script to e full perm so that I can edit reuse etc.

    Contact me inworld or here.

  4. It works only if I select, prss the wheel , to to ore , select touch and then works , but doesnt work on instatouch  , which is what I was looking for, is it possible? Also  could be possible to add a selfdetach so that after rezzing something it goes into inventory?

  5. Hello , I am looking for a script that allows me to rez poseballs in front of avatar when touch a weared object, can someone help me find one?

    I found this script in another thread


        touch_start(integer rand) // the interger doesn't matter at all, you can call it whatever you want, it's not used here
            float number = (float) llFrand(llGetInventoryNumber(INVENTORY_OBJECT)); // determine the amount of the content and make a random float
            string name = llGetInventoryName(INVENTORY_OBJECT,(integer) number); //getting the name. the float number becomes integer for that
            llRezObject(name, llGetPos() + < 0, 0, 1 >, ZERO_VECTOR,ZERO_ROTATION, 0); //rezz the object, I just let it rezz 1m above the object


    It works for rezzing the objects, but I would like it to work when I am wearing the item , can it be done?

  6. 12 hours ago, HarrisonMcKenzie said:

    Are you my soulmate?

    I finally have something uploading (I basically threw away everything I had and did a bunch of upload tests using different processes). However, seemingly regardless of the skeleton I use (be it a devkit, the LL skeleton, bones generated from scripts, or hand-drawn bones), and regardless of the exporter, I'm finding that rigged mesh is uploading out of proportion. I don't mean that it's too big or too small; it's uploading with the wrong proportions.

    So let's say I upload a pair of pants. The legs are fine and reflect the physical geometry I have offline, but the pelvis is coming in too small and offset inwards. Nothing in the appearance editor with regards to shape with correct for this (ie. making the avatar fatter makes them fatter, but the fatter pelvis is still negatively offset), and the amount of the offset is different across each coordinate.

    I've been trying to manually bash the bones into place, like moving and scaling them to account for the offset, but the upload keeps breaking after a while. It goes from tedious progress (hundreds of uploads, all while working blind) to complete failure to upload within one export, and I just can't figure out why.

    Have you exported to fbx of 2013 and then converted to collada dae with the convertor?

    I was able to import a crappy looking pants but indeed the bones seems outplacing the mesh and I had tomanually edit the vertexes with soft selection to put them into position , but its not a desiderable procedure as you miss the original arrangement of vertexes .


    About the out of proportion issues, I had those when I was using a wrong unit setup , the one I use and that I check when I import bones etc is Meters, if I import then a dev kit that is not respecting that ( for some reasons seems every mesh body developer has his own standards ) I try to scale it to correct sizes at import stage.

    ALso the problem you are describing I think is due to the morphing bones that to what I am seeing are poorly handled by the import export in and out of 3dsmax.

  7. 2 minutes ago, npcee said:

    From my experience, all of these devkits (or at least the few ones I tried) were made specifically for avastar. And Avastar will do some correcting on the skeleton before exporting the file (or maybe its ignoring some values and using its own?)


    Ok, so a few things to consider: everything in second life that is fitted/rigged, be it an entire mesh body, a skirt or a pair of shoes, shares the exact same skeleton. However, something like an animesh horse for example, despite still using the exact same skeleton, would have that skeleton deformed in a different way. Like, maybe the arm bones would be longer and positioned in front of the leg bones, to make that horse shape.

    But still, from my experience, all of those popular mesh bodies that we all know, they all use exactly the same skeleton that we use with regular system bodies. That means that all the bones have the same scale and same relative positions. So, lets say you made a fitmesh skirt for system bodies... to make that same skirt rigged for maitreya (as an example) is just a matter of positioning and maybe some scaling, you dont really need a "maitreya skeleton" (after all, the mesh body is just something else sharing the same "universal" skeleton as everything else you are wearing).

    The real problem comes when you are making something like a very skin-tight pair of pants, and you are trying to get a blueberry-level kind of fitting for different mesh bodies. Or if you are making a top that will fit well people with size 40 boobs as well as people with size 100 boobs, across different mesh bodies. Doing something like that without using any assisting tools like avastar will require a lot of trial and error (but its not impossible).

    The way I see I can , either Refit the clothing in Marvellous Designer, creating different fitting for different bodies, but this might change some foldings and eventually require a different bake for each garment, bonus point it will have a precise tailored fiting for each body, or make one single cloth on a chosen body and then readapt tht to all the others, which might be done by use of cages, soft selections and other ways or even morph targets then rerigged on the other body, thi might though be a little quicker way but have less precision fitting I gues...


    That's just guess work from my part as I have yet to try to make even one cloth for SL , so what you think , might that be correct?

  8. Have you tried to export from max into fbx and then use this Autodesk tool to convert to dae?



    other usefull tips from the wiki


    Before you export your mesh, make sure that it doesn’t have any stray vertices or overlapping edges. These will either cause unexpected visual results in Second Life or worse, the mesh will fail to upload entirely.

    Once that’s done, select the mesh and...

    1. Go to File --> Export --> Export Selected

    2. Select the directory you wish to save the exported .dae or FBX file and create a name for it.

    3. In the “Save as type:” drop down menu, select “Autodesk Collada (.DAE)” or "Autodesk FBX" depending of the workaround that your version of Max requires.

    4. Autodesk Collada/FBX export will open a FBX Export dialog box. You shouldn’t need to change much to the default settings. If you’re exporting a skinned mesh, make sure “Animation” and “Deformations” are checked off. For all meshes, make sure that the “Up Axis” is set to “Z-up”. If the axis isn’t set to Z-up, the mesh axis(and the rig data) will be flipped on its side and/or rotated in Second Life. This will wreak havoc on a skinned mesh. Make sure that you also check "Triangulate" to avoid problems at time of the upload and to make sure that your mesh will look exactly as it does in Max.

    5. If you're having trouble with Material ID's in world not reproducing what you have set up in 3ds max, you probably have a Materials naming issue: Follow this link for a more in depth explanation: Uploading_a_multi-face_mesh Autodesk Users

    Bones and rigging

    • Units need to be metric cm or meters. See above for how to set that.
    • Your model should be editable poly when done making the geometry (the shape). You can use other object types while making it, but in final form it should be Editable Poly.
    • If your model is more than one named object in Max, it will import as separate objects. Use the attach button in Editable Poly rollout to combine objects if you want it as a single one.
    • Make sure you have no degenerate triangles (triangles with zero width), stray or duplicated vertices, etc. It needs to be a clean model.
    • Maximum complexity for import is 64K vertexs. Upload and prim cost depends on model size and complexity.
    • You can apply a maximum of 8 submaterial slots in a Multi/SubObject material, using default shader, applied to whole object.
    • It needs UV map coordinates if you want to apply a texture. Otherwise SL will have no information on what part of the texture goes on what polygons of the model.
    • Once imported, each submaterial ID acts like a "side" on a prim for applying textures. Imported models are one-sided for textures. The other side is transparent. If you want it to be seen from both sides, you need additional triangles facing the other way. Make sure normals point in the direction you will see once imported.
    • Use smoothing groups when you have curved shapes. Any polygons in different smoothing groups will show a hard edge between them. Hard edges will increase the vertex count in the upload window.
    • Apply "Skin" modifier last, after UV mapping. You might want to do test imports on Aditi at each stage before rigging to find problems in those stages.
    • Get the SLAV 3ds Max Plugin, which has a set of bones for the SL avatar pre-made. You may need to scale and rotate the bone rig to human size.
    • All vertexes need to be weighted to 1.0 total (no unweighted or partially weighted ones). At joints weight vertexes to the two or more nearest bones to get a smooth bend.
    • Add all bones to the Skin modifier. Click here for the whole workaround.
    • Delete everything from the scene besides the bone skeleton and your model before export. Save a copy with extra objects if you want, then a second one stripped to those two for export.
    • Export to Collada using Autodesk FBX Plugin or Converter. For the requires version check the first section about software setup.
    • Click Z-up on the export window and check Triangulate. Other settings are OK as default.
    • On the SL importer, go to the third tab, and click "Skin weights". I recommend doing your test imports on the beta grid (Aditi) because it uses fake L$. Once the items is perfect, you can import once on the main grid. Model will appear in the import window in white, possibly small. It can be rotated and zoomed
    • The importer creates a .slm file in the same folder as your Collada .dae file, to save your upload settings. This often causes problems if you change the model and upload again, so delete it.

    3ds Max 2011, 2012 and 2013 versions

    To export to DAE, use the Autodesk FBX 2013.2. Also make sure the objects, materials, submaterials and textures in the scene do not contain any spaces. (so not "Box 001" which will give the "Error: element is invalid", but "Box001" or "Box_001"). It's preferible if your model doesn't contains any textured applied before exporting and assign them later in world once the model have been uploaded.


    3ds Max 2014 and above versions

    Since you can't install older versions of FBX plugin in Max 2014 and above, and since the required working version is 2013.2, you may need to export your model as FBX but making sure that in the FBX Exporter plugin you choose 2013 as FBX version. You can then convert the resulting FBX file into Collada using FBX Converter 2013.2. As like with Max 2011, 2012 and 2013, make sure to not use any space in the name of objects, materials, submaterials and textures as well as not including any textures applied to the materials or submaterials at time of exporting.

    Note: while the default Collada Exporter may "work", all 2014 Autodesk products (and still on 2020 at time of writing this) may present issues at time of export. The most apreciable one it's a huge delay on the exporting process taking more than 30 minutes on skinned meshes. The exporting process often may result on 3D Max crashing. Others issues are related with custom joints offsets not working correctly in-world and faces/IDs not being assigned correctly. For this reason it's recommended to use the FBX method instead untill Autodesk comes with a fix for the native Collada exporter.


    Older versions

    For older verions of 3DS Max, you can follow the same workaround for 3DS Max 2014. Download the latest version available of the plugin for your version of Max from Autodesk FBX archive (for example, FBX 2006.11.1 is the latest version that supports 3DS Max 7), export your model as FBX and convert to Collada using FBX Converter 2013.2.

  9. SoI have got several dev kits for different mesh bodies, but most use maya, blender or other fbx files that when imported in max seem to have issues. they allhave different skeleton setups and some time even naming is different, rotation of bones etc.



    So my question is , shouln't all those dev bodies use the very same lindenlab provided skeleton? If so why when I import a mesh from another dev into the same scene with another dev kit mesh and skeleton , the old one becomes deformed and distorted?


    Can I so to create a cloth that adapts to all bodies, just model conphorm it to the shape, regardless of the rigging, and then rig that cloth just on the same LL skeleton? Or will it have deforming clipping issues?

  10. What is the armature? I see some dev kit have , others don't , others have different naming of skeleton , its all such a mess to try to adapt and rig different clothes to different bodies because there is no unified standard, everyone seems to create with his own setting and don't care for other creators that have to work with the files to adapt to more .

    I am a max user and I ca't find any support for max on that regard, I don't have Maya and I don't like Blender, but seems that most tool creators only focus on blender, even if its very limited on some features compared to other tools.

    I tried Bento buddy but I can't find a comprehensive tutorial of the features and how to use them for eventually porting all the work to max .

  11. 4 hours ago, Chic Aeon said:

    Plans change as we can easily see.


    Between then (April 2019) and when Wookey took over Sansar (basically a year later ish) there were massive (and quiet) layoffs in Sansar. People just disappeared. Some of those let go spoke out on some public websites. A few folks cut had been with LL for oh so many years and at least one in a top position.  Back then -- and in Sansar -- the general populous was pretty much feeling a lot of what some folks here now are feeling -- worry, disappointment and concern at the absence of -- well let's call it steerage as in ship handling.


    It was very quiet. Nothing was happening. No  (or almost no) official folks on Discord -- the ONLY way you could communicate with each other -- no IMs. It was not good time but many of us plodded on hoping that things would work out. I suspect  anyone that can navigate Discord well  can go back and see that all in the records  -- our own little encapsulated soap opera.   Edit: Layoff dates were November 2019 and February 2020.   


    Sansar was both special and frustrating. Special because  it was so small it felt much like a family. Ebbe came on often and chatted and played some inworld.  We all pretty much new each other even if we didn't all LIKE each other LOL -- but as well as a good support system among many of the creators, we had some exceptional tech support.   So when the folks you depend on for answers are just gone, it is a shock.  People's names disappeared from the Discord sidebar and that was how we knew they were no more. There aren't many Sansar folks over here these days. Medhue is the only one I know pretty well.


    So I am sitting here remembering how it felt back then and it is a pretty uncomfortable feeling -- and very close to what I am feeling about SL  now.   

    Are you sayingthat they are leaving SL?

  12. Despite most seem to dispike sculpt objects I still like to work with some of them , but due to upgraded software I cannot work with old plugins for 3dsmax and I cant find even the plugin page of primcomposer for the old versions of max ... is there another way to create sculpts in SL?

  13. In most games when you have water you have a water volume that simulates the under water environment , in SL we still have a simple layer over what there should be the sea so nullyifing the effect when you enter water, are there any plans to upgrade this part of the game with a more modern Watervolume effect ? that possibly will also be able to help having proper swimming animations?


    Also water volumes cutomizeable to have them at different altitudes or positions , to make lakes, ponds, or seas in sky would be good!

  14. 2 hours ago, Candide LeMay said:

    No. With the exception of adding more bones to the skeleton in the bento project, the animation system has not changed in 15+ years.

    I know it hasn't changed, but my question is if its possible to change or update in future.

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