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Naiman Broome

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Everything posted by Naiman Broome

  1. e tried another way , I have picked my high res model cloned and started deleting polygons so to reduce polycount, I left for the unneeded parts just a triangle and hidden those inside the trunk , then turned to mesh and exported ... now I can load and I do not get the error but I get anohter issue, wich is the mesh looks enlarged and the parts that I wanted to delete now looks like supersized polygon in the viewer ... If I try to load the lod model as a normal mesh it loads fine but if I load as a lod it looks deformed , stretched and with those huge polygons ... I am starting to think this lod is utter broken ...
  2. Another problem I am having is that when I upload a lod model the item looks stretched or deformed , compared to instead how it really is ... if I load the model as a normal mesh it looks fine , but if I load as a lod it looks deformed with enlarged vertices etc ... what's wrong with that importer???
  3. Hi, I have been trying to upload a mesh , its a tree and its composed of 5 objects , a trunk , 2 fronds , fruit and details ... The fruit and the two fronds use the same texture, I preferred to keep separate to be able to easy manipulate in 3dsmax without messing up model ... when I upload alone I get 34 prims , when I did the first lod , I removed the detail model and added in its place a hidden triangle with the same material , then exported... but when I try to import the lod I always get that error , any ideas of how to solve?
  4. Hello , does anybody knows if there will be the possibility to create content in this Sansara project Aka SL2 ?
  5. Hi I have made a cloth and I am trying to upload but it never shows me up the option for skin weights ... the model though in 3dsmax is perfectly rigged and skinned, I have exported the selected model and I have used all the right settign in autotdesck colada esporter, I also added all the extra bones needed even if are not present in the rig ... npow what other problems could cause the non loading of the mesh ?
  6. Hello , I was making some tests and I see some people created morphable meshes ( to view in the experimental viewer ) I have understood that you have to enable this when uploading , but I can't find any checkbox for that ... since I have no idea what I am doing then could someone tell me what exaclty shoudl I do to have my mesh clothes be able to deform on my avatar? :)
  7. CPU: Intel® Core i7-3930K CPU @ 3.20GHz (3201.94 MHz) Memory: 32741 MB OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTX 580/PCIe/SSE2 Windows Graphics Driver Version: 9.18.0013.1422 OpenGL Version: 4.2.0 here my settings
  8. Hello , my pc is latest build with a gpu 580 nvidia card , latest drivers, but the viewer keeps telling me to update drivers , anyway I noticed a big difference from how a friend sees normals and how I do see them ... to him they look good and effectively show a bumpiness, to me they mostly do not give any bumpiness and are very subtle or actually not visible ... is there any issue or a but or what? He sugested me do uninstall all , clean all folders of installations of SL from roaming etc , I did but nothing changed ... any ideas?
  9. I have tried to redo and now I could import , but , the problem now is that when I select in the preview the skinweights, the mesh disappear, after loading it up , I get a mesh that can't see on myself and the camera gets very far ... so what can be wrong? Units setup are set to metric and 1 = 1 cm ...
  10. cant find , anyway could someone download the model , I am sure it is there the problem but I can't get what is it ...
  11. I cant even find that folder, in romaing data doesnt exhist .
  12. Hello , I was trying my first experiments with rigged meshes ... I know how to rig and all stuff in 3dsmax , but my problems arise when I try to import, I have downloaded the latest importexporter collada FBX 2013.2 I use 3dsmax 2011 I applied all required checks and zup ... I export so the DAE and when I try to import it says Missing required level of detail so the preview is empty ... Then Error DAE parsing issue see log for detail but I dunno where to see logs , also I amusing firestorm latest version ... the model works fine in max , is perfectly rigged etc , I even added all bones just in case ... Any ideas on how to fix this issue? here you can download the max file to check if someone wants to understand what I might do wrong I would really appreciate thanks .... http://www.speedyshare.com/3vYBu/rigged-mesh-test.max
  13. Since I have read that meshes can impact so bad on perfrmances of a sim then how will be handled the supersmap of mesh clothes we will soon seen in SL ? Hpw will be possible to protect regions from overcoming of people with lot ofmesh clothes?
  14. Would be possible to include Occluders to the mesh release? Special feature prim that hidden inside meshes or prims can screen out all the non visible geomtry from rendering , this is used in most modern games saving ot of render times... it woudl be possible ot include that in meshes?
  15. Heheh we love the Cryengine don't we ? ....
  16. I have to correct myself on one point , the morph targets shoudl be implemented for mesh too and for all other normal builders , may be not for face morphs but for body moprhs are a necessity becouse of the upcoming ton of clothes that will be made with mesh , without proper morph target on body that allow to follow the body stretches of the client there will be lots of issues in the clothes with custom avatar shapes...
  17. Premade morphs woudlln't work , it's impossible to preview what people may like in their shape and mostly would be a ton of work that actually for free is not worth it ... the only solution is a LL support... As I see it the mesh avatar 2 should be something looking like this : 
  18. All the body have morph targets u can increase inflate deflate stretch etc any part of the mesh for customization purpouses so any overriding mesh over the original avatar will just look fixed and unchangeable ... apart following the skeleton rig ...
  19. Maybe could help voting for this ..... https://jira.secondlife.com/browse/VWR-25904
  20. May be would be usefull to vote on this ... https://jira.secondlife.com/browse/VWR-25904
  21. As I said I can model texture uvmap and rig , but I cant do all alone as I don't have all that free time actually ... but mostly if sincere support from LL about implementation of morphing and facial animation isn't provided the whole project has no point to start....
  22. Something like interactive cloth would be possible in SL meshes after release may be? I think no other software would gain more than SL from having interactive clothes , but I coudl see the problematics of many people weaing those kind of garments ... http://unity3d.com/support/documentation/Components/class-InteractiveCloth.html anyway something like that woudl be possible or doable in SL?
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