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Naiman Broome

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Everything posted by Naiman Broome

  1. Haha , I know it sounds silly for expert modeller , me included, but I am wondering how to make a more realistic water bottle in secondlife, so this means transparency issues... How it could be the best approach to solve those? I modeled thebottle, inside and outside, the cap , water inside, but I have tried to give its transparency , but the liquid inside would disappear because the game only allows one layer of transparency textures with alpha blending and not multiple ones ... The other Idea I had was to eventually fully bake reflections and all into the texture throught rendering it in vray in 3dsmax, but then the transparent and refractiveness wouln't be caught ... so I am a bit puzzled , I know this it may look like a stupid issue but I am finding no solution so far
  2. Problem is the player will be sitting on the object and I want it to shapechange while he is sit or keep it sitting there
  3. That would increase prim count , I would like to avoid that .
  4. Hello Could someone tell me how could I make a script to just change shape of a mesh ? I do not mean an animation , just change on touch a mesh type with another, basically replacing it with all connected links ? like for example click on an item and shapechange it to another item ?
  5. I don't understand what would be the problem with land barons? They just need to : 1 Increase the sim size from 256 m to 4kms at least 2 allow better distance render view 3 introduce better land editing tools with more control on textures , materials and resolution .
  6. Any ideas if Devs are adding Water volume to actual water? So that when we go underwater we can actually see it differently ? May be we could have scripts that allow water exclusion volumes for underwater structures and water depth and light control to simulate other kind of environments?
  7. Sure but you have a link ? And can explain better what you are referring to?
  8. Will we ever see an update of the animation system ? So far the whole animation is locked to Huds and parallel system that are disconnected from the physical world interaction , the basic animations of sl instead are tied to the world, despite they look really primitive, Will Devs develop a system to have actually the animations tied to the world itself and so be able to interact with the items around instead of becoming like ghosts when using AO and animation improvers?
  9. Interesting, how big those cam be? And what is stopping SL to implement them ?
  10. I am in SL since 2007 , I am tired of having to roam only in a 256 m wide sim , when will we get a Decent Terrain upgrade with proper tools and Large size ? For large size I mean at least a 4km by 4km region with proper landscaping and texturing tools like any modern game engine has.
  11. Hello , I am wondering why my model has this problem But my model in 3dsmax has the following count : The model is made of two materials split with a seam to create two faces , but despit all works fine in 3dsmax, when I import in secondlife ... apart the count increase in triangles etc, I also get double overlapping faces on one of the sides material, there is no extra geometry in the mesh though , so In total I get one face for one material and other 3 overlapping faces for the other material , and when I apply textures works like a bom with one overlaying the other ... why that ? how can I fix it?
  12. I wanted to make small parcels but make them use more prims , how can I do that?
  13. No the textures are 24 , only the normal map is 32 because I am using a roughness map there.
  14. 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 .
  15. I did this : default { 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.
  16. 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.
  17. 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?
  18. I tried when dressed and doesnt work.
  19. 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 default { 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?
  20. 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.
  21. 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?
  22. Have you tried to export from max into fbx and then use this Autodesk tool to convert to dae? https://images.autodesk.com/adsk/files/fbx20133_converter_win_x64.exe 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.
  23. 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?
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