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Ross Myhre

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About Ross Myhre

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  1. It's converted to full Skin modifier already. And the process is sound, I've used it for other SL mesh items. Thanks for the suggestion though! I'm mostly hoping someone else out there (doesn't even need to be a 3ds Max user) has had this same error and knows what it implies. Or someone at LL for that matter. Thanks for taking the time to read this thread!
  2. Hello everyone! Have any of you come across this error message? LLModelPreview::verifyController: Can't resolve skin source I'm using 3ds Max and a Skin Wrap modifier from a perfectly good mesh. I know the skinning is fine. The mesh is clean. Everything checks out. But the uploader just refuses it and gives me the Error: Dae parsing issue - see logs for details. BS Thanks for reading, and any insight you may be able to offer regarding this error code! *sigh* Seriously ........ Having no list of what these error codes actually mean is beyond a joke after all this time. How lazy do these
  3. All you need to do to run SLAV is drag the SLAvatar.mse or SLAvatar_2012.mse straight into your Max window. Then the SLAV window shows up in Max and you choose your avatar. In the window choose which avatar you want and then press LOAD to get it ready and then CREATE will make it appear in your Max scene. The Scale setting we were talking about is in this same menu window. You can delete the avatar mesh if you like. I leave the Head Torso and Legs for my guides and delete the Hair Eyes Skirt etc. In fact I untick them from the SLAV import window. Just leave all of the bones. It's the b
  4. That wiki page is outdated. SL uses Collada 1.41 now, which is what Max 2012 exports so no need to mess around with the .fbx converter.
  5. Haha, ok that's just what I assumed. I'll just go with the scale of 40 in the SL uploader for the sake of it. Any idea about the ratio thing though? In Max the mesh is: x: 0.004m y: 0.032m z: 0.015m But then SL, if the Scale is set to 1, uploads as: x: 0.013m y: 0.064m z: 0.015m
  6. OK Kwakkelde thanks for the information. That makes sense! You were all correct about it being a scale issue. I never would have guessed that. Here's the result of my test: RESULT As you can see from the picture the worn mesh is exactly the same as the mesh in Max. But for some reason SL uploads it with strange scale numbers and when the mesh is rezzed on the ground the ratio is off. I'm not sure if this has any negative consequences. I would like to know the reason for it though all the same if anyone knows. For anyone wondering about my workflow: I imported the avatar/skeleton using S
  7. Thanks for the replies Daniel, Meishi and Kwakkelde! I thought the object rezzing at the correct scale in-world would be a good thing lol When I import the avatars using SLAV I have been leaving the scale set to 40, mainly because my items look the right size rezzed on the ground once imported to SL. The skeleton in 3ds Max has a scale of 100%. The dimensions of the skeleton are: x 15.259m y 57.36m z 81.047m. (I hadn't measured it previously. Quite the giant) Both my unit settings are at Metres and the .DAE exporter always shows as auto with the system scale of Metres showing as greyed
  8. I know you can increase it in the debug settings, I normally set mine to 150 instead of 32. I'm not quite sure what it does, but from my understanding it's something to do with how many mesh objects can load or be loaded at once??
  9. Hello everyone! I've been attempting for the last week to upload a rigged mesh to SL with no success. I thought I'd upload something simple to see what I'm up against before I start modelling proper... Good job I did lol I am using 3ds Max with Wiz Daxter's SLAV plug-in and everytime I upload my mesh to SL it's an absolute mess :/ Exhibit A: My awesome shirt test As far as I can tell I am following the wiki to the letter. I add the bone names/number to my .DAE file. My verts all appear weighted. I'm not ticking the Joints box on the SL upload UI. (even though I like being a giant stick in
  10. Thanks for the input Simon, if nothing has changed regarding scripts then the product simply has a misleading write-up.
  11. After scouring the forums and not finding any information I thought I'd pose a question to my piers (=you) I've recently began using a Retexture/Resize/Recolour HuD, which I will refrain from naming. The basic principal of the HuD is that you place a blank notecard in each of the child prims of your linkset, and a notecard with the same name but containing UUIDs of the textures you wish to be available in the root. Simply put, the HuD works fine for me, but when I transfer the object to someone else, they are unable to retexture the defined group of prims using the HuD unless the notecard cont
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