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Ross Myhre

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Everything posted by Ross Myhre

  1. Please read the post first. Some of the headers in that list can be set manually, others are blocked. The discussion is as to which.
  2. Thanks, Wulfie, Yeh it seems logical doesn't it. I just wanted to ask in case someone knew of it being exploited somehow from experience. It would be handy if the afforementioned blocked headers were listed somewhere, but the headers with x- suffix certainly include ones I would hope can't be tampered with, otherwise they're pretty useless.
  3. Hello everyone, I've been hunting around for some clarification regarding HTTP request headers. The LSL portal states, in reference to the use of custom headers "Note that certain headers, such as the default headers, are blocked for security reasons." I can't find a list of those "default headers" anywhere. Am I correct in assuming that any of the listed headers beginning with "x-" are blocked? I want to be sure there are is no way to mess with x-secondlife-object-key before I use it for validation purposes. Am I correct to think x-secondlife-object-key can't be overwritten using a custom header? When testing in-world, if I try to specify x-secondlife-object-key as a custom header I get an error: "HTTP_CUSTOM_HEADER value is an invalid header". This error isn't listed anywhere on the portal. I assume this means it's blocked. Thanks for any feedback!
  4. I'm having the same issue, and I don't know if the two are related, but when viewing transparency (CTRL+ALT+T) the alphas are solid red, instead of the usual transparent red.
  5. 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!
  6. 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 people need to be? They write these error messages into their code but can't be bothered to create a page on their wiki to even hint at possible reasons for them. FU.
  7. 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 bones that you'll be skinning your mesh items to (wrongly called rigging by the SL community). Your object will be the right type of mesh for SL if you export it as a collada (.DAE) file. I have been exporting my .DAE files straight from Max 2012 which gives you a Collada 1.41. But as Daniel says in an above post you may need to use a converter for multi-faced meshes. I haven't delved into that myself yet so I cannot say. This wiki link explains all that. AND if you haven't got it bookmarked you should have, because it states vital info for the whole mesh export / import process. http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_3ds_Max As for needing to change the scale from 40 to 1. Different people seem to be doing things slightly different ways (hacking lol). The reason it is set to 40 as default is because just under 40 inches = 1 metre. And since SL requires your mesh scene to be set up as Metric this will result in a 40 metre avatar. That was the whole purpose for this particular thread. My items were ending up at 40 metre scale in SL and resulted in massive distorted blob meshes when I wore them. Thanks to some input I fixed the problem (by changing the 40 to 1), but you can read the first posts to see all that. Good Luck!
  8. 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.
  9. 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
  10. 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 SLAV and changed the scale from 40 to 1. I then just made a basic box mesh, added a Skin modifier and set up the skin weights appropriately. (making sure each vert has a total weight of 1) Added a material to the mesh to avoid the resulting SL upload error if you don't. Exported the collada (.DAE) Changed the .DAE bone list with a text editor. And then uploaded to SL. In the SL uploader I have tested a Scale of 1 and 40. 40 gives me the most lifesized model. 1 gives me a micromesh lol. I also would be interested to know if the scale of the mesh when it is rezzed on the ground has any side effects on the worn item, if anyone knows. Thank you everyone for your help!
  11. 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 out underneath. OK, I'll do some tests with the SLAV / SL import scale and see if I get better results.
  12. 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??
  13. 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 insect) I've tried various basic skinned models and they all do the same thing. And even if I import an avatar to 3ds Max using SLAV and then attempt to upload part of it's mesh to SL, which should be perfectly skinned, it turns into a huge mess when I wear it. All the models are fine and of the correct scale when rezzed on the ground. I'm convinced it's a skinning issue, since it only explodes in the uploader preview window when I tick the Skin Weights box. The thing is I've painted weights onto very simple 18 polygon boxes, where I'm sure each vert is weighted to 1, and they still behave like this. Does anyone have any idea of possible reasons for my problem? Any advice would be greatly appreciated! Thanks for reading.
  14. Thanks for the input Simon, if nothing has changed regarding scripts then the product simply has a misleading write-up.
  15. 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 containing the UUIDs is full perm. Which defeats the object. And the instructions state you should make the notecard containing your UUIDs No Mod. My question is regarding the recent notecard issue that forced LL to make version 1.23.5 of the viewer a compulsary update. Did this affect the way scripts that use notecards function??  I purchased the HuD after the update, and the creater isn't on SL anymore, so I'm wondering if this has affected the product. If anyone has any similar experience or theories on the matter I'd be most interested to hear them. Thanks for reading
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