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Cry Hawker

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  1. This is a typical Linden Lab operation. Inform the customers one month prior the introduction of a crucial mandatory service and provide no substantial information about it. Its really concerning that LL seems to be suprised by this just as residents are. If you have no answers to obvious questions by residents to your service, than you are not prepared. "Listen we have this new system..we are going to bring it next month and it will take us a month from there to even process if you are eligible for that system." No words.
  2. 1. What kind of ID documents are needed for non US citizens. I understand a passport ID. What else is accepted. We need a complete list please. So you inform us one month prior to the introduction of Tilia that we need to send in indentification documents which will take 30 days maximum to process. So if something does not work out people who make income with SL will have a full month without being able to process credit. Thats is insane, sorry. Considering that also especially with foreign non english ID there might be a huge margin for error this is terrible news. Creators and business makers already went through the whole ID process for process credits and now have to do it again. It is highly advised to open up the whole identification process asap BEFORE you introduce tilia to the customer so people can take care of things in advance. This is bad business practice.
  3. I am not going to argue with you if thats right or wrong. Its to everybodys own.
  4. First you need the developer kit of the body and then you adjust the mesh to the body in your 3d modeling application you use. then you copy weights, correct and adjust them if need and then you upload the mesh. There is really no quick way to do it. Apply to the dev kits. Most are easy to get via mail or download link, some are hard to get like maitreya for example.
  5. So you pay 25 dollars for 1660 now. Above stays 25 dollars. If you cash out less than 1000 dollars everything stays the same. They just want big business to wait with cashouts until the amount is enough to negate the additional costs to reduce processing effort. So Linden makes more money or/and reduces the workload on process credits. This basically only affects residents who have more than 1k cash-out per month.
  6. Its is important as well to delete the bones you dont need before you rig. Because of the mandatory inclusion of not used bones in the dae upload file it can take forever to delete irrelevant bones.
  7. You need to use the right method. When copying skins click the box for enhanced settings and use a different reference. I personally prefer one to one and it copies skin weights perfectly.
  8. The problem is about the grouping of meshes in your scene. I had it with MAya 2010. Instead of grouping meshes combine them for the upload. Go into the outliner and see if you got any grouped polygons in your scene. Remove them or the grouping and you should be fine.
  9. Make sure you got a basic lambert material on your upload before you click the export button. Bake the textures and upload them separate.
  10. I am not sure how it is in blender but it helps a lot if you keep track of the bone that are meant to have an influence on the mesh and you simply flood all others with a weight value of 0 before the upload.
  11. I had those spikes cause of the triangulation done before upload. Triangulate before you rig the mesh and see if you still got those artifacts. It helped me a lot to do it that way.
  12. I gave up rigging with maya. I rig with blender importing the obj files. I know maya 2010 works just fine if you want to rig but i dont have that version. Maya 2011 and above are causing problems. Some people dont have them. Some people have.
  13. Its related to the UV maps of your mesh. I had this problem when several uv map sets were present in the scene. When you are able to..combine the uv sets into one map. delete all other uv sets..and upload. with more simple meshes that works fine. i dont know how much detail you need but jewelry sounds like a lot.
  14. It works with a specific scene it seems. I did remove skin weights by flooding every joint with zero weight and used just the few i use for my boot. And there it worked. I got a parsing error but it was an issue with the metric scale i changed using a , instead of a . Now there is another problem. I wanted to make a pair of boots but the upload is more then weird. It shows one boot only but it should be two. When i rig the boot to the other leg it turns up with a small version of itself in the upload. There is no documentaion whatsoever about this and i am really confused. When i add weights it should be duplicate the boot no?
  15. There are many people who rig and upload Meshes using Maya. I figured the modelling and texturing out but i can not find a solution for the "greyed out weights box" in SL. I follow the instructions of the tutorials especially the one by Sae Luan and Create Mesh Step by Step and it doesnt work at all. I cant even figure out where the problem is as sometimes the box was available and the upload did work but as soon as i tried it again with "serious" work it fails. It seems to be erratic. I tcant be complexity or anything as not even a simple box works. Here is my work flow. I use Maya 2011 64bit with FBX exporter. Open the standard size scene for Maya 2011. Import the model i would like to rig. Delete history. Freeze transformation. Select the skeleton. Select hierarchy. Then shift-select Model. Chose smooth bind box with selected joints, closest in hierarchy and removal of unused influences turned off. painting weights using the paint weight tool select model > export as DAE_FBX Export. Editing dae to meters. Upload in SL = Weight box greyed out. It doesnt matter what model i use. It can be a simple box. It wont be able to upload it with skin weights. Any help would be highly appreciated. I tried as well upload with the skeletton. Same outcome.
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