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ROMSEY Homewood

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Posts posted by ROMSEY Homewood

  1. Many questions about Alpha layers getting 'stuck on' your avatar, no resolution unless you relog. This workaround seems to work for me: Win10 / LL Viewer

    Simply remove the whole outfit / r click in appearance and 'take off - remove from current outfit'. You are left with the basic minimum requirements, Shape, Eyes, Skin etc...

    R click the outfit in appearance again and 'Wear - Add to current outfit' - Use this method if you want to just remove your clothing individually, this seems to work ok...tired of relogging to "fix" it...

    Hope this helps, there does not seem to be any answers in the forums or a technological reason given why this happens...too many posts to read :matte-motes-dont-cry:

    (Maybe OpenGL problems?)

    Have fun! Romsey :catwink:

  2. Hi Dardi

    You could use the avatar.blend file but i found when making my new Marvin the paranoid android  the SL avatar gives you greater flexibilty when making the shape that your prims will sit on. Atm the joints of the avatar.blend file cannot be moved or positioned for a better roboty shape. Marvin from the film HHGTTG is a kinda stumpy looking so i cannot use the avatar.blend as i would like....soon maybe! come on LL! pull your fingers out!!!

  3. Hi Dardissounet

    In reply to Q.3 you can make intricate sculpted prims quite easily. Just remember that your UV map size should equal 1024, (Domino Marama's scripts) anything above this the LL viewer ignores so your lovely curvy shape will not be displayed but more of a blockier version...So as you may know you can create a cylinder in Blender (8 x 8 plus subdivision level 2+use subsurf+clean LODs) and it will rez pretty much as you see it, But you can also create very intricate scuplted prims by 8 x 128 (Subdiv 0 no subsurf) and even 4 x 256 (Subdiv 0 no subsurf) which then you can break into bits by zeroing 2 adjacent vertices. You can actually have a 32 piece sculpted prim which rezzes perfectly (remember 1024 pixels!). If u use the latter 4 x 256 (cylinder) dont forget to go into top view and rotate it 45 degrees and then (in object mode) press ctrl + A and select "scale and rotation to object" this will stop your sculpty map being "askew" by 45 degrees when rezzed which makes scaling a nightmare.


    Edit: Sizes that work best : 16 x 32, 8 x 128, 4 x 256 pixels per UV map. (no subdiv And no subsurf).


    Hope everyone finds this helpful. :cathappy:

  4. Ty! you answered all my queries and MESH still has a long way to go but it's fun getting there, isnt it?.....wouldn't be fun if it was easy! :matte-motes-big-grin-wink:


    Dang! i so want to fiddle with the skeleton.


    Amplify your awesome

  5. A quick Q. for you today, is it possible to upload just the rigging of an avatar? I don't want any mesh parts as it for a robot with solid prims, I just want to up load the "shape" of it. If so what is the format, simply .dae?


    Thank you in advance. :smileytongue:

  6. Hi Markus

    Np, I have made my own foot alphas for my shoes so the same principle can (?) be applied to arms...

    Post a sketch or pic and I will make one for you.




    edit: OOPS! cannot do 1 arm! as the aplha textures are based on the clothing textures used by the viewer i.e. if i hide it on the texture it will hide both arms ...sorry :catsad:  The only other way i can think of is to meshify your avatar, edit it without one arm and re-upload!!!....tricky.

  7. Hello peeps!

    The problem seems to be when I go to upload window and check "include Skin Weights" the model then gets resized (in the preview window) to a basic avatar shape making the mesh stretched to a basic avatar height, therefore destroying the joint positions..Am I missing something in Blender before "Making Real"?

    The Mesh works OK when worn but the joints are not in the right place i.e.. Using my normal avatar joints. It is like the limbs have been moved out of position....

    Hope you can help! :catvery-happy:

  8. Hi Luxz

    I dont think you will have much success trying to convert .obj etc into sculpties as the 3D model has to be "unwrapped" into a 2D UV Map...the easiest way i have found is to install Domino marama's scripts into blender (2.49*)and this sets up the basic shapes pre-made for uv mapping.


    These are good places to start:-



    have fun!!!





  9. Ty so much! very helpful :womanvery-happy:

    It is obvious when u think about it , i guess i will just have to bite the bullet and use an exta prim for the screen! :lol:

    As for the door, Carbon, u can "save centre" in Blender so the axis is at the edge BUT it does create a larger prim (half of which is not visible) sliced/bounding box? and can get in the way sometimes if the door is non-phantom.

    Thanks for all your help! You have amplified my awesome and receive kudos!

  10. Hi Barbarella

    Carbon is right....create a folder on your desktop "SL UV Maps" or something...then create your sub folders in there for all your different projects...as for the UV map...If you can see the rainbow colored map on the split screen, save the image from that split screen..."Image > Save As" here you can save it as .targa to the new folder you make on your desk top...hope this helps.

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