Jump to content

suetabulous Yootz

Resident
  • Posts

    6
  • Joined

  • Last visited

Everything posted by suetabulous Yootz

  1. You could rez a regular prim to measure the height at where your feet is at and the ground. In the build mode you will see the height of the prim and that would be the number that you can use to adjust Z-offset for the rigged mesh.
  2. You simply need to go into edit mode, select all (ctrl A) and go to edit->normals-> flip normals. This is a much better solution as compared to solidify as it also copies the bone weights, meaning, the insides and outside would move the same way. So this is best to do AFTER you have rigged one side and texturing so it has the same rig and texture and does not modify the UV. Solidiy works for bulkier material clothes but the rig would need to be done on both sides which i find a hassle and prone to more glitches. ALso solidify would add more vertices in your UV so you will have to re-map it.
  3. Hey Sanya! I dont use maya but from the sound of it it looks like weight problems that could be due to rotation of the skeleton not the object itself D: Am not entirely sure but in blender sometimes you have to rotate the skeleton 90 degrees on the z axis depending on which skeleton we're using. The collada exporter script in blender for SL has a rotate90degree button that I have to leave uncheck all the time. When i dont the mesh gets deformed in SL, even though it moves fine in blender. It looks like the same problem since the rig looks rotated 90degree to the left. hope this helpss....
  4. I've recently built a mesh building with a mix of mesh and sculpted furnitures, everyone who can see mesh has no problems viewing the items and build when they teleport to the sim. However, once they teleport out or they try to attach something that is made of mesh, their mesh count gets maxed out. This is also happening to visitors to Mayfair which is a shopping sim fully loaded with mesh. Currently the default settings for meshconcurrentrequest is very low and unrealistic and for players who dont understand it gets very frustrated as they have to log in and log out constantly to prevent mesh from dissapearing. I'm having this concern as I am building a sim which would consist of multiple mesh objects. So i'm wondering if theres anyway, other than putting up signs and giving out notecards to explain how to increase this setting, which compared to other settings are more difficult to find. I strongly feel that this setting should be made into one of the main settings where it is more accessible to people who are not so familiar with their viewers. Another possible solution could be reseting it everytime a user teleports, which would help anyone who wants to attach mesh items there and then, but at least it wouldnt affect them when visiting multiple mesh sims. Does anyone know a solution or have any suggestion to this matter? Also would having lower polycount mesh help at all?
  5. I managed to successfully rig a centaur lower body by rigging the front legs to the knee bones and the back legs to the hip bones. It doesnt sit well but walking, running, dancing seems fine. you can check out how it moves here : http://www.flickr.com/photos/beetlebones/6268622625/
×
×
  • Create New...