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Roslynd Turbo

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  1. To the initial question: Overall SL is certainly on a downward trend for me. I haven't really noticed any change in rez times, loading, or anything that would be related to the latest performance improvements. What I have noticed is a marked decline in the ability to successfully teleport, login easily and generally script, build, or interact in the world. My entire group has been noticeing a steady decline in overall performance lately - I wonder if these new enhancements have come with other costs? In any regard - the overall user experience is much worse for us then it has been. It could be a fluke but it certainly doesn't seem that way - too many are affected. Group communications seem worse then ever and this new inability to TP without crashing is an entirely new thing. All the performance goals sound great though - I applaud LL for working on this. But I can't attest to an overall improvement - the net change is a negative one - sorry.
  2. Really appreciate your process @Cathy Foil For some of us less saavy Maya users it was a bit lean on the details. I spent about 2 weeks learning how to do this and thought I'd add a followup that fills in some of the blanks in Maya 2012 for people like me that need it. Rigging Part: (if you don't know how) A) Open the rig skeleton (if you need one there are several linked in the forums), then import all 3 avater mesh parts and ensure they are aligned to the skeleton.. B) Select all meshes and then the pelvis joint of the skeleton last, Skin | Bind Skin | Smooth Bind (ensure 'Remove Unused Influences" is not checked) NB: If the joints are visibly too large/small reduce their radius in: Window | Settings/Preferences | Preferences (then under Display -> Kinematics - set Joint Size (Recommended sizes: Normal Avatar 0.06 Tiny Av 0.02 Giant Av 0.1) Might need to do this again after step 3. Scaling Part: NOTE: Saving weights only works if you have no overlapping UVs - ie: it won't work on the SL avatar because of the arms and feet) 1. Save your weights of your skinned mesh before starting. Select just the mesh parts then Skin | Edit Smooth Skin | Export Skin Weight Maps (select a folder where the maps which are .iff files will be saved and the .weightMap text file will be placed) - You might want to increase their size from 256x256 to larger then that for smaller tiny avs *(still experimenting) 2. Select the pelvis joint (the whole av should change colour: purple for me) 3. Use the scale tool to make the skeleton larger/smaller. Your mesh should automatically shrink as you scale the skeleton. 4. Select ONLY your mesh and Delete its history. This will detach the skin. 5. Freeze transformation of the mesh just to be on the safe side. 6. Delete the history of the skeleton and do Freeze Transformation on the skeleton. Edit | Delete by type | history Modify | Freeze Transformations 7. Repeat step B above 8. Apply your previously saved weights back to the mesh. Select just the mesh parts then: Skin | Edit Smooth Skin | Import Skin Weight Maps Select the map file - make sure the files are not flitering for just images (which is the default) or you won't find it. You're looking for the name you selected in step 1 with .weightMap as the extension 9. Export out of Maya as you normally do: Select all parts excluding skeleton (I use a marquee select) Use the DAE_FBX export in Maya 2012 it works for this. In the export options under File Type Specific Options | Units - you might want to convert there to have the imported mesh be the correct size when dropped on the ground. This will have no effect when it's worn - (My maya scene is in cm and SL is in m so I convert to metres) 10.Import the mesh to SL. When you import make sure you go to the upload options tab and check the box to include skin weights and joints or they won't come in. You should also use the Z offset in the upload window to compensate for your now smaller/larger avatar. Notes: My goal was to create tiny avaters using the SL Avater mesh - so I can't save and re-import weights. I just skipped those steps. This leavs you with a big problem. The weights from the smooth skin bind are very bad for SL and reuqire a lot of fixing - that's the part of working on next and will update this when I learn more.
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