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Kwakkelde Kwak

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Everything posted by Kwakkelde Kwak

  1. My asus touchscreen laptop was also slow as dry mud running uphill after the Win10 update from Win8, especially startups. What fixed it for me was doing a fresh installation. It still takes a bit longer to fully boot up than it used to with Win8, but it's a lot better and once started, it's just fine.
  2. For a real two sided effect and no hassle with UV mapping, do as did with the clone, but skip the 99% scale step. ("backface cull" and "ignore backfacing" will make your life easier in 3ds max) A more elegant option is using the shell modifier.
  3. I did And in retrospect I obviously didn't read the question very well.
  4. You are both wrong, so that might be some consolation. For a split up model, the value for download weight will be lower, since the size per object is smaller, but the value for server weight will be higher, because there are more objects. So it depends which value is the highest, since that will determine the landimpact. (unless the physics weight is even higher)
  5. Ezkabach Sorciere wrote: I make sure the object is sitting perfectly on the floor grid in Blender before I export and make sure to apply location/rotation/scale. I'm not sure, but suspect that this is your issue. It has been an issue with animations since day one. SL has no way to determine where your feet are, although "recent" viewers seem to try to figure it out somehow. What is known to the viewer, is your hip height/position. Move your hip up so the models hover in Blender and see what happens in SL. Alternatively, you could change the animation files I am sure you have custom made, since you have built quadrupeds.
  6. I can see an explanation, although I'm not nearly sure it is what happened. If the vendor was deeded to group, it would be possible for other group members to not only take the entire thing, but also to mess with the contents.
  7. hard to tell without seeing what you did and without seeing the object. I'd start with collapsing the edit stack (convert to edit poly) before export.
  8. Nalates Urriah wrote: The LOD slider would be a good addition to the Graphics Settings drop down. When taking pictures I run into that problem too. Put in a feature request. That would be the worst addition I can think of. Unless they name the slider "add some lag for everybody". Just use the debug settings to crank it up if you need to, you can use the mesh detail slider to turn it down again.
  9. You can see the "zones" Nova is talking about in the video below.
  10. Like Ivan said, it would help if you could add some information. How did you set up your model? What do you want to achieve? How does your UV map look? How do your textures look? Setting the repeat to less than 1.0 only works if you have a picture in the centre of your UV map, but is not seamless. It won't work when you have multiple islands, in that case it will just distort things. If you used baked textures, the padding can be set in the Render to Texture window. The bigger you set it, the more room you'll need around UV islands.
  11. You're right, if it's a shoe name, like the OP states, there's nothing about it in the ToS as far as I can find. It does show a lack of creativity though.
  12. Dillon Levenque wrote: It isn't a violation of SL ToS. It's a potential violation of civil law, but the legal owner has to start that process. Did you read the ToS? In that case you must have missed the part Bree quoted.
  13. That is still a violation. The person with the RL name is the only one who can take action though I suppose. I've seen that happening once.
  14. I would say bones. Although harder to set up initially, a good amount of bones will give you endless possibilities. The amount of morphs for the alphabet alone is at least 8 if I'm not mistaken. The amount of data is rather small really, for both. It would work the same way animations (for the bones) or shape settings (morphs) have worked for well over a decade in SL. It's just a small amount of numbers. Bones will give you the extra benefits of being able to rig new, user built meshes to it, which is impossible with morphs. (Unless the avatar gets the "deformer treatment", where new objects follow the skin of the base avatar)
  15. If it costs 3k to upload the mesh and skin, I wouldn't want to wear the thing. Sounds like a mesh designed for static or movie renders, with a subdivision or two on top. (And/or no LoD models.) L$12k (or rougly $50) for a custom mesh head sounds reasonable at least.
  16. Madeliefste Oh wrote: Normally it's done with morphs. When you have a jaw bone and two eye bones, what more bones would you need? Those are the only parts that can actually move. The rest is musles and skin, which are best to imitate with morphs. It's perfectly possible to animate a face with bones. As you can see here.
  17. Syo Emerald wrote: And you can be glad. Overall, SL has been a pretty long living dog so far. And aren't the handicapped pets always the cutest?
  18. Just wait it out, there seem to be some asset server issues today. I can't delete objects I've rezzed for example.
  19. it's not a modifier, it's an object create -> primcomposer -> sculptshape EDIT you won't find it in the pull down menu on top, but in the create panel on the right.
  20. Aislin Ceawlin wrote: Where on earth do you get the idea that Witches EVER actually performed what you consider magic? Where on earth do you get the idea that Jesus did?
  21. Any chance you have an ATI video card? If that's the case you might want to upgrade or downgrade your driver and see if that helps.
  22. Kind of. It's the whole point of what is called fitted mesh. The caveat is that the sliders won't impact your mesh exactly as they will impact the default avatar. The default avatar changes shape in two ways: the sliders that affect the skeleton bones and the morph targets that SL uses. Fitted mesh uses not the bones of the skeleton, but the collision volumes. Both morph targets and collision volume size/position are affected by some sliders. There is a tool for Blender, Avastar, that will allow you to manipulate the shape like you can with the SL sliders and there is Mayatar/Mayafit which does the same in Maya. (they are not related and will cost you around $20.) I once started on a MisFit (Max Inception Skeleton) maxscript for 3ds Max, but found that I couldn't quite figure it out in the time I'd like to spend on it. The (exploded) rig would look like this: More info on the wiki.
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