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Kwakkelde Kwak

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Posts posted by Kwakkelde Kwak

  1. 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)

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  2. 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.

  3. 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.

  4. 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.

  5. 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)

  6. 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.


  7. 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:

    Fitted Mesh.JPG

    More info on the wiki.

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