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Found 637 results

  1. Hi All: I was wondering: I'm learning the mesh thing now...just starting..and I was wondering if I can make clothes to any shape I wish, instead of by the standard sizes? Most of the 'standard' sizes don't fit my av, and I'm tired of having to go to my matrieya hud and clicking on the alphas to keep my skin from poking through..lol.
  2. Hi again! I previously posted here having trouble rigging a mesh with a deformed skeleton, which luckily was resolved with some help! I even got the hands working with bento Unfortunately, I now have another issue... The mesh looks fine when left alone and uploaded as is, but if I scale it up at all, it looks like this... I've definitely checked 'Apply Armature Scale' when exporting it with Avastar, so I'm not sure what the problem is. I've tried storing the joint edits before and after scaling it, both failing. Any help with what the issue might be would definitely be appreciated. Thanks!
  3. I would like to create a listing of Bento Mesh heads and the priority of their facial expressions, mainly to compose a list of mesh heads that are compatible to products that need to animate the head / face as well. I came across this topic as it seems various head makers use various policies about priorities for facial expressions. Some even seem to use priority 6 for simple background animations, thus making it impossible to override anything by 3rd party. Background Info: I am Mo Noel from MoDesign. Some of my product (as many products from other creators) use facial expressions to give a proper visual picture of the product in use. For example if you put a gag in ones mouth, the mouth eventually should stay open. Before the mesh heads era, this could be achieved by standard SL expressions, like „express_open_mouth“. The options where limited, but they worked reliable. Most mesh head brands do not support these standard expressions. Actually there is no brand I know that does scan the avatar animations for standard SL facial expressions and transform them to the corresponding mesh head expression. This renders the head incompatible to many products that animate the standard face. For basic animations, there is a reference about what priorities should be used for what kind of animations. It goes about like this: Priority 0 Used for many of the internal animations which are intended to be overridden with an AO. Priority 1 Used for internal emotes. Priority 2 Priority 2 is a good choice for stands in AOs. Priority 3 poses while moving (e.g. a walk) or that should override regular standing poses (like kneeling, a hug or standing with a handbag), but usually walks, dances, sits and most other animations that want to override standing poses Priority 4 enforced 1 (lower body) restricted walks, to overpower restricted stands this could be a walk in leg cuffs or humple walk when loosing a shoe Priority 5 enforced 2 (upper body) this could be enforced poses that need to override enforced walks like handcuffs, that should override the upper body even while walking in leg irons, as a leg iron walk also would animate the arms. Also a neck corset should be priority 5. Priority 6 anything that is even more restricting then priority 5 and we forgot to think about this could be special furniture things, for example, where a body might be folded as tiny as possible to hide it, e.g. to simulate a magic trick (Yes, some AO makers violate these rules, with the effect that A others do as well or B items don't work as expected) Example: Handcuffs and leg irons: 1. Avatar is standing: Prio 0: SL standing animation Prio 1: - Prio 2: standing animation of the AO Prio 3: - Prio 4: standing with restricted legs Prio 5: standing with restricted arms 2. Avatar is walking - same animations but * animations added Prio 0: SL standing animation Prio 1: - Prio 2: standing animation of the AO Prio 3: * walking animation of the AO -> overriding any stands Prio 4: standing with restricted legs Prio 4: *walking with restricted legs overriding the previously active prio 4 stand Prio 5: standing with restricted arms -> still overriding the arms of the restricted walk 1. Avatar is standing again - same animations, but the * animations from above stop: Prio 0: SL standing animation Prio 1: - Prio 2: standing animation of the AO -> takes over from the prio 3 walk Prio 3: - Prio 4: standing with restricted legs -> takes over from the prio 4 walk, still overrides Priority 2 stand Prio 5: standing with restricted arms -> still overrides loose arms of Prio 4 stand For a head, we need something similar. As there is no SL preset overriding face expressions by Bento animations, we could use the full range of the 6 priority levels. As a first sketch, the following "Mo-Rule" could be an idea to discuss: Priority 0 used for minor 3rd party animations or things that really don't matter and should be overpowered by standard face animation Priority 1 used for standard animations/emotes to keep the head alive while no one else is doing something Priority 2 Animations that override standard emotings, this could be smiles talking head whistle smoking etc. Priority 3 same as Priority 2, but for 3rd party items Priority 4 enforced 1 special effect animations e.g. avatar gets electroshocked Priority 5 enforced 2 real physical enforcements open mouth by a gag closed eyes by glue, death or something (e.g. a zombie avatar or a ghost) open eyes, hold open by matches etc. Priority 6 anything that is even more restricting then priority 5 and we forgot to think about (yes, some really may say this comes a tad late, but better late, then never.) (and yes, similar set of rules would be great for hands and feet and tails and ears …)
  4. Hello forums! I'm looking for someone with a nice mesh avatar who wouldn't mind posing for some photos. I am trying to practice my photography and editing skills, but have only done so on female avatars. I'm looking for someone who will not mind posing with others and is able to change outfits to suit whatever poses are given. It'll be fun and a couple free pics will be given out! If anyone is interested, let me know in-world! My name in-world is Jubi.Juneberry
  5. Hello It was brought to my attention that the physics were not working properly on some of my builds. I had experienced this issue a few months ago on a build and thought it was isolated, now I am not so sure. If I rez a fresh copy of a build and try to walk up the front steps, the path is blocked, but if I simply right click the link set then left click the ground to get rid of the menu I can walk on the steps as normal. I don't have to click edit on the right click menu I just have to right click. If someone wants to try this you can grab a copy of one of my builds to try for your self. The easiest one I can name is the "Stoneshield Castle vampire edition DEMO REZ ME" it is available on the marketplace for free. The main steps at the front appear blocked until I right click them. This is also happening in some of my other builds, maybe more of them than I know of. If anyone has a solution for this, or if there is a linden that sees this that can assist me, please let me know. Thanks Horatio Clawtooth
  6. Hi! So I'm fairly new to the whole avatar creation thing, but decided to go ahead and make my own mesh model + textures. Now I'm at the point where I need to rig it to the SL skeleton, but I'm having some trouble figuring out how to do so since the proportions are not perfectly humanoid (namely the position of the head + neck) and the skeleton would need to be deformed to fit it. Especially since I want to rig it with a bento tail and hands...! I also don't know how to create a talkjaw (or even close the jaw since I modeled it with the jaw open...), blinking eyes, twitching ears + the like, so any help and/or advice would be super appreciated!! In case it helps, the tail, ears, and mane are a separate object. Here's the model I'm working with: I honestly don't mind if I have to specifically buy another version of Avastar or something, I just really want this to work ;____; Thanks!
  7. Wow, I can't wait until I am home from work and can try them out. Today we’re excited to announce a set of 8 new starter avatars which are themed Renaissance, Mystic Heroes and Angels & Demons. In this release, for the first time ever, we’re offering Bento avatars! Yes you heard it right, all but the Mystic Heroes in this offering will be Bento-equipped. Some of the avatars are ride-alongs, which mean they include horses as a Bento attachment, while others boast animated wings!
  8. I have noticed that some clothes even without changing the lighting or putting facelight / light remain perfect, same as with lighting. How do you do this? Is there any configuration in photoshop, mesh super low? Or very high? For my clothes with and without illumination change drastically. Grateful No light = normal (afternoon) lighting. Light = edited environment setting.(All white, made studio)
  9. I am looking for a person that is experienced in building mesh venues. Attention to detail and textures is a must. The ability to show previous builds will be requested. Please IM or drop a NC to Al Brunsen
  10. Hello! <3 I'm working on updating an old bento body to work with more shape sliders, but I'm running into a couple issues. One of them is that the butt and belly shape sliders seem to both affect the PELVIS bone. So, although I need to use the PELVIS bone to weight the belly, this also means the butt shape slider will scale the belly up. I've also noticed that the BUTT volume bone doesn't work as I want it to (scales left to right rather than back), so someone recommended I use the PELVIS bone for the butt too, which works fine, but also means the belly slider would scale the butt up and vice versa. Is this working as intended? Thank you for your time!
  11. Any idea why this happen?? SL Preview : Blender :
  12. Howdy! I've been searching for this, and don't have answers. I thought I might find a blog covering this, but haven't yet. Anyone have success with mixing male and female skins on the opposite sex head? I've been away from SL throughout much of the burgeoning creations of mesh heads and bodies, and trying to come up to speed on certain questions because system now seems obsolete in fashion and beauty; I want to get caught up on the tech surrounding avatar aesthetics. Thanks!
  13. My idea is to create a hallway or corridor/small room and use the backface culling of a mesh object... --say a cube that is turned inside out so that only the inside surfaces are visible. Example: This is a full cube, but the outer surfaces of the cube are not rendered, allowing the viewer to see whats inside. Another good example would be the Sims series where the walls are culled (or at least translucent) when they would otherwise block the avatar from the cameras point of view. My question: is this possible in SL? I'm learning blender and would like to know how to essentially turn my cube inside out to try this (on blender). I have searched and I cannot find anything that really explains this... it seems it would be something so simple but I'm not able to find anything. The goal here is to create a tight hallway that constrains movement of the avatar without obstructing their view. Thanks
  14. Hello, everyone. I've been struggling with transparent textures blurring after I upload them. When I test the textures in local, they look fine, but after I upload the very same texture, the texture is blurred as if it isn't fully rezzed. My textures are 1024 x 1024. I have made these textures for a fitted mesh item, but I can see the texture itself is blurry before putting it on the mesh, so it is definitely something within the texture itself and not the mesh. Plus this is ONLY happening for transparent textures. My non transparent textures upload just fine. So definitely not the mesh. I've been saving and following the same practices I always do for transparent textures and I've never run into this problem before. I am hoping someone out there may know what is causing this, and how I can fix it. Pic of Tested texture in Local: https://gyazo.com/46c64cf323e9a2690c9d24e9c6d1c9d1 Pic of Uploaded texture: https://gyazo.com/f66cd8668f45655d6e5aa30a9b4d1254 Thank you for any and all help I can get from all of you!
  15. Hi there, I have never had that before - I have 3-4 link sets and when I select all of them and gently size up - the mesh "explodes". I tried with LL viewer and Firestorm. I wondered if I was doing something silly? Thanks Charlotte Image of the explosion haha - ? https://gyazo.com/fb9374f5e6b8c1a572a54ae902c20b89
  16. Hello, I'm looking for mesh rigger that can fullfill the requirements below. Requirement Must have experience in rigging mesh clothes Must be able to rig for Gianni, Slink, Aesthetic, TMP, and Belleza male mesh bodies. Must work diligently and rig within 24 hours. (the faster I can give you mesh to rig, the more income for you) If you are interested, please contact me and send me some of your information and your past rigging work. Pay will be discussed at this time. Do not message me if you are not experienced or not 100% sure about rigging. Serious inquiries only! Thank you. My Inworld is Tristanmartel Resident
  17. Hi everyone. I'm thinking about diving into the world of mesh bodies but there's just so many tings I don't really understand about it. And I though you might be kind enough to offer some advice and point me in the right direction. What I'd like is a body with less rugged edges, more detailed hands and feet that overall deforms better than the default body. (which is really rather poor in those regards) I'd also like to keep my shape and skin so I don't look totally different from usual. And finally I'd like to keep my options for clothing as open as possible. It looks like there's a lot of different bodies to choose from. So far I've been trying the demo versions from both Maitreya and Slink and they both look and deform a lot better than the default body. They also seem to work just fine with my shape. Probably because they're fitted mesh bodies. But then the problems begin. It seems I can't use my skin with the bodies, but I can get quite close to my skin tone by tinting the body and then blending the neck line. It's... okay but not excellent. Also I can't seem to use texture clothing at all with the bodies and for mesh clothing I can't use the accompanying alpha textures. I'm guessing these are all related. The Maitreya body has the option to hide bits and pieces of the body and while being quite detailed options it still doesn't work with most of my wardrobe sadly. If you have any advice I'd really appreciate it because I don't really know where to go from here. And after trying the demo versions I really don't feel like staying on the default body. Thanks for your help ^^
  18. Someone suggested I ask in the creation forums instead so here I am. I am looking to create Asian skin like this. I see people make skin for the sims and make the avatar look very different, I was wondering if I could achieve this asian skin type with just a regular second life mesh? The skins in the second life store they are made from the base mesh right? And people paint them? Hope this is clear thanks for reading.
  19. Hello, every time I upload a textured mesh and enable the shine feature in-world, it doesn't shine. In fact, sometimes I am able to see through them. How can I stop this from happening? Also, it happens even when I save the textures as a PNG file.
  20. I have always had a very slender female avi - B-cup, narrow hips, small butt, thigh gap -- I can't seem to find a mesh skin and shape that doesn't;t have a bigger butt and breasts than I want. Any sugeestions?
  21. I know sometimes people buy things they don't want, or they do want it but they just don't use it as much as they should. I'm in desperate need of a mesh head and shape. Therefore I'm begging anyone to send me mesh heads and shapes they no longer want. I'm new to mesh and would like a good start at getting used to it. Again I know quality mesh isn't cheap that's why I'm asking for purchases you no longer love or use everyday. Thank you loves! -xoxo, Azrina
  22. My other half and I are building a very complicated house at our parcel in Ogilvie. It is an SL model of a real building, and we are making it together, so in the end the High LOD version will be a linkset of some of my Meshes made in Blender, and some of hers made in world of prim, and converted to mesh using this mesh converter. Now I understand (a little about) how to make lower LOD meshes in Blender, and I guess she can make simplified prim-mesh things too. This is how we plan to make the medium-LOD versions. However, doing it this way means that we will always have the same number of items in the linkset as the LOD or view distance changes. Is it possible to make a lower LOD model to replace a Linkset at distance? I'm actually thinking that at long distance a solid 2-prim block would suffice. And, yes, I may be out of my mind (making things for SL does that). Anna
  23. Hello, happy day to everyone. I have a few months creating mesh, for bodies but I have had problems adapting to all bodies, since many shops adapt to almost all the bodies that exist and I would like to know if they have any tip or tutorial that can help me! thank you very much
  24. Problem solved. This thread can be deleted. WEll, I FIGURED OUT THAT HAVING THE LATEST VERSION OF AVASTAR DEF, HELPS. Make sure to use the "store joint edits" feature every time you move something.
  25. I'm looking for an experienced creator to build a skybox nightclub/lounge for me. I have a rough draft drawn up of what I have in mind, but I need someone to build it for me. If you can help me, please contact me in world: Lillith.Vanistok Thanks
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