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  1. Greetings. I have a question regarding mesh avatars. I'm following instructions on the rigging instructions page but would like to know something not mentioned there: To what extent are custom bones supported? Is the builtin animation skeleton the only one we can use, or can you import a mesh containing your own armature granted you use custom animations for it? I have several characters not using the builtin rig and bone naming scheme (L_UPPER_ARM, R_HAND, PELVIS, etc) for which I'd prefer to keep existing animations. I don't expect the appearance editor to work, nor things like the head turning around procedurally, but am hoping that with a custom AO I can still get it to animate the movement accordingly. Renaming the bones to match the current SL mesh isn't a problem, but I have special bones as well which I'd like to be supported by custom animations. Do I have any chance of getting that to work? Thank you.
  2. Salve a tutti , scrivo in italiano per evitare problemi di traduzioni involontaria, e per permettere anche ,alle altre persone di poter tradurre in autonomia quello che io scrivo. Ovviamente come si può ben capire io non sono inglese ,quindi mi devo avvalere di questi espedienti. Fondamentalmente il mio problema è inerente all'importazione. Di oggetti di mesh . Come si evince dalle fotografie , io utilizzo il programma Zbrush per creare le mie creazionie . Cerco per quanto mi è possibile di utilizzare il minor numero di poligoni punti e triangoli ,per la creazione del suddetto oggetto. Dopo aver creato tutto quello che mi potrebbe servire da poter portare su second life , carico questo oggetto dentro Blender , cercando di rendermi conto di quale sia il reale limite , per una futura importazione su seconda vita. Come si vede dalla foto sembra che tutto sia nei parametri. Come si evince dall'ultima è più triste fotografia , al momento dell'importazione del famoso oggetto ,subito il simulatore mi dice che la cosa non è possibile perché è di valori molto più alti rispetto a quello che sono indicati . Non riesco a capire realmente dove potrebbe essere il problema . Sono anche arrivato a pensare che al momento della creazione dell'oggetto su Zbrush, ili programma crei dei sotto metadati ,che rimangono intrinseche a modello ben definito, e anche ho cercato di trovare, il sistema per eliminarmi ma con scarso successo. Ora mi rimetto alle vostre competenze e spero di essere stato il più chiaro possibile. In attesa di qualsiasi vostro commento o un vostro suggerimento per adesso vi saluto. Rispettosi saluti beduino Ruben
  3. I've seen groups like these, and even individuals who sport this sort of badge on their products, and even belong to groups regarding this. What exactly is an 'original mesh'? I consider an original mesh to be a piece that is concepted by, modeled by, and presented by the artist himself, albeit 'their' style and finished piece inspired by everything around them and their life experience. However, these individuals and groups seem to want to apply "100% original mesh" to mesh pieces that simply replicate already existing products from the real-world, some even going so far as to put the actual brand names on the textures for the objects they create... Considering it is very easy for a '3D Artist' to simple 'trace' from a photograph, or even model directly from it.. where is the actual orginality? One day I opened up Illustrator and 'traced' a snapshot of my avatar, in a pose from in-game that I did not create myself, and saved the resultant product as a 'work'. Is it really original? Well the avatar design might be, the clothes I chose (even those aren't mine either)... Is the resultant vector file and 'original work', or just a reproduction into vector form of an existing artwork? The difference is, I wouldn't present it as an 'original work'. The awesome thing about SL, and the VALUE one offers to users of it will be, will be in your creativity in presenting an object. There are more than enough crates, barrels and park benches out there - one would think why bother modeling those again? Now modeling a park bench out of metal plumbing pipes, welded onto bicycle frames at either end, concepted (through sketches and scribblings) by the artist themselves, then modeled to that, could certainly qualify as "100% original mesh". I prefer using 'unique design' or 'innovative design' rather than '100% original" because as an artist, I am the sum of all the sights, sounds and experiences in my life, and everything goes into a big pot, gets stirred and churned and matured, and comes out in the form of a mental library in which I can create new works. Going to the IKEA catalogue and replicating all the trendy furniture in it, uploading the model and textures (sometimes with a brand name or gaming the system using brand-like names), then claiming it is an 'original mesh".. well that's a pretty loose definition... Perhaps instead of using 'badges' or icons or claims in your listings and telling us how original you are... How about SHOW us. Have a good day, hope you're inspired to go that one (or two) extra steps in your creations. PS. Other thoughts: Do most consumers care about creativity and originality? Or do they want products in VR that may not be able to get in RL? What's the line drawn when it comes to claiming work as your own or 'original' anyway?
  4. I never know how to start these posts but maybe I should give you a little background - I am Rhae and this is my first year on Second Life. About three or four of the nine months I've been on SL, I've been away, but I've always been curious about building mesh. Granted, part of the reason I started wanting to do it was because I couldn't always find what I want, but I've finally decided to take the initiative and start by, well, getting Blender. I've looked up tutorials, scrolled through pages, but all of it is too advanced for someone who doesn't even know how to adjust the camera view yet. I've spent few minutes, learned few of the basics, and plan to keep at it until I am comfortable with the controls. But, as someone with anxiety, the fact that I don't even know what the next step is - is a little unsettling to me. If I asked you for a guide, for a 101, for a list of what you should get or what you should learn first - what would you include in it? I feel at loss, because my brain is shouting words I've read over and over again like 'rigging' and 'texturing' and 'baking' and 'developers kit' when I don't even know what I would need to start. I don't want to make clothes, for example, that are for standard sizes (alone). It feels a lot like attempting to learn a language without knowing the alphabets. And I don't know, I want a place to start. A list of essential programs and add-ons and items as well as a list of, well, what you should learn. Obviously, once I cover the basic and learn to be comfortable with it, the rest would come from tutorials and blogs and forum posts but... I'd benefit from having a place to start and others might, too! Thank you and I am sorry for rambling.
  5. hi I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh artist (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). For references and some of finished Works and more : check my inworld profile picks. (minthel ohare) see u inworlds
  6. I'm looking to have a very specific car made / obtained / commissioned / meshed, and will be happy to provide adequate payment for your efforts. I do NOT WANT it scripted. ONLY modeled. Will be more than happy to provide references n'such for anyone so inclined. Contact me in-world if you'd like more information about this opportunity! RiderDavis Resident or >> CLICK HERE <<
  7. Hello! I'm a fan of those darned fake shadows creators make for mesh items (that seem kind of unpopular). I've been able to make them before in Blender, without issue, but I've lost my notes and I can't seem to find someone that can tell me what I'm forgetting in the parts of the process I can remember. I've found a few vids on YT that create what I want to create (a wall shadow for photo frames)...but when I follow the steps - I can't reproduce the result. I know how to do AO bakes... but a transparent 'bake' seems to allude me and I have made a piece that I'd like to create a custom shadow for. I have done a search through the forums before posting - in hopes someone asked/answered the same question - my apologies if it hit me in the face without my seeing it. Thanks! Edit: Found the issue and now all is well... I had selected lighting in Blender that does not generate a shadow on other objects *headdesks*
  8. Hello, I’ve been away from Second Life for a while and returned to a world of mesh heads - the Bento type ones seem the most up to date. I have 2 questions I'd appreciate some advice upon: (1) I've got got a couple of demo skins that I like (one from Nylon Outfitters & the other from Mynerva). Both skins and their demos have Omega appliers. Next, I wanted to demo some Bento heads. But of the heads I’ve tried (e.g. Genus, Catwah, LAQ, Logo, LeLutka etc) only Logo seems to have the ability to trial their demo heads with existing skins via Omega. I know it’s important to try out heads via demos, especially important to me as my skins choices are more quirky & not a ‘glam’ look. So .... - are we only meant to trial the heads with the skins provided in the demos? - or do I need to get a universal Omega applier Hud and use this to trial demo heads, if it works? (2) Could someone recommend a Bento mesh head with smallish lips? With the lovely Logo head that I’ve trialled with my skins, even when I adjust my mouth with the sliders, the upper lip becomes like a shelf! And the head looks better with larger & more protruding lip shapes.) Thanks everyone ☺️
  9. hey, i've been having this issue with multiple eyebrow appliers i've bought and i dunno how to fix this issue. it's like my eyebrow layer is slightly covering my eye shadow layer whenever i apply one. (like in the photo.)
  10. created some realistc fur using the blender hair particle emitter even converted it to mesh with the "convert" button found in the modifier section but when uploaded to secondlife I get the "Dae Parsing error" message is this possible what am I doing wrong?
  11. So I'm looking for help. I have decent (I think) mesh and texturing skills, or at least they've getting there, and I want to learn clothing and rigging and stuff. I have Avastar, and a few other tools, but what gets me is I haven't found a good set of tutorials, and I don't know anybody who really knows how to do it. So I keep getting stuck, and it's way more complex than just normal mesh so it's harder to just look up what I need. So... does anybody have suggestions about a good set of tutorials that can at least walk me through the general process. I tried reading the stuff at machinimatrix about avastar, and it's interesting but there's so much to digest and not a lot of context to fit it into. I found a couple tutorials where someone walks through using marvelous designer and avastar, but it's old, she's using Avastar 1.0 and doesn't provide a lot of detail. So a few really good Avastar 2 tutorials would help me understand the workflow, even if they just walk me through one path. I know there are many ways to do it. So having someone to talk to would also be great, although I know that's a lot to ask. Is there someone who needs an apprentice? :) Thanks for any and all advice, I'm desperate and will be so very grateful... I'm sure this has been asked a gazillion times, so even just pointers to the other times it's been asked would help. Ally
  12. Hello, looking for someone willing to design a custom themed trophy, i.e. cup or similar. The theme is adult one, but the trophy doesn't have to be. I'm of course willing to pay for this ;) Contact me if interested. Abelinn
  13. Hello everyone, I'm looking for someone who could possibly make an avatar for me? It'd not need any outfits, but I'm eager to hear back on if anyone could possibly make it. Based off my own custom species, so no copyright worries! Could be a mod off another avatar base, but I'd love for it to be as close to the art as possible. I have a variable budget, would love to hear recommendations.
  14. Bonjour à tous, je viens de créer une nouvelle chaîne YouTube consacrée à l'apprentissage de Blender spécifiquement pour second life. Une visite, un like, ou un abonnement à ma chaine m'encouragerai à continuer ces cours. Toutes vos suggestions sont les bienvenues. Ici pour visiter ma chaine You Tube A tres bientot 😉
  15. Hello everyone, I want to create mesh clothes in "Second Life", but I need basic references about the shape of the body. I understood that for the bodies "SLink", "Maitreya", "Belleza" ... it was necessary that I pay to have their references for an avatar mesh in Blender. So I would need references for a normal body, regarding the sizes that the current magazines use: XXS, XS, S, M, L, XL, XXL. Thank you for your answers.
  16. Hello! Please advise a good mesh jet fighter with a working dashboard. like a f16 or mig29. THANKS!
  17. I'm new to create mesh in blender and I'm trying to export a clock for second life but have an error of "missing required level of detail". What do I do? I'm new, so I don't know work in the world of creations still.
  18. I recently got back into SL and went to purchase the only mesh body I know about...Maitreya Lara. I just bought a new skin for it but it won't load all the way...I have reset and everything. Any help?
  19. I am looking for a builder that can do a custom home for me. No prim or full perm builders, I need good custom mesh work. If you're interested below please comment below with your SL Username and a link to your work and I will contact you promptly if I find your work good. Down below you will find a photo of the home, it is a historical chateau, turned in the UK. it's called the Holburne Museum.
  20. Mesh is showing up distorted in Firestorm. My computer's graphics is an Nvidia Geforce 960 m. Computer model is Asus G551JW. I am also connected by Ethernet cable. This doesn't happen for me on the Second Life Viewer or Black Dragon. Steps I've taken in an attempt to fix it so far: Clean installs twice Updated graphics card Updated to the newer Firestorm Tinkered with graphics settings in Firestorm. Unticking and reticking VBO, etc. Made sure Firestorm is using Nvidia and not intel. Restarted PC Moved the graphics slider from low to ultra, etc. for any changes. Maxed out LOD Followed all instructions here https://wiki.phoenixviewer.com/mesh_issues Here are some examples of the distortion: A Skye tree https://gyazo.com/712851bdfc032bcf2caaa3c426ee6503 A Truth Hair and Signature Body https://gyazo.com/55648eeb24f0230d7654660ec73903a8 Thanks in advance for any suggestions or ideas. I'm stumped and don't know what else to Google to solve this issue.
  21. Hello! help please! I tried to rig the bento mesh avatar for the first time, but I failed. it uploaded as simple mesh object. the usual skeleton works well. What is bento's difference from the usual? Need some kind of plugin? Why does not work in the usual way? i use blender/firestorm. thanks!
  22. Hello! Please advise how to save resources when uploading a mesh at the expense of the shape of physics? which physics is better to use for objects that do not need physics at all, in particular, a rope and other small elements, and can it be done so that object do not have any physics at all when they are uploaded? thanks very much!
  23. OK, so I know it's verboten to say anything bad about creators here so I'm excising any information that could identify the creators involved but I have a serious question so I'm going to (carefully) ask it anyway. I'm trying to make clothes but I don't know blender so I buy full permission mesh and then try to texture it (an ongoing struggle, lol). I'm having trouble with some of the meshes and I don't know enough to know what it is. The picture kind of tells the whole story. What I've noticed is that some of the meshes seem to (at various sometimes random times), degrade into a very low detail version. All I can compare it to is back when we still used sculpties and they went through that tedious multi-level rezzing kind of thing where you had to wait for it to get more and more detailed. With the meshes though, it sometimes just refuses to go to the "most detailed" level at all. But then sometimes it does. The skirt in the picture (texture removed), often rezzes just fine, but then for days at a time it won't get any more detailed than you see in the picture. There seems to be no way to force it to rez properly and no way to tell when this will happen. Before anyone answers (hoping that they do), I will close off some obvious avenues: - I'm running a new-ish workstation class 8-core computer with dizzying computational power, dual graphics cards with 6GB of RAM each and 16GB of system RAM. - I run SL by itself, in a separate account on the computer so that there are no background processes etc. - I run with all the settings on Ultra, except I often turn off Ambient Occlusion, and I keep my particle count low because I don't actually care about particles - All my LOD sliders are at maximum (objects and sculpts at 4.00) except trees, because almost no one even uses Linden Trees anymore. - The picture was taken 1,000's of metres in the air, with no major scripts running and nothing that should slow things down. - The situation seems random, with the exception of the association with certain creators. Like, it's not that it happens under heavy load or whatever. On the negative side, despite it being one of the fastest computers you can buy, my computer *IS* a Mac, so the terrible, years old code-base that Second Life uses is an issue, but that issue doesn't as far as I know, affect mesh in any way. The chief downside of running a Mac seems to be just that Second Life graphics are about one third as fast as they would be on a similarly specced Windows box, and of course the dreaded "grass lag" is a big issue because of the alpha. For those that don't know, a grassy field will lag a Mac into the ground most of the time. OK ... So what I suspect is that the creator of this mesh (and this happens with a couple of other creators as well) has somehow "built-in" to the mesh a sort of LOD that can't be changed by the user. Does that make *any* sense? I've noticed that certain creators mesh will also disappear completely, or change back into a simple 2D plane, when you back away from them. This always happens at the same viewing distance, but that distance *differs* from creator to creator. Like creator A's stuff will vanish from your body if you zoom out to distance X, but creator B's stuff won't do that unless you zoom out TWICE as far. This seems very consistent from creator to creator. Is it possible for the creator to "build in" this sort of thing when making the mesh and is it possible for me, the owner of the mesh to alter it? thanks for any help, Sylvia
  24. okay, i was banging my head against this for THREE WEEKS... and i still haven't figured it out. so i have a couple of poll questions. A: Have you ever built a lower-LOD version of your model from scratch (and had it work/upload)? IE: for some reason you didn't take the full-res object and decimate it somehow or other to get the lower-res version. B: Does the SL mesh importer stretch the lower-LOD models so that their bounding box matches the full-res model's bounding box, the same way it stretches/squashes the physics model? tl;dr------------------------------------------------------- i made a simple cushion/beanbag chair, and then i built a really low-res physics model for it. (if i had been older and wiser, i would have had the foresight to just have saved the original box model i started with, but. oops.) the automatically generated lower res versions were... crappy. and had more triangles. 'i know!' i said, 'i'll use the physics model as the lowest res model!' but all i ever got was 'material is not a subset' errors. and yes, i worked through all the fixes on this page: http://www.pader.world/fixing-errors-on-mesh-upload.html i took the physics model and i put the three materials of my object on it. my 'object' was also technically TWO objects in a linkset. (one with 2 materials, 1 with 1 material.) so i divided off the 3rd material's faces into a separate object, also. this is where i got the weird result of this square, which was supposed to be the flat bottom of the mesh, ending up as a diagonal plane through the seat of the chair. (leading me to suspect some bounding box thing was going on, though i could not find any reference to that, anywhere.) since i can't get, by hook or by crook or by ImportLegacyMatching, this thing to recognize my other model's materials as a 'subset' of the original model's materials (yes, the same exact materials, no .001s)... i'm starting to wonder if the actual VERTICES need to be... i dunno, actual vertices that were in the original model somehow. :/ OR... maybe it can just never work on two separate objects uploaded as a single mesh thing? looking for clues, so that's why i'm asking those with more experience in mesh than me.
  25. The next version of Firestorm is heading your way soon (honest) and subject to no last minute showstoppers it will be available before the Christmas freeze for those who wish to play with Animesh. As part of that release, there are the usual fixes and changes both from the lab and ourselves. Part of the latter is a revamp of the Mesh Uploader we all love to loathe. I have had a stab at documenting the various changes I have made to the uploader in a blog post : https://beqsother.blogspot.com/2018/12/easing-pain-of-importing-mesh.html The high-level summary is: What's changed? Cost breakdown, how the L$ charge is calculated Physics details, the costs of the different types of physics (convex hull, prim) Higher resolution preview image Scalable preview window Improved shading/lighting in the preview window Correct highlighting of degenerate mesh Improved error handling for physics models (avoid some of those MAV errors) UV Guide overlay Beq
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