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Windancer Farslider

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  1. When you have the object selected and in edit, change to "Select Face" from "Move" then click. You should see a parameter in the edit window called "Side" and it will start as ALL_SIDES then as you click on the object it will change to a number, that will indicate you have a side selected. But....... It is not obvious just where the side is unless you change it to 100 transparent, then it should only transparent the area for that face so you know how big it is. Remove the transparency and apply your texture (or find the face you are looking for.
  2. Make sure every vertex has a non-zero weighting. Anything that is rigged but has no weight gets removed when rendered. Tho it still does look like a normals issue. If you have Generate Normals clicked when uploading, unclick it. Force it to use the normals you have already set.
  3. I just wanted to do a simple UV map change. Download default fitted mesh. Using Blender 2.7 Female model saves, uploads, all is good. Male model, same changes, export, upload..... And it does not all me to include skin weights.. ie, its not rigged. Not a thing was done to the .blend file save for a new UV Map. Anyone else have this problem?
  4. I can "fake" it with some offsets, yes, but I would have liked it to be automatic so the spot could change from avatar to avatar and the hose would just go to where the port said it was I can still do it, the avatar center being with in a 1/2m, Might have to get close and have the operator manually guide it on.
  5. So in otherwords its working just like it should, just not like I want. Well nuts. Application wise, what I wanted to be able to do was to be able to guide an object, like a hose, from the world to connect to an attachment, like a re-fueling stem/port on the avatar. Its was just for show/nice effect without trying to use a particle hose.
  6. It has to be possible. Things like llParticleSystem are able to draw between attachments on an avatar... so somewhere there is ability to get the positions of attachments. Perhaps there is no function/API to it, but internally, it exists.
  7. I was standing with no animation.. And what I want is the absolute coordinate of an attachment on my body. Sounds simple, but its proving to be really hard.
  8. I call llSay(0,"stem,"+(string)(llList2String(llGetPrimitiveParams([PRIM_POSITION]),0))); in both an attachment's child prim on me, and a free-floating box pretty much next to it (minimized in size and phantom'ed) My attachment: (located on spine, and placed on the upper back: <61.085810, 60.700470, 32.626830> The box <61.045460, 60.567360, 33.088830> From http://wiki.secondlife.com/wiki/LlGetPrimitiveParams position is always in region coordinates, even if the prim is a child or the root prim of an attachment. Which means they should be very very close, but the child prim is reporting my coordinates, not region. Did this get stealth changed in and the wiki is now wrong?
  9. The SL uploader seems to ignore zero-wieghts (set the verticies to 0.0 weights to the knee) the same as if they were non-weighted. I am not seeing a way around this limitation of rigged mesh.
  10. Situation: Rigged a plane to a skeleton in blender. Used envelope wieghts. Check out the posing in Pose Mode... Looks good. Export COLLADA... Go to Firestorm, Mesh Upload. Looks fine in the preview pane.... until I click the Wieghts box. Then only the wieghted pieces show. Upload anyways... just because... And lo-and-behold, only the parts of the mesh with non-zero wieghting render. The vertices without a wieght have been removed. Why am I doing this you ask? "Special Effects" Replace the plane with a spider web... as the victim struggles the parts of the web touching the avatar pull and stretch with the struggle, but the anchor points remain static. There are other applications of having the zero weighted points still render for effect... So, my questions are 1) Intended behavior? If so, can it not be intended? 2) Is there a work around to this besides wieghting al the vertices to non-zero values? 3) Is this just something on exports from Blender? Thank you
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