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  1. Tornleaf wrote: As Kitsune was saying about mesh heads with joint positions, it would effect the entire body, and I can see how translated animations could get around that via prorities and selective keys. I like joint positions but in that case I see how it could be troublesome. I think that's worth looking at, as I've seen folk struggle with putting their specific mesh body torsos on joint-positioned mermaid tails and running into issues, which is really too bad. That is a good point that i forgot to mention, mesh joint offsets effect every joint in the body while animation offsets only effect the joints you need and nothing else. Also, doesnt stop all animations and fix deformations buttons in avatar health menu fix it?
  2. Mesh joint offsets were something that we could do from the very start, but they were buggy and unreliable and that’s why we need the animation joint offsets to begin with. And not only that, you cant carry mesh joint offsets over from avatar to avatar, you cant activate and deactivate the deformation whenever you need it, mesh joint offsets dont work with fitted mesh either(or at least didnt work back when fitted mesh was still a new thing) and animation offsets are not just for deformers! theres countless other applications for it. Like for example, comedic animations like exaggerated walks that stretch out legs as they are being put forward, Or maybe a Robot avatar that changes its shape, making it’s legs, arms and torso longer, or extends his arm forward to grab something, or even transforming from a tank into a robot. Furthermore, like everyone already mentioned, removing joint position animation would undermine the whole face bone thing, you cant animate the face with just rotations, you need to move the bones around to lets say make a big wide smile. You say you never added this ability to the game intentionally and the code for it somehow “doesnt work particularly well in the viewer”? It works pretty well for us, why not just leave it as it is? its working perfectly fine for what we are using it for and not like its crashing or causing any problems. Too lazy to improve it? Fine dont improve it, but dont remove it either just because you personally lack the imagination of how such a feature could be used it in content creation, leave that to us the creators. Because if you do, you will not be removing a limitation from SL, you will be replacing one limitation with another limitation and for no good reason. Putting a new tool in our tool box and taking away an old tool who’s function the new tool cannot do.
  3. I cant seem to find this in the TOS but if its allowed to have more than one account to transfer money out of sl? The current limits they have is really bottlenecking my ability to get my dosh out of sl and they refuse to review and raise my limits till 6 months later for some reason.
  4. Thanks everyone, my country is in that list of countries that have a tax treaty, im going to get someone who understands this stuff to look into the pdf files just in case.
  5. Can someone clarify this to me? im a non US citizen and i already pay taxes to my own goverment, does this mean that now i will have to pay 30% tax to US too?
  6. Can someone clarify this to me? im a non US citizen and i already pay taxes to my own goverment, does this mean that now i will have to pay 30% tax to US too?
  7. alphas will be needed due to how horible the SL avatar is rigged, its joints dont bend mesh, it just breaks it in half.You will need to hide that mess if you are planing to have a smooth natural bend in your clothes and you dont want that messy SL avatar clipping through. As for the project, it sounds really intresting and i will help you people out with it in a few days when i have the time to make some test meshes.
  8. i tried the latest project viewer, it allways crashes if i try to load riged mesh, all those meshes never crshed and uplaoded fine on the older versions made a jira entry about it https://jira.secondlife.com/browse/CTS-805
  9. i mentioned a few times that im using blender, i tried both 2.4 and 2.5, got same results i guess i should just give up on riged meshes for now till like 5 sl updates later LL realizes theres a problem and decides they shouldprobably fix it like they allways do
  10. usualy when that hapens, it means theres a vertex group missing
  11. Prep Linden wrote: What you can do is make sure that every vertex is in a group and weighted in blender it is in a group and weighted, otherwise it wouldnt even load. if your model has atleest one point that doesnt belong to any kind of vertex group and doesnt have a weight of atleest 0.001asigned to it, the model will not show up in the preview window at all and the polycount for all the levels of detail will be N/A, besides, if those points wouldnt be asigned to any group, id see it in blender when i try to pose the model and both sides od the model would be corupted when imported. i had an older version of the model that worked fine before i tried uplaoding this one (this one has some bugs fixed in the shouder area) the older model was uploaded with an older viewer before i updated my viewer. i tried uplaoding the same file of the older model that doesnt glitch before and surprise surprise, it gliched too, so im guessing something is wrong with the latest releases. long story short: same DAE file + diferent viewer versions = diferent results in older version of the viewer the results where perfect new version, model is corupted. it no longer works with clothes created for it too i put the both meshes on, the corupted parts are clipping through the proper mesh uploaded with the older viewer, both meshes are the same dae file so yeah, does anybody know where i can download the older versions of the mesh project viewer? nothing i download from the sl wiki lets me log in, tells me i need to download 3.0, is there a way to bypass this?
  12. i noticed even more anomalities, basicaly the whole inner part of the leg was efected by the right bone to some extent even if there where no vertex groups asigned to those points, i did an experiment, i cut out the whole part that gets screwd up and pasted it as seperate object and uploaded, and it no longer gets effected by the right leg bone what is going on edit, i examined the body closer and found that the whole left side is screwed up, points folowing bones they shoulnt and its not even neseserily the right side bones
  13. when uploaded my mesh, some vertices fore some reason have completely different weight maps than they had in blender, they are asigned to the right bone isntead of left. it cannot be an error on my side because i simply only riged one half of the model and than mirrored and applied all the weight maps, the model deforms perfectly in blender and there are no anomalies, i double checked everything and there is nothing wrong with the model, but when i upload it i get a few vertices following the wrong bones for some reason this is really annoying because i spend all day and a lot of L$ reuploading the model and trying to figure out what is wrong with it, no mater what i did i always got the same exact result, i tried deleting the half of the model that glitches and mirror a fresh half of it with all the weight maps but it didn't solve anything. i am wondering if this is a problem with SL or is it a problem with blender's colada exporter. has anyone ever had this or know whats going on? help would be apreciated, i also tried posting this issue on jira but its a ghost town 
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