Jump to content

Nymoo

Resident
  • Posts

    9
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Ah I see, this is a lot of useful feedback, thank you a lot guys, if I don't post back, consider this solved.
  2. Could anyone point me out towards the particular scripts that switch between the transparencies of eyelid/jaw meshes to simulate movement? Alpha animations I think they are. Any clues as to where to start searching at the very least, googling doesn't seem to get me anywhere. Either that or I'm just prepared to straight up pay a scripter to build me one. Reply here or contact me in-world if you have an answer and/or are interested for hire. Thank you.
  3. Hiya, I've made a mesh head with 5 eyelid faces or states, as well as the jaw, seamlessly laid on top of each other. As such: I moved the eyes forward to show what I mean. I copied a script from another source, that involves clicking on the eyelids/jaw and making it cycle trough transparencies of each frame and loop. I wouldn't know even where to begin looking for an advanced script with blinking + HUD attatchments for face states, I tried looking but it looks like I'd need to commission an actual scripter to do it for me. So for now I opted for a simple click script, merely to test things out as the head is nearly completed, and here's the text; integer direction; integer value; integer previousvalue; facetrigger() { previousvalue = value; value += direction; if (value = 0) direction = 1; if (value = 4) direction = -1; llSetText("Showing face " + (string)value, <1,1,1>, 1); //show next part/face llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_COLOR, value, <1,1,1>, 1]); //hide previous part/face llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_COLOR, previousvalue, <1,1,1>, 0]); } default { state_entry() { direction=0; value=4; } touch_start (integer total_number) { facetrigger(); } }It just so happens that only the first frame moves, from frame 5 (which is completely closed) to frame 4 (almost closed), and then it gets stuck. I tried putting in values from 1 to 5, but it seems like the code fails to loop, it gets stuck somewhere, I just don't understand where, so I was hoping for some insight? Thank you.
  4. If you're going for Blender, personally, this series on youtube helped me a ton. Even if the program might be out of date in the video, I don't think it's a problem for basics.
  5. Just wanted to mention, with a bit of tweaking (and realizing vertex groups are my friend) I had success... FOR NOW. Thanks a lot for your help! That guide in the other thread helped a lot. I don't care how complicated something is as long as it works lol.
  6. Thanks, I am using Blender yes, and it appears that there's yet another problem. Guess I'm not let off that easy!  The object on the right was the one I uploaded first, with desirable results, however the one on the left is the second upload, the seam appears on the head side of things this time. The difference between the two is that the eyelids(5 of them) from the first head (one on the right) are all joined together, so the head and the eyelids are 2 objects. The one on the left are 6 objects, the head and 5 eyelid frames. The reason why I want both uploaded is to find a script and test out which one would work for blinking, since I have literally 0 experience of it and I know both joined and individual eyelids are possible. In any case, it appears that having 5 objects overlapping over each other creates a light shading seam on the head itself this time.  as shown here. It's not ambient occlusion either, I checked. It's not catastrophic by any means, but since I plan to market this thing it might as well be as good as it can get. I'll check out your links, perhaps I can tweak the problem trough Data Transfer, I just wanted to mention it here just in case you or anyone else had an easy answer to this. Thank you again!
  7. Thank you so much, identifying the problem after searching for a cause for 2 days feels like finding the holy grail... Avastar has fixed the problem for me, thank you <3
  8. Hello! Been working on an anthro head for a while, 90% of the time troubleshooting, the rest of the time actually progressing. At this point I need all the help I can get... As far as I know, to simulate blinking (and jaw movements) from a mesh, there needs to be 'frames', of multiple heads. But that would be way too taxing, so separating the eyes from the rest of the head is a common thing to do.  But there's a problem, I don't know how to get rid of this ugly seam, it is an absolute deal-breaker, and anything I tried to find on google seemed like this is an innevitable outcome, at least regarding two separate objects breaking the seamless shading. BUT....  Here's a head from the talented Jig Itoku, his eyelid frames appear to be separate from the head, yet when they come together they are perfectly seamless in shading... Any ideas?
  9. Heya After a while of googling I've managed to figure out how to successfuly rig a seperate mesh to a custom avatar. However, I encountered a problem: http://gyazo.com/f85bdd1bb7154c38da0567f4a05caf75 About half of the raptor claw, on the foot, stretches dramatically, and it appears to follow the other foot/leg when walking. This is how it looks like in Blender: http://gyazo.com/0cc1f9378f52d4e0703dfd6490e12799 Perhaps it gets sliced down the Y axis? Perhaps the raptor claw is way out of the boundaries? I'd appreciate any help, thank you!
×
×
  • Create New...