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Good morning everyone! Bakes on Mesh is a new feature to allow system avatar baked textures to be shown on mesh attachments. Currently you will need a special project viewer to use it. Bakes on Mesh does not depend on simulator code, so it should work in all regions and all grids. What's a baked texture and why would I want it on Mesh? If you use a standard system avatar, you can wear several texture layers to customize your skin and add tattoos and clothing layers. To save processing time and provide everyone on any system the same view of your appearance, those textures are "baked" by a server into a single combined texture. That's great, but until now if you want to use a custom mesh body part it would need its own texturing system to provide a similar ability to customize its appearance. In addition, you usually need to apply an "alpha" texture to the underlying standard avatar body part to hide it so that it doesn't interfere with your custom part. With this new viewer feature, you can apply any system skins and other layers to your avatar (you don't need or want the alpha layer), and then tell the viewer to apply the resulting baked texture to your the mesh body part; the underlying system avatar part that would otherwise have gotten those textures is hidden for you automatically. Basic Features Any face of a mesh object can be textured using one of the server baked textures. The corresponding region of the system avatar is hidden if an attached mesh is using a baked texture. Benefits Avoid the need for appliers -> easier customization workflow Avoid the need for onion avatars -> fewer meshes, fewer textures at display time Avoid the need to sell full-perm meshes. You can customize any mesh you have modify permissions for simply by setting the flags and equipping the appropriate wearables. Avatar wearables are baked into six different textures (BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR) by the baking service. You can now apply these textures to your avatar’s object attachments' diffuse texture. Right click on the attachment, click edit and from the edit face menu select textures. Click the diffuse texture icon to open up the texture picker. The texture picker has an extra radio button mode called 'bake' for selecting server bakes. The 'bake' radio button mode has a dropdown for selecting BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR server bake textures. When an attachment is using a baked texture, the corresponding base mesh region of the system avatar is hidden. If a mesh face is set to show a baked texture but is not attached to an avatar, you will see a default baked texture. If you are using an older viewer without bakes on mesh support, then faces set to show baked textures will also display as the default baked texture, and base mesh regions will not be hidden. Known Issues Detaching a mesh object that’s using BAKED_HAIR, does not make the base hair region visible. You have to log back in or teleport again. This will be fixed in an upcoming release. There are inworld Content User Group Meetings we encourage you to attend to discuss your questions and give feedback. For more information see Content User Group Download the Viewer here For more technical input, please file a Jira
I downloaded the Firestorm BoM version a couple weeks ago. Since I did that, SL had become VERY laggy, was freezing up, etc. I thought it was my internet connection at first. I lowered my Draw Distance to 32, put my graphics on low-med and other such things to help, however none of that helped. My FPS had went from an average of 10-15 in busy sims way down to 2-3. I suffered for 2 weeks with it then thought, hmm let me delete this version and go back to the previous one. Once I did that, everything was so much better! Sadly though I want to have the BoM version and soon it will be the version that everyone has to use. So, should I file a JIRA? Should I got to the FS support sim and ask questions? Not sure how to handle this. Has anyone else had this problem?
Does anyone know how the new BAKED_LEFTARM and BAKED_LEFTLEG are supposed to work? Is it really just another AUX with a dumb name? I modified my mesh body to have the left arm be a separate face, and the left leg to be a separate face. When I set my mesh body to have the left arm face as BAKED_LEFTARM and the left leg face and BAKED_LEFTLEG, all the other other skins, tattoos, and clothing that were on BAKED_UPPER and BAKED_LOWER disappear on the left side, and nothing but the specific left side universal tattoos are shown. I thought the point of the left bakes were to allow adding tattoos to the left side of the body. If the upper/lower skins and clothes disappear as soon as you change it to BAKED_LEFTXXX, then that isn't adding anything; it's replacing your BAKED_LOWERs and BAKED_UPPERs. This isn't too helpful unless all of your skins and clothes are also made as universals, which then also defeats the layering of skin->tattoo->underwear->inner clothes->outer clothes. It also prevents using any of the classic skins and clothing if you use the LEFTs. Ideally, I would want to wear a classic skin, a universal left arm tattoo, a classic short sleeve tshirt, which apply, in order, to: BAKED_UPPER(LOWER/HEAD), BAKED_LEFTARM, BAKED_UPPER, and have them display as you would expect. They don't. As far as I can see, there does not seem to be a way to set the left arm face or left leg face of my mesh body to have both BAKED_UPPER and BAKED_LEFTARM, or BAKED_LOWER and BAKED_LEFTLEG at the same time.
Hello , thanks for taking the time to read me. I am a creator, I buy mesh full perm clothes and work on them and I am planning to make tattoos again. Now as a creator, the BakesOnMesh how will affect mesh clothing? Do I need to do something or is it only for tattoos and skins? If it affects mesh clothing then do we apply to them a script or something? Last one, for making tattoos what do I need to do so my tattoos will be compatible with the BakesOnMesh (do I add something? How will it work?)?