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About Me

Member Title

  1. My tube isn't retaining it's skew. A Tube: Size <0.43,0.129,0.129>, Path Cut (B:0 and E:1), Hollow (0), Skew (-0.1), Twist (0.0), Hole Size (X 1.0, Y 0.05), Top Sheer 0, Pro.Cut (0,1) Taper (0.0, 0.0), Radius (0.94737), Revolutions (4.0) -- The prim hops from Skew -0.1 to -0.8 any time you edit, add a script, drag copy, or leave the sim and come back. At Skew 0.1, it jumps to 0.8. This is repeatable on FS and SL viewers. I believe it's because prims and mesh run concurrent in SL. - Does anyone know a work around? I have tried various skews from -0.3 to 0.3, but after that, it isn't the right shape. Turning it into a mesh and reuploading turns it into 33 LI even with cleaning it up in blender and using a cube for physics. Any help is appreciated.
  2. My sim is in needing of someone with landscaping skills as well as make a small coastal town. I have the items for the town part and forest but mainly need help with building the sim. I am looking for someone to do this for free. This is for a roleplay sim that is opening next year. If anyone is interested please contact me on second life.
  3. I have only just come across this 2012 youtube video on The Rose Theatre and it is still on SL, all 12 sims of it. If you are into building and textures then this will be a feast for your eyes: http://maps.secondlife.com/secondlife/Angel Manor/8/185/21
  4. I need a mesher to help make a custom item for me. Please message Plumpydrips ingame. I will pay for services.
  5. Jeremy Linden

    Uploading assets

    Supported file types Images Sounds Animation Mesh Uploading images and sounds Cost Images Sounds Uploading in bulk Uploading animations Supported file types You can upload several different types of files for use in content creation. Images You can upload the following image file types: *.tga (Truevision Graphics Adapter) *.bmp (Bitmap) *.jpg (Joint Photographic Experts Group) *.jpeg (Joint Photographic Experts Group) *.png (Portable Network Graphics) When uploaded, images are converted into a valid size. Valid scales are square powers of two. To prevent unintended distortion, keep this in mind when creating images. The maximum resolution for uploaded textures is 1024 pixels. If you upload an image that is a higher resolution than this, it will be scaled down to pass the upload requisites. Valid image sizes include the following values: 2, 4, 8, 16, 32, 64, 128, 256, 512, and 1024 Sounds Sounds must be in .WAV file in standard PCM format, 16-bit/44.1kHz/mono or stereo (converted to mono), and less than ten seconds in length. Thus, 9.99 seconds is fine, but 10.0 will fail to upload. Sounds cannot be saved as 8-bit, 22.05 kHz, or any other frequency. Sounds in other formats can be converted in most sound programs. An example of a free quality converter is r8brain. Compression formats such as MP3 are not supported. Animation You can upload animations in .bvh (Poser 2 or newer) and .anim formats. Recommended settings are ten frames per second. For more information on uploading animations, see How to create animations. Mesh Mesh refers to 3D objects created in external modeling software such as Blender or Autodesk Maya. For more information about uploading mesh assets, see Uploading a mesh model. Uploading images and sounds Upload your own images (textures), sounds, and animations for use in content creation. Cost Uploading files to Second Life costs a fee which depends on your membership type: Basic accounts: L$10 per upload Premium accounts: L$10 per upload Premium Plus accounts: L$0 per upload The cost is deducted from your inworld balance, regardless of whether you upload the files one at a time or use bulk upload. The purpose of Bulk Upload is to expedite the upload process, not to save Linden dollars. Images You can upload TGA, PNG, BMP, or JPG files with at least 24-bit color, for quality and compatibility. Files at lower bit depths may fail to upload. PNG (24-bit) and TGA (32-bit) files allow the use of transparent effects (for example, in a stained glass window) via an alpha channel. Most modern image editors can convert between formats. To upload an image: Choose Build > Upload > Image (L$10). Choose an image file. Optionally choose a preview format. Optionally enter a text description. Click Upload (L$10). Tip: When uploading, textures are scaled to the nearest "powers of 2" aspect ratio due to how the system handles textures. If you find this results in unwanted stretching/squishing, you may prefer to use your image editor's built-in resampling to optimize proportions prior to upload. Supported image formats Second Life supports TGA (32-bit supports alpha channel), PNG (24-bit supports alpha channel), and BMP. When you upload an image, the Viewer internally converts it to JPG2000 for optimized future transmission. For best quality, try to avoid uploading JPGs; their already-compressed quality degrades further because of the double conversion. Texture sizes Textures should be as small as possible — texture size is highly context-sensitive so it takes experienced artistic judgment. For example, if you're texture-mapping a tiny pebble, its detail can be negligible compared to a giant tree in the same scene. For general use, 512x512 is a fair balance. The maximum resolution for an uploaded texture is 1024x1024 pixels; if you upload a bigger image, it is scaled down to 1024x1024 pixels. Even if you have a fast Internet connection and a top-end graphics card, your computer can only display a finite amount of texture data. Sounds Sound files must be: WAV files in standard PCM format. 16-bit with 44.1kHz sample rate. Mono format. Stereo format will be automatically converted to mono. Ten seconds or less in length. Formats that don't work include MP3s or WAVs in 8-bit, 22.05 kHz, or any other frequency. You can convert sounds into the proper format using an audio editor like the free Audacity, or a specialized app like r8brain for Windows. To upload a sound: Choose Build > Upload > Sound (L$10). Choose a valid .WAV file. Optionally enter a text description. Click Upload (L$10). This video shows you how it all works: Editing and uploading sounds from Torley on Vimeo. Uploading in bulk To upload more than one file at a time: Choose Upload > Bulk (L$10 per file). In the file browser dialog, select all the files you wish to upload. You can hold Shift ? or Ctrl while clicking to select multiple files. Using this method, you can upload files of different valid formats at the same time. You can also set default permissions for convenience when uploading. Uploading animations You can upload customized animations for use in gestures and scripted objects. This article covers the basic process of uploading an animation. For more information on creating, using, and uploading animations in Second Life, check out the Animation Guide article, and the Animation page on this Wiki. Note: Just like textures and sounds, animations cost L$10 each to upload. Procedure You can upload animations in Biovision Hierarchy (BVH) or raw .anim format. To upload: Choose Build > Upload > Animation (L$10). From the file browser, choose the animation file you wish to upload.' Choose your desired options in the upload preview window, then press Upload (L$10). This video shows you how the process works: Creating & uploading animations from Torley on Vimeo. Note that upload doe not work on windows if the decimal separator is set to comma(,) instead of period(.) in your locale settings. Upload Preview window The upload preview window presents multiple controls that can change the way your animation plays inworld. Click ? in the upper right of the window for a detailed explanation of all the settings.
  6. Alright! I've had enough! 😁 I demand my friends list gets expanded with people that love to socialize, build, do things, etc, umm etc? As SL unfolds and brings upon more possibilities the longer I play, I find my friends list unnervingly small . This is horrible, and completeley unnacceptable for such a socialized game. I find myself reaching out to many, but for most, people don't speak unless spoken to. In response to this new revelation, I have officially resorted to pleading on these forums so that I seem desperate, and unable to help myself in any way 🤣. I ask myself only one question. Where are all the fun, laid back, laughy, not take things too seriously, kind of people on here. I can't possibly be the only one. At least I'm hoping not. 😋. Add me!... Lets get chatting! Come on peoples. Lets blow this thing up! Show me SL isn't dead...yet
  7. Jeremy Linden

    Animated mesh objects (Animesh)

    Getting started with animesh Creating animesh objects Animating animesh objects Advanced animesh topics Editing animesh position and orientation Position and Scale Constraints Animesh building suggestions Animesh attachments Animesh skeleton state and customization Animesh information and displays Animesh FAQ Getting started with animesh Animated mesh (animesh) is a Second Life feature to allow independent objects to use rigged mesh and animations, just as you can with mesh avatars. This means that you can have wild animals, pets, vehicles, scenery features and other objects that play animations. Animesh is supported in all regions of the main grid and on the test grid. Currently animesh works with the default viewer. If you need a place to test animesh content, there are some dedicated test regions at Animesh1 and Animesh2, which are set to moderate maturity, and Animesh Adult, which is intended for adult content. Sample content animation and mesh files to test creating animesh are available for download at the Second Life Jira: BUG-139234. Creating animesh objects The animesh viewer adds one new feature to the UI for editing an in-world object. Right click a rigged mesh object you have permissions to edit and click Edit Select the Features tab Check Animated Mesh to turn the object into an animesh object There are some restrictions: the object must be one you have permissions to modify, it must not exceed the maximum triangle count limit for animesh objects, and you must be in an animesh-enabled region. If any of these condition are not met then the checkbox will not be enabled. Note Rigged mesh refers to a mesh object created in a 3D modeling program like Blender which has rigging, or data that gives the mesh object a skeleton with joints that can move in specific ways. Without rigging, a mesh object is more like a hollow solid sculpture than a flexible, movable creation. Animating animesh objects Simply setting an object to Animated Mesh doesn't get it moving right away -- it needs an animation file and a script which tells that animation to play. Select your animesh object (Right-click > Edit) Open the Content tab Add your animation and your script to play the animation to the animesh object's contents by dragging them from your Inventory into the Contents box Animesh adds three new LSL functions that can be used to run or stop animations, or check which animations are currently running. The commands are: llStartObjectAnimation llStopObjectAnimation llGetObjectAnimationNames For more information on how to use these functions in scripts to use with animesh objects, please click above to visit the Second Life Wiki LSL Portal entry for each one. Advanced animesh topics Editing animesh position and orientation A conventional static mesh object has a position defined when it’s rezzed and an orientation defined when it’s created. An animesh object still has an actual object position in a region, but the displayed mesh is shown at a location determined by its underlying skeleton and currently playing animations. Because of this, the visual location of an animesh object playing an animation may be at some displacement from its "real" position for physics and scripting purposes. Or in simpler terms, the bear object above has a 'fixed' location used for physics and scripts calculations, but its animation may cause it to wiggle around a bit visually. It never actually changes coordinates. The skeleton is positioned relative to the original object as follows: The object position is used as the location for the skeleton root joint. The object orientation matches the root object orientation. If the root object is a mesh, the bind shape matrix will be used. Playing animations can alter the visual position and orientation further by animating the pelvis joint. One result is that animesh objects will normally be oriented with their local X-axis as the forward direction. Static mesh objects are not necessarily created in this orientation, so there may be a change in orientation when an object becomes animesh. However, if the root object of an animesh linkset is a mesh, the bind shape matrix will also be used. This means that if you want your object to be oriented relative to the static mesh representation, you can use an animesh root mesh. If you want your object to have standard X-forward skeleton orientation, you can use a non-mesh root object (for example, a simple invisible prim) and then align your mesh child objects relative to that. Basically, if your static mesh object suddenly faces a different direction when you click Animated Mesh in the Edit window, you may find it helpful to check how the mesh was created originally, or to link your new animesh object to a root object and manipulate it accordingly until it faces the direction you want it to face. Using the Edit > Rotation and Edit > Move settings will adjust an animesh object's forward orientation and actual position (coordinates), but Edit > Scale cannot change the animesh object's skeleton, so the object will not visually change size. Position and Scale Constraints There are some constraints on the scale and positioning of animesh objects. These are intended to maintain consistency with limits on other types of in-world objects (such as conventional prims), and to make the behavior more predictable. There is a 64m scale limit for animesh objects. Objects exceeding this size threshold will be scaled down so their computed bounding box does not exceed 64m. There is a 3m offset limit for animesh objects. Offset is the distance between the "official" location of the static object and the bounding box of the animesh object as displayed. The display location of animesh objects will be constrained to not exceed this limit. These constraints are based on a real-time bounding box maintained for rigged meshes, so they may be triggered at some times and not others depending on the animations being played. For performance reasons the box does not update every frame, so the constraints can lag behind the current appearance slightly. Animesh building suggestions Animesh objects do not have attachments the way avatars do. To combine multiple meshes in a single animesh, you would link them together into a single linkset. If you link together multiple meshes, the original source meshes and any corresponding physics representations can be scattered around multiple locations. The meshes will all still display rigged to a single skeleton, with orientation as noted above. The recommended practice for now is to have a root prim that’s not a rigged mesh, and associate any physics representation with that root prim. The rigged meshes would then be non-physical children of this root. Also note that like rigged meshes on avatars, the rigged meshes in animesh objects are non-physical. The animation process only affects how things display on the viewer, so if you want to have a physics shape that lines up with your animesh object, you will need to manage the positioning and animations accordingly. Animesh attachments Animesh objects can also be attachments on your avatar. Like a conventional static attachment, an animesh attachment will move with the selected attachment point on your avatar, such as your right shoulder or left hand. Animesh attachments can then run animations, which can change their apparent position relative to their attachment point (for example, if the pelvis joint is part of the animation). Like static attachments, animesh attachments can be repositioned using the editing controls. Changing position or rotation will move the attachment relative to its attachment point. Currently, you can have at most one animesh attachment at a time as a Basic or Plus member or two animesh attachments if you are a Premium or Premium Plus member. Animesh Skeleton State and Customization Avatars support extensive customization via sliders. The bones in an avatar skeleton are positioned and scaled based on these customization settings, which are stored mostly in the avatar's shape wearable. Animesh objects do not currently support this type of customization; they do not have shape wearables, so there is no way to do the same kind of skeleton customization for them. The bone positions and scales for an animesh object are simply initialized from the default bone settings (defined in some configuration files that are part of the viewer installation - avatar_skeleton.xml and avatar_lad.xml). These default bone positions and scales can be overridden in the uploaded meshes, using values defined when the meshes were created. This is the same joint position mechanism that rigged meshes can also use to customize avatar positioning. We know there is a lot of interest in supporting more extensive customization of animesh objects, and are hoping to tackle this in a future project. Animesh information and displays Some additional displays are available to help you see the state of animesh objects: In the Advanced menu, the option Performance Tools > Show avatar complexity information shows you the computed complexity cost for avatars. The complexity display only works for avatars and independent animesh objects. Attached animesh objects have their complexity added to the avatar they are attached to, so they are not shown with a complexity display of their own. Show avatar complexity information now works for animesh objects as well and includes additional information as follows: VisTris is the number of currently displayed triangles associated with the object, based on the currently displayed LODs (levels of detail) for its component primitives. EstMaxTris is an estimated triangle count for the most complex LODs of the object; this is the number used to determine whether an object exceeds the triangle count complexity limit for animesh objects. Another updated display is Develop > Render Metadata > Collision skeleton. This will show the collision volumes for animesh objects as well as avatars, with the animesh objects shown a different color: The avatar in the example image has a blue skeleton The animesh bear is shown with a red skeleton In the same menu, Develop > Render Metadata > Joints will show the regular bones in the skeleton of both avatars and animesh objects. Both of the Render Metadata displays have a significant performance impact, so you will probably not want to enable them most of the time. Animesh FAQ What happens if I have an unsupported viewer? If you visit an animesh-enabled region with a non-animesh viewer, you will see animesh objects as non-animated static mesh objects, and animesh attachments as rigged meshes on the host avatar. What happens if I visit unsupported regions and try to use animesh content? This situation should not come up now that animesh support is enabled on the main grid. If you do run into a region, perhaps on the test grid, that lacks animesh support, then animesh objects will not work correctly. Scripts that try to use the new animesh LSL functions will give an error message if run in a non-animesh region. Once you return to an animesh region you may need to reset the script to get it working again. How can report a bug or request new features? Please report the bug using the standard JIRA process, and include [ANIMESH] in the title. How can I engage with other users of animesh? Visit the content creation forum area for animesh: https://community.secondlife.com/forums/forum/354-animesh/. Linden Lab will monitor this area while animesh is under development, and we will try to respond to questions of general interest. Attend the Content Creation User Group meeting, which is held most weeks on Thursday. All are welcome. See the Content Creation User Group Wiki Page for location and schedule information. Will any of my pre-animesh content change? No. Animesh is a new setting for mesh objects. Any content created without that setting should continue to work the same as before. If you see any change in the behavior of non-animesh objects, please report it as a bug. What’s the difference between an animesh attachment and a regular rigged mesh attachment? When should I use one or the other? Animesh attachments have a complete skeleton of their own, so they can move completely independently from your avatar. For example, an animesh fairy could flap its own wings separately from the wings on your avatar (this also means that animations between animesh objects and your own avatar may not be completely in sync, since they are animated independently). An animesh attachment can also become an independent object if it is detached. Regular mesh attachments use your avatar’s skeleton, so if they want to animate any part of your avatar they have to cooperate with other attachments. There are some cases where you could use either an animated attachment or a rigged mesh: if the object uses joints that are not being used for anything else, for example, it animates the wing bones of an avatar that does not have wings, then this could be implemented using either a regular rigged mesh attachment or an animesh attachment. Are there any restrictions on animesh content? The current limits are intended to help manage the performance costs associated with animesh objects: There is a limit to how many animesh objects can be attached to an avatar at one time. Currently this is a maximum of one for Basic and Plus members and two for Premium and Premium Plus members. Animesh objects in-world (ie, not attached to an avatar) will have a land impact that counts against the limits for the region they are in. Currently being animesh adds an additional 15 to the land impact of an object to reflect the extra resources these objects utilize. There is an additional land impact cost of 1.5 per 1,000 charged triangles in the model. All triangles in the highest LOD are charged, but only triangles exceeding a limit are charged in the coarser LODs; there is no LI penalty for LODs as long as each does not exceed half the complexity of the next highest level - for example, if the highest LOD has 10,000 triangles, you could make LODs with no penalty up to 5,000 triangles in the medium LOD, 2,500 in the low LOD, and 1,250 in the lowest LOD. LODs that exceed those limits will be counted against the LI only for any excess above those limits. Animesh objects have a complexity limit based on triangle count. Currently an animesh object can have at most 100,000 triangles in its most detailed LOD. This 100,000 limit is based on estimated triangle count, so the actual number of triangles can often be a bit higher. Attached animesh objects, like other attachments, do not count against land impact. However, they do affect the Avatar Rendering Cost calculations for the avatar they are attached to. The ARC for animesh objects, like the ARC for avatars, incorporates the effects of graphics properties of the mesh objects, and is scaled to be roughly proportional to the land impact - for example, if an animesh object has 50% higher land impact than the corresponding static mesh, then the ARC for that animesh should also be roughly 50% higher.
  8. Jeremy Linden

    Bakes on Mesh

    What is a baked texture and why would I want it on mesh? Major Features Benefits Creating content that supports Bakes on Mesh Wearable and Bake Channels Universal Wearables & Asymmetric Designs Setting a mesh to use baked textures Working with the new channels Working with Animesh Script Support Step-By-Step Example Test Content Known Issues In other languages: Deutsch Español Français Italiano 日本語 Português Bakes on Mesh is a feature to allow system avatar baked textures to be shown on mesh attachments. What is 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. Before Bakes on Mesh, the only option for custom mesh bodies and body parts to have multiple layers of textures on the same body was to use scripted texture application systems and multiple physical layers. This allows for some interesting effects, including being able to have an asymmetrical tattoo on one arm or leg and not the other. However, there are some drawbacks to this 'onion skin' approach to texture layering. Having more unique layers and unique textures to display on a mesh object uses more system resources than a single textured mesh; there are also typically fewer layers available, making it difficult to stack customizations after the first few layers are occupied. In addition, you would usually need to apply an alpha wearable to the underlying standard avatar body part to hide it so that it doesn't "poke through" or interfere with your mesh body or body part. With bakes on mesh, you can apply system skins and other texture wearables to your avatar directly by simply clicking Wear or Add. The viewer then applies the resulting baked texture to your Bakes on Mesh-enabled mesh body part. The underlying system avatar part is hidden for you automatically so the alpha wearable is not required. You can use different texture wearables with greater flexibility, mixing and matching components to get just the appearance you want. Swap your eyeliner out with ease, add a set of dimples or a splash of freckles, or pop on that cool scar that gives your avatar that extra bit of flare. Any mesh body part that supports Bakes on Mesh will reflect your choices simply by wearing the texture wearable from your inventory. Major Features Any face of a mesh object can be textured using any of the server baked textures. The corresponding region of the system avatar is hidden if any attached mesh is using a baked texture. New texture bake channels have been introduced to give more control over how meshes get textured. A new “universal wearable” is now provided with support for the new texture channels. Benefits Avoid the need for appliers, leading to an easier customization workflow. Avoid the need for onion avatars, leading to fewer meshes and fewer textures at display time. Avoid the need to sell full-perm meshes. The user can customize any mesh that’s set to use Bakes on Mesh by simply equipping the appropriate wearables, without needing to modify the mesh itself. Creating content that supports Bakes on Mesh Wearable and Bake Channels Avatar wearables have traditionally been baked into six different textures (BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR) by the baking service. These textures are derived by compositing the corresponding textures in the various wearable items on your avatar. For example, a shirt sets the UPPER texture, and multiple shirts layered together would contribute to the resulting BAKE_UPPER texture. The Bakes on Mesh project added five new bake channels as well: LEFT_ARM_BAKED, LEFT_LEG_BAKED, AUX1_BAKED, AUX2_BAKED, AUX3_BAKED. Unlike the original textures, the system avatar does not use any of these textures. They are purely extensions to allow more control over mesh appearance. LEFT_ARM_BAKED and LEFT_LEG_BAKED are intended to help with making mesh avatars where the left and right limbs have different textures. The AUX channels are general purpose, and could be used for body regions not possessed by system avatars (such as wings) or for other purposes. Altogether this gives 11 possible channels for wearables to use for textures, and for the baking service to produce. Universal Wearables & Asymmetrical Designs New channels aren’t useful unless there is some way to wear items that use those channels To meet this need, a new wearable type called Universal has been added. The Universal wearable has slots corresponding to all 11 of the new and old bake channels. In layering order, universal wearables go above the skin and tattoo wearables, and below all other types of clothing. Asymmetrical Designs The default Second Life UV layer uses a single area for the arm texture which is copied to both the left and right arm. Designers have requested the ability to create content for only one arm for quite some time, and the universal wearables object is designed to make this possible. For example, if you wish to create a tattoo design which only appears on the left arm, you can create a design using the Upper Torso UV map as the basis for your texture. Add your design to the arm area, as usual, but instead of creating a New Tattoo object in the Inventory window, create a New Universal wearable instead. You'll see multiple channels (boxes) to use for your texture. Simply add your design texture to the Left Arm Tattoo channel and your content will be applied only to the left arm of the Baked on Mesh texture when worn. Setting a mesh to use baked textures You can now apply these textures to the diffuse textures of your avatar’s attachments: Right click on the attachment, and 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 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. The “fallback” textures for the original bake channels. Viewers that don’t support Bakes on Mesh will show these images in place of the baked textures. You will also see these on any non-attachment objects that are set to use Bakes on Mesh. The new bake channels have similar fallback textures. Working with the new channels The new bake channels are handled a bit differently from the original six. With the original channels like upper body, there are several types of wearables that can affect the contents, and there is always a base layer of skin at the bottom of the texture stack. This means that unless you are using an alpha wearable, your bakes will always be opaque. For the new channels, the only textures are those supplied by any universal wearables you have on, so the resulting bakes can potentially be transparent. Note that this is currently the only way to make the new channels transparent, since there is no "Universal Alpha" wearable (we may add such a wearable in the future). If you want a transparent bake in one of the new channels to be used to make your mesh partially transparent, you will need to set the alpha mode for that face to "Alpha Blending". For example, in this case there is one universal wearable with a transparent ring texture. The texture is applied to the upper body and left arm channels. The alpha mode is set to Alpha Blending. Results: The upper body and right arm are opaque, because there is an opaque skin layer at the bottom of everything. The left arm is transparent and the transparency is applied to making portions of the left arm see-through: With the same outfit, but alpha mode set to None, you would see this. Note that now the left arm is opaque with a fallback color showing under the transparent regions: If you add an additional universal wearable with a suitable opaque skin texture for the left arm channel, you would get this. Now both arms are opaque, regardless of whether alpha mode is set to None or to Alpha Blending: Working with Animesh Animesh objects are treated somewhat differently when attached. Because they have their own skeletons, they are textured independently of the avatar they are attached to. An attached animesh object does not support Bakes on Mesh, and will display any Bakes on Mesh textures using the placeholder textures described above. Script Support Bakes on Mesh works by defining special texture ids corresponding to each of the bake channels. There are corresponding LSL constants for each of the channels, so you can also write a script that enables Bakes on Mesh for a mesh face. The LSL constants are: IMG_USE_BAKED_HEAD IMG_USE_BAKED_UPPER IMG_USE_BAKED_LOWER IMG_USE_BAKED_EYES IMG_USE_BAKED_SKIRT IMG_USE_BAKED_HAIR IMG_USE_BAKED_LEFTARM IMG_USE_BAKED_LEFTLEG IMG_USE_BAKED_AUX1 IMG_USE_BAKED_AUX2 IMG_USE_BAKED_AUX3 These can be used in commands like llSetLinkTexture() or llSetLinkPrimitiveParamsFast() For example: llSetLinkPrimitiveParamsFast(0, [PRIM_TEXTURE, 0, IMG_USE_BAKED_UPPER, <1.0, 1.0, 0.0>, ZERO_VECTOR, 0.0]); would set the first face of a non-linked prim to use the upper body baked texture. Step-By-Step Example Here we will convert a system avatar into a simple mesh avatar that uses bakes on mesh: 1. Log in using a Bakes on Mesh enabled viewer. 2. Enable the Develop menu. If not present, go to Me > Preferences, and in the Advanced tab click Show Develop Menu. 3. In the Develop menu, choose Develop > Avatar > Character Tests > Test Male. You will now see a standard system avatar. 4. You will need a mesh avatar to replace this system avatar. In a web browser, bring up https://jira.secondlife.com/browse/BUG-139234 and download the attached file "aditya_90.dae". 5. In the Second Life Viewer, choose Build > Upload > Model and choose the file "aditya_90.dae". In the upload options, check Include skin weight. Set the model name to "aditya_90". 6. Click calculate weights and fee, then upload. You should now have a mesh model in your inventory called "aditya_90". Attach this to yourself by double clicking it in your inventory. 7. At this point you have a mesh, shown with the white default texture, superimposed on your system avatar. Now we need to convert the mesh to use Bakes on Mesh. This will also hide the system avatar as we go. 8. Right click your avatar and pick edit. In the edit dialog, pick “Select Face”. Click the avatar’s chest to select the upper body. 9. In the Texture tab, click the white texture area. 10. Pick the “Bake” texture option and the “BAKED_UPPER” value in the pulldown. Then click OK. 11. Your avatar should now show the upper body correctly textured without excess white material. What you are seeing is the mesh surface textured with the upper body baked texture. The system avatar for the upper body is hidden. 12. Now repeat the process for the other body regions. Select face on the head area and set it to used BAKED_HEAD Select face for each of the eyes and set them to use BAKED_EYES Select face for the lower body and set it to use BAKED_LOWER 13. Getting all the faces selected and modified correctly is a bit tricky. If something gets messed up just try again with any face that gets messed up. At the end the avatar should look like this: 14. The hair looks wrong because it is an attachment that was not built for this mesh. You can get rid of it by right clicking and choosing Detach. At this point, you have a mesh avatar that’s fully configured to use Bakes on Mesh. You can now customize it the same way you would with the system avatar. For example, take off an item of clothing: Or customize something like eye color using the sliders: If you want to return to the system avatar appearance, just detach the mesh: Test Content There is some example content to help creators who want to get started with Bakes on Mesh: https://jira.secondlife.com/browse/BUG-139234 attached file "Aditya_for_BOM.dae" is an uploadable model file with separate faces for the left arm and left foot, so it can be used with the new left arm and left leg channels. https://jira.secondlife.com/browse/BUG-139234 attached file "aditya_90.dae" is an uploadable model that has the original set of faces defined, corresponding to head, upper body, lower body and so on. Left limbs and right limbs will display using the same textures with this model. Known Issues The following known issues are present in the initial full release of Bakes on Mesh: BUG-225518 "The Bake texture on linked objects is shown with a delay of 5-7 seconds when linked objects are added from the ground". This is a lag in the update of appearance for a newly attached object using Bakes on Mesh textures. BUG-227532 "[BOM] some mesh objects render alphas incorrectly using BAKED_SKIRT when system skirt has a transparent texture in local edit modes". This is a transient graphics issue seen when in local edit mode, when customizing your avatar. Goes away when you leave local edit. BUG-227533 "[BoM] alpha layering errors in local edit mode". Some objects may show incorrect alpha masking behavior in local edit. Goes away when you leave local edit. BUG-227535 "[BoM] Using the skirt channel in a universal wearable breaks the length of any existing system skirt". If your avatar has a system skirt (skirt wearable), and you are using a universal wearable with a skirt channel texture, then the length of the skirt will display incorrectly as maximum length. This is an issue with the baking service rather than the viewer itself. BUG-227537 "[BOM] When Alpha Wearable is applied, BoM attachments with Alpha mode: None turn red". If you make your avatar invisible using an alpha wearable, and then apply this invisible baked texture to an attachment using Bakes on Mesh, you get a solid color, red, shown on the attachment. Probably this should be the base color of the attachment instead. BUG-227536 "[BOM] Avatar does not cast accurate shadow if Alpha mode = Alpha blending". This is a pre-existing issue with alpha blended objects attached to avatars, but may be seen more often with Bakes on Mesh.
  9. Hi Everybody, My name is JulettRose and although I have been part of Second Life since 2013, I haven't really spent enough time meeting others. The past few years I have been so interested in building and creating that I just don't go out and socialize. Now, I just feel lonely when I am online. I am still working on building my private region called Euphoria Falls. It is an adult private region with lots of exploration and activities for all with beautiful rentals. If anybody out there is interested in coming to say hi, I would love to meet new people. I am still building, so please be patient if I don't see you pop up right away, just send me a message! I could use some input on my region and of course it is always fun to meet new people. Visit me at Euphoria Falls! JuliettRose xo
  10. Hello all. New to building . I want to build a curved blade like so, just for personal cosplay; https://gyazo.com/a44e8f1d2fa371ab48fa4f106afceedd So the blade part, how do I make a prim shaped like that ? Start with a cylinder, or a triangle ? Any help is greatly appreciated
  11. So I'm feeling pretty noobish right now. I've got an issue with a physics shape I'm working on for a ship, but its being a right piece of work when it comes to uploading it. I made it super low detail, just enough to encircle the ship and give it basic interior walking space, but whenever its uploaded and set to prim physics shape it goes from the calculated 4LI when physical to 160+LI... Now it is long, about 30M but I've seen ships larger than this with their own, much more detailed physics shape have nearly a quarter of the LI of what I'm getting with mine. I've checked 2309572039 times that there are no small faces in the .dae file that would cause it to flip out, but nothing is coming up or even appearing to be wrong. Also I noticed when I view the physics shape in Firestorm the opposite sides of the exterior faces are calculated on the inside as well, which is something that is definitely not needed...I don't know what I'm doing wrong. I've uploaded about 30 (seriously) different tests and they all result in the same issue. I uploaded the shape with the custom physics shape of the actual model shown here as a tester too This pic is in the tail end, where it should've only had that small walkway as a shape you can interact with. What on earth am i doing wrong...?
  12. Eli Linden

    Baking sur maillage

    Dans d'autres langues Qu'est-ce qu'une texture bakée et pourquoi la vouloir sur le maillage ? Principales fonctionnalités Avantages Comment cela fonctionne Objets portables et canaux bakés Objets à porter universels Régler un maillage pour utilisée des textures bakées Travailler avec les nouveaux canaux Travailler avec les Animesh Assistance en matière de script Exemple pas à pas Tester le contenu Problèmes connus Bakes on Mesh est une fonctionnalité qui permet aux textures bakées du système d'avatar d'être affichées sous forme de pièces jointes de maillage. Qu'est-ce qu'une texture bakée et pourquoi la vouloir sur le maillage ? Si vous utilisez un avatar système standard, vous pouvez porter plusieurs couches de texture pour personnaliser votre peau et ajouter des couches de tatouages et de vêtements. Pour gagner du temps de traitement et offrir à tous les systèmes, la même vue de votre apparence, ces textures sont « bakées" par un serveur pour former une seule texture combinée. Auparavant, si vous vouliez utiliser une partie de corps de maillage personnalisée et effectuer le même type de personnalisation, la partie de corps aurait besoin de son propre système de texture. En outre, vous devez généralement appliquer un objet portable "alpha" sur la partie du corps de l’avatar standard sous-jacente pour le masquer, afin qu’il n’interfère pas avec votre partie de maillage. Avec bakes on mesh, vous pouvez appliquer toutes les peaux du système et d'autres calques à votre avatar (vous n'avez pas besoin du calque alpha), puis demander à l'utilisateur d'appliquer la texture bakée résultante à la partie de corps du maillage. La partie de l'avatar système sous-jacente est automatiquement masquée de sorte que l'alpha de l'objet portable n'est pas nécessaire. Principales fonctionnalités Toute face d'un objet maillé peut être texturée à l'aide de n'importe quelle des textures bakées du serveur. La région correspondante de l'avatar système est masquée si un maillage attaché utilise une texture bakée. De nouveaux canaux de texture bakée ont été introduits pour donner plus de contrôle sur la texture des maillages. Un nouvel objet portable universel prend désormais en charge les nouveaux canaux de texture. Avantages Évitez le recours à des applicateurs, ce qui simplifiera le processus de personnalisation. Évitez le recours à des avatars d'oignons, ce qui entraîne moins de maillages et moins de textures au moment de l'affichage. Évitez de vendre des maillages full perm. L’utilisateur peut personnaliser n’importe quel maillage configuré pour utiliser Bakes on Mesh en équipant simplement les objets portables appropriés, sans avoir à modifier le maillage lui-même. Comment cela fonctionne Objets à porter et canaux de baking Les objets à porter des avatars ont été traditionnellement bakés dans six textures différentes (BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR) par le service de baking. Ces textures sont dérivées en composant les textures correspondantes dans les différents articles portables de votre avatar. Par exemple, une chemise définit la texture SUPÉRIEURE et plusieurs chemises superposées contribueraient à la BAKE_UPPER texture qui en découle. Le projet Bakes on Mesh a également ajouté cinq nouveaux canaux bakés : LEFT_ARM_BAKED, LEFT_LEG_BAKED, AUX1_BAKED, AUX2_BAKED, AUX3_BAKED. Contrairement aux textures d'origine, l'avatar système n'utilise aucune de ces textures. Il s'agit purement d'extensions pour permettre plus de contrôle sur l'apparence du maillage LEFT_ARM_BAKED et LEFT_LEG_BAKED sont conçues pour aider à faire des avatars maillés lorsque les membres gauches et droits ont des textures différentes. Les canaux AUX sont destinés à un usage général et peuvent être utilisés pour des zones corporelles qui ne sont pas possédées par les avatars du système (tels que les ailes) ou à d'autres fins. Au total, l'on obtient 11 canaux que les objets à porter peuvent utiliser pour les textures et que le service de baking peut produire. Objets à porter universels Les nouveaux canaux ne sont utiles que s’il existe un moyen de porter des articles qui utilisent ces canaux. Pour répondre à ce besoin, un nouveau type d'objet à porter universel a été ajouté. L'objet à porter universel a des emplacements correspondant aux 11 anciens et nouveaux canaux bakés. Par ordre de superposition, les objets à porter universels vont au-dessus de la peau et objets à porter tatouage, et sous tous les autres types de vêtements. Configurer d'un maillage pour utiliser des textures bakées Vous pouvez maintenant appliquer ces textures aux textures diffuses des pièces jointes de votre avatar: Faites un clic droit sur la pièce jointe, puis cliquez sur Modifier et sélectionnez textures dans le menu Modifier le visage Cliquez sur l'icône de texture diffuse pour ouvrir le sélecteur de texture. Le sélecteur de texture possède un mode de bouton radio supplémentaire appelé « bake" pour sélectionner les bakes du serveur. Le mode du bouton radio 'bake' comporte une liste déroulante permettant de sélectionner les textures bakées du serveur. Lorsqu'une pièce jointe utilise une texture bakée, la région de maillage de base correspondante de l'avatar système est masquée. Si une face de maillage est configurée pour afficher une texture bakée mais n'est pas attachée à un avatar, vous verrez une texture bakée par défaut. Si vous utilisez u client plus ancien qui ne prend pas en charge l'option Bakes on Mesh, les faces définies pour afficher les textures bakées s'affichent également comme texture bakée par défaut et les régions de maillage de base ne seront pas masquées. Les textures “fallback” pour les canaux bakés originaux. Les clients qui ne prennent pas en charge Bakes on Mesh afficheront ces images à la place des textures bakées. Vous les verrez également sur tous les objets non attachés qui sont configurés pour utiliser Bakes on Mesh. Les nouveaux canaux bakés ont des textures fallback similaires. Travailler avec les nouveaux canaux Les nouveaux canaux bakés sont traités un peu différemment des six originaux. Avec les canaux d'origine, tels que le haut du corps, plusieurs types d'objets portables peuvent affecter le contenu et il existe toujours une couche de base de peau au bas de la pile de textures. Cela signifie que si vous utilisez un objet portable alpha, vos textures seront toujours opaques. Pour les nouveaux canaux, les seules textures sont celles fournies par tous les objets portables universels que vous avez, de sorte que les textures qui en découlent peuvent potentiellement être transparentes. Notez que c’est actuellement le seulmoyen de rendre les nouveaux canaux transparents, puisqu’il n’ya pas d'objet portable « Universel Alpha" (nous pourrions ajouter un tel objet portable dans le futur). Si vous souhaitez utiliser un baking transparent dans l'un des nouveaux canaux pour rendre votre maillage partiellement transparent, vous devez définir le mode alpha de cette face sur "Fusion alpha". Par exemple, dans ce cas, il existe un objet portable universel avec une texture en anneau transparente. La texture est appliquée aux canaux du haut du corps et du bras gauche. Le mode alpha est défini sur Fusion alpha. Résultats : Le haut du corps et le bras droit sont opaques, car il y a une couche de peau opaque au bas de l'ensemble. Le bras gauche est transparent et la transparence est appliquée pour rendre les parties du bras gauche transparentes: Avec la même tenue, mais avec le mode alpha réglé sur Aucun, vous verrez cela. Notez que maintenant le bras gauche est opaque avec une couleur de repli apparaissant sous les régions transparentes: Si vous ajoutez un autre objet à porter universel avec une texture de peau opaque appropriée pour le canal du bras gauche, vous obtiendrez ceci. Maintenant, les deux bras sont opaques, que le mode alpha soit défini sur Aucun ou sur Fusion alpha: Travailler avec les Animesh Les objets Animesh sont traités un peu différemment lorsqu'ils sont attachés. Parce qu'ils ont leurs propres squelettes, ils sont texturés indépendamment de l'avatar auquel ils sont attachés. Un objet animesh attaché ne prend pas en charge Bakes on Mesh et affiche toutes les textures Bakes on Mesh en utilisant les textures d'espace réservé décrites ci-dessus. Assistance en matière de script Bakes on Mesh fonctionne en définissant des identifiants de texture spéciaux correspondant à chacun des canaux bakés. Il existe des constantes LSL correspondantes pour chacun des canaux. Vous pouvez donc écrire un script qui active Bakes on Mesh pour une face de maillage. Les constantes LSL sont: IMG_USE_BAKED_HEAD IMG_USE_BAKED_UPPER IMG_USE_BAKED_LOWER IMG_USE_BAKED_EYES IMG_USE_BAKED_SKIRT IMG_USE_BAKED_HAIR IMG_USE_BAKED_LEFTARM IMG_USE_BAKED_LEFTLEG IMG_USE_BAKED_AUX1 IMG_USE_BAKED_AUX2 IMG_USE_BAKED_AUX3 Celles-ci peuvent être utilisés dans des commandes telles que llSetLinkTexture() or llSetLinkPrimitiveParamsFast() Par exemple: llSetLinkPrimitiveParamsFast(0, [PRIM_TEXTURE, 0, IMG_USE_BAKED_UPPER, <1.0, 1.0, 0.0>, ZERO_VECTOR, 0.0]); elles définiraient la première face d’un prim non lié pour utiliser la texture bakée du haut du corps. Exemple pas à pas Ici, nous allons convertir un avatar système en un simple avatar maillé qui utilise bakes on mesh: 1. Connectez-vous à l'aide d'un client compatible avec Bakes on Mesh. 2. Activer le menu Développer S'il n'est pas visible, aller à Moi > Préférences, et dans l'onglet Avancé, cliquer sur Afficher le menu Développer. 3. Dans le menu Développer, sélectionner Développer > Avatar > Tests du personnage > Tester un homme. Vous allez maintenant voir un avatar système standard. 4. Vous aurez besoin d’un avatar maillé pour remplacer cet avatar système. Dans un navigateur Web, ouvrez https: //jira.secondlife.com/browse/BUG-139234 et téléchargez le fichier joint "aditya_90.dae". 5. Dans le Client Second Life, sélectionnez Construire > Charger > Modèle puis sélectionnez le fichier "aditya_90.dae". Dans les options de téléchargement, cochez Inclure le poids de la peau. Définissez le nom du modèle sur "aditya_90". 6. Cliquez sur calculer les poids et les frais, puis téléchargez. Vous devriez maintenant avoir un modèle de maillage dans votre inventaire appelé "aditya_90". Attachez-le à vous-même en double-cliquant dessus dans votre inventaire. 7. À ce stade, vous avez un maillage, affiché avec la texture blanche par défaut, superposé à votre avatar système. Nous devons maintenant convertir le maillage pour utiliser Bakes on Mesh. Cela masquera également l'avatar du système au fur et à mesure. 8. Faites un clic droit sur votre avatar et choisissez Modifier. Dans la boîte de dialogue d'édition, sélectionnez «Sélectionner un visage». Cliquez sur la poitrine de l’avatar pour sélectionner le haut du corps. 9. Dans l'onglet Texture, cliquez sur la zone de texture blanche. 10. Sélectionnez l’option “Bake” et l’option “BAKED_UPPER” valeur dans le menu déroulant. Puis, cliquez sur OK. 11. Votre avatar devrait maintenant afficher le haut du corps correctement texturé, sans excès de matière blanche. Ce que vous voyez, c'est la surface du maillage texturée avec la texture bakée du haut du corps. L'avatar système du haut du corps est masqué. 12. Répétez maintenant le processus pour les autres zones du corps. Sélectionnez le visage sur la zone de la tête et réglez-le sur utiliser BAKED_HEAD Sélectionnez le visage pour chacun des yeux et réglez-les sur utiliser BAKED_EYES Sélectionnez le visage pour le bas du corps et réglez-le sur utiliser BAKED_LOWER 13. Il est difficile de sélectionner tous les visages et de les modifier correctement. Si quelque chose ne fonctionne pas correctement, essayez à nouveau avec n'importe quel visage qui pose problème. À la fin, l'avatar devrait ressembler à cela : 14. Les cheveux n'ont pas la bonne apparence car c'est une pièce jointe qui n’a pas été conçue pour ce maillage. Vous pouvez l'éliminer en faisant un clic droit dessus et en sélectionnant Détacher. À ce stade, vous avez un avatar de maillage entièrement configuré pour utiliser Bakes on Mesh. Vous pouvez maintenant le personnaliser de la même manière que vous le feriez avec l'avatar système. Par exemple, enlevez un vêtement: Ou personnalisez quelque chose comme la couleur des yeux à l'aide des curseurs: Si vous souhaitez revenir à l'apparence de l'avatar système, il suffit de détacher le maillage: Tester le contenu Des exemples de contenu peuvent aider les créateurs qui souhaitent se familiariser avec Bakes on Mesh. https://jira.secondlife.com/browse/BUG-139234 fichier attaché "Aditya_for_BOM.dae"est un fichier de modèle téléchargeable avec des faces distinctes pour le bras gauche et le pied gauche. Il peut donc être utilisé avec les nouveaux canaux du bras gauche et de la jambe gauche. https://jira.secondlife.com/browse/BUG-139234 fichier attaché "aditya_90.dae"est un modèle téléchargeable qui définit l'ensemble des visages d'origine, correspondant à la tête, au haut du corps, au bas du corps, etc. Les membres gauches et les membres droits s'afficheront en utilisant les mêmes textures avec ce modèle. Problèmes connus Les problèmes connus suivants sont présents dans la version complète initiale de Bakes on Mesh: BUG-225518 "The Bake texture on linked objects is shown with a delay of 5-7 seconds when linked objects are added from the ground". This is a lag in the update of appearance for a newly attached object using Bakes on Mesh textures. BUG-227532 "[BOM] some mesh objects render alphas incorrectly using BAKED_SKIRT when system skirt has a transparent texture in local edit modes". This is a transient graphics issue seen when in local edit mode, when customizing your avatar. Goes away when you leave local edit. BUG-227533 "[BoM] alpha layering errors in local edit mode". Some objects may show incorrect alpha masking behavior in local edit. Goes away when you leave local edit. BUG-227534 "[BoM] baked texture offset values on a sphere skew in local edit modes". Transient issues with texture offsets while in local edit, similar to issues seen in previous non-BOM releases. These issues resolve when you leave local edit. BUG-227535 "[BoM] Using the skirt channel in a universal wearable breaks the length of any existing system skirt". If your avatar has a system skirt (skirt wearable), and you are using a universal wearable with a skirt channel texture, then the length of the skirt will display incorrectly as maximum length. This is an issue with the baking service rather than the viewer itself. BUG-227537 "[BOM] When Alpha Wearable is applied, BoM attachments with Alpha mode: None turn red". If you make your avatar invisible using an alpha wearable, and then apply this invisible baked texture to an attachment using Bakes on Mesh, you get a solid color, red, shown on the attachment. Probably this should be the base color of the attachment instead. BUG-227536 "[BOM] Avatar does not cast accurate shadow if Alpha mode = Alpha blending". This is a pre-existing issue with alpha blended objects attached to avatars, but may be seen more often with Bakes on Mesh.
  13. Hello, my name is Akira and I built something from scratch but I am not able to take copy of it, No one built any part of it. why is this happening and its very annoying and I have already checked everything(it is just the frame, no furniture)
  14. Hi, I know there are various ways of 'walking' in SL. When I decorate my homes I like to click to the point I want to walk to. (Hope this makes sense). Probably a bad habit I know? I normally can do this, but I recently purchased a home that has what I would term 'dead clicks', meaning I click here and there and I just basically stand still. 🤕 I know/think this could be because of scrips running in the object?, but how do I rectify this? I want to be able to click and walk as I call it! 🏃‍♀️ I've contacted the seller, so far no response. I'd really appreciate some ideas and help. I am not great technically but if you could tell me in a simply way?! That would help. Thanks again!😃
  15. Jeremy Linden

    Object permissions

    How to set permissions on an object Getting permissions back on a transferred object Next owner permissions Bulk-setting permissions Setting default permissions Setting bulk permissions in an object's contents Tip: To see who created a particular object, right-click the object, select Edit > General, and look for the Creator. You will also find the object's Owner listed here. How to set permissions on an object Permissions enable you to control what other people can do with the things you create. Permissions control: Copying: whether someone can make copies of your work. Modifying: whether someone can change your work. Transferring: also known as "Resell/Give Away." If the the object is inworld (rezzed), right-click it and choose Edit, then navigate to the General tab. If the object is in your inventory, right-click it and choose Properties. Permissions refers to the abilities the next owner will have over the object or item. They are: Modify: Checking this lets the next owner modify your creation. Unchecking it denies any modifications. Copy: Checking this lets the next owner copy your creation. If they drag the object from inventory to inworld, they will retain a copy in inventory. Unchecking it denies any copies; if they drag the object inworld it will leave their inventory until taken back into inventory. Transfer: Checking this lets the next owner give your creation to someone else. If the object permits copying, they can sell copies. If the object does not permit copying, they can only sell the original. Unchecking this means the next owner cannot give the object to anyone else. If the object permits copying but not transferring, they can make as many copies as they want for their own uses, but can never give a copy away or sell it. Important: Permission settings set while object is in your inventory are not cross-checked with contents until rezzed. For example if you place a no-copy item in a copy enabled prim the prim becomes no-copy. If you place that prim in your inventory and change back to copy enabled this state persists even after transferring to another resident because permissions are not cross-checked with contents until the object is rezzed. If you are not careful you can allow receiving resident to copy no-copy items. For safety, always make permission changes to rezzed objects only. First, rez a copy of an object to confirm the permissions look the way you want, then take that object back to your inventory. You can now use this verified copy in vendors, in your Marketplace store, or simply to give away to others, knowing that the permissions are correct. 💡 Tip: Use the object's Name to keep track of changes you make by adding a version number at the end of the name. If you have 14 copies of "Fancy Couch" in your inventory, it can be hard to track which one is the most recent. If you add a version number to the end of the name and update it when you make changes, you'll know which copy is the most recent -- "Fancy Couch v.1.1" is newer than "Fancy Couch v.1.0". Getting permissions back on a transferred object Unfortunately, you cannot regain permissions for an object you have given to someone else. Linden Lab is unable to reset permissions on an object; the permissions you give the next owner are permanently marked as the most lenient permissions the object can ever have in the future. If permissions allow, it is a good idea to create a backup copy of an object before you give it to someone else. This way, you always have a copy of the "most permissive" version of the object! Important: Default permissions are no modify and no copy! Always check permissions before giving objects to others. You can set your own preferred default permissions in the Preferences > Advanced section of the viewer settings. Next owner permissions Permissions let you control what other people can do with things you create. The basic permissions include: Copy (whether someone can make copies of your work), Modify (whether someone can change your work), and Transfer. If the object is inworld (rezzed), right-click it and choose Edit, then click the General tab. If the object is in your inventory, right-click it and choose Properties. Under Next owner: Modify - Checking this lets the next owner modify your creation. Unchecking it denies modifications. One exception to this falls under "fair use": an object can always be removed from the contents of another object, even if the container object is no-modify. Copy - Checking this lets the next owner copy your creation. If they drag the object from inventory to inworld, they retain a copy in inventory. Unchecking it denies any copies; if they drag the object inworld, it leaves their inventory until taken back into inventory. Transfer: Checking this lets the next owner transfer your creation to someone else. If the object is also copy-enabled, they can sell copies. If the object doesn't permit copies, they can only sell the original. Unchecking Transfer means the next owner can't give the object to anyone else. If the object is set to Copy but not Transfer, they can make as many copies as they want for their own uses, but can never give a copy away or sell it. Tip: A firsthand way to learn permissions "in the wild" is to visit stores and see how they display permissions. For instance, the shorthand of "MCT" for "Modify, Copy, and Transfer (Resell/Give away)" is often used on packaging. If a couch is modifiable and transferrable but not copyable, it may look like this: Important: Permissions changes to an object in your inventory are not fully applied to contents until that object is rezzed. This can be problematic if you intended to make an object entirely no-copy but gave it away without confirming the contents were restricted. As a safety precaution, make sure to rez and retake objects before distributing them. Other relevant permissions are: Share with group - If an object is set to a group, this allows other members of the same group to edit it, dependent on restrictive permissions. This can make collaborative building easier since for example, group members can move shared objects. As with permissions in general, be careful of who else has access to your objects, and don't enable this if it's not needed. See also "How do I manage objects on group-owned land?". Allow anyone to move - If this option is checked, anyone can move your object. This is rarely used because most people don't want complete strangers either unintentionally or maliciously destroying their building projects. Allow anyone to copy - Anyone can take a copy of the object by right-clicking it, then choosing More > Take Copy from the pie menu. However, this feature can be confusing to use because the object and all of its contents must be fully-permissive and also have Allow anyone to copy checked. As a result, most people opt to use an easier alternative: set the object for sale as a free (L$0) copy instead. Tip: An object or contents item that is modifiable, copyable, and transferrable is "fully-permissive", or in Second Life lingo, "full perms" for short. Setting default permissions The Second Life Viewer includes some features for setting your default permissions. When you create new items, they'll have your chosen permissions set on them by default. Setting default permissions preferences Go to Me > Preferences > Advanced > Default Creation Permissions. A window appears allowing you to specify Next owner permissions. Check the ones you want to enable for each item type; you can set different defaults for different types of items, like Notecards, Scripts or Objects. Uploads refers to both Textures and Screenshots; Settings are Environmental Settings like skies, water, or day cycles. Click OK to save your selected preferences. Setting bulk permissions in an object's contents The second way to bulk-set permissions is when the items are in an object's contents: Right-click an object with contents you want to change. Click the Content tab. Click Permissions button. Check or uncheck content (item) types whose permissions you want to change. You can also click All or uncheck All to select or deselect them globally. By the way, "Textures" and "Snapshots" are essentially the same thing and both are represented under Textures. (Click Help in the "Bulk change content permissions" window for more technical background and caveats.) Similar to setting default permissions when uploading, there's a Next owner section here. Check the ones you want to enable or disable. Doing this is dependent on an item's already-restricted permissions: you can't make a no-copy object copyable. When you're satisfied with your settings, click Apply and wait a few seconds. The permissions are applied.
  16. ☻ Welcome to Focus Point High ☻ Focus Point High School is hiring for several positions including teaching, coaching, administrative and more! We are looking for dedicated and friendly individuals who love immersive RP and would like to new ideas and skills to Focus Point High and it's students. Applicants are encouraged to choose (or create) any subject, sport or club that interests them. You may choose any from the following list or make up your own. * Be sure that you check with our faculty what classes are available, currently offered classes will not be hired for . * Business/Marketing Graphic Design Blogging Music Production Glee Club Literature Poetry Health Physical Education Culinary Arts Babysitter's Club Interior Design Gardening Home Economics Wood or Metal Shop Foreign Language Music Theory Anime Club World Music Gaming Club Astronomy Biology Cooking Club Oceanography General Science DJ Club Criminal Justice Anthropology Modern World Studies Psychology Sociology Scripting Photography Art History Auto Mechanics Cosmetology Drivers Education American Football Soccer Tennis Volleyball Boxing MMA Equestrian Club Building ► If interested please message : Ṃŕṩ Çђaяìşмa βΔΜβΔŦĦΔ (hotskorpion.charisma) OR ღ Pʋddιɲ ℒ. Çђaяìşмa βΔΜβΔŦĦΔ ღ (puddinpoppin) In-world Campus : Focus Point High School Campus Our website : www.focuspointhigh.com We look forward to hearing from you and don't forget to tell your friends!
  17. I scanned the forum and didn't find exactly what I am looking for. So please forgive if this is a repeat of an existing discussion. I am look for a basic (doesn't need to be simple) primer on adding prims/objects to an existing full perm object. As in, adding small pieces of my own design/build to a full perm belt for example. Is there such a primer or basic template of the process somewhere? Thanks! Bran
  18. I have been trying for days to do physics for this one house and I am at my wits end. I have the model. I've built it and deleted it about 60 times now 😅and I really don't know where to go from here. If someone could help me understand and help me do the physics so I can see where I've been an absolute *****, it would be beyond appreciated.
  19. Although the topic says much of it what we're looking for, but I am going to explain in a more detailed way as well. Hello, my name is Raye; I'm the Web Manager of Racers Island. Racers Island is the oldest and largest racing sim in the grid and we're looking forward to re-construct it by giving it a hot and upgraded new look. What are we seeking? We're seeking for a mesh builder who is either experienced or familiar with the builds in Second Life. Even though it'd take a lot of time and amount, being this a really huge project; we also seek if you are willing to negotiate with the estimation. Portfolio is not necessary but would be nice if you have had built anything before. If you're a mesh builder and would be able to help us out to re-construct our racing sim; please contact directly in-world to: > Owner of Racers Island: Achillez Sauber [achillez Resident] > Web Mgr: Raye Queen Mendez [karenx0 Resident] *NOTE*: If we both are offline in-world drop us a notecard stating where you found out, or if you have SL Facebook ; contact us on SL Facebook ❤️ SL Facebook Links: [Click the name or click manually if that doesn't work] > Achillez Sauber [ https://www.facebook.com/achillez.sauber ] > Raye Q. Mendez [ https://www.facebook.com/Rayex4Travis/ ] Thank you ❤️
  20. im trying to upload a mesh project to SL and although the scale appears fine in blender, when uploading it the scale is way off from what it was, can anyone tell me what im doing wrong? i have used a female mesh model to size it and that looks fine as its only a test subject at the moment but the only issue seems to be scaling and texture applying but why? any help would be great and thanks please see images below.
  21. Hi everyone. I was happy to land in one of the new stilt homes. I chose the Havana home, which has an open back deck - no railing. I opened the Content Pack and found four sections of railing that could be used around the deck, but no newel post (that tall post that's used on corners and between railing sections). The stilt homes notecard says the content pack includes "a section of railings that you can use to build a safety barrier around your deck or porch to keep people from falling off." But without newel posts, any railing sections I rezz look incomplete. I can't copy-paste the newels from the home's existing railings, so not sure how to obtain newels that match. Does anyone know if the moles have made the newels available somewhere else separately?
  22. Hey, my friend owns a racing sim named RACERS ISLAND. We are in dire need of a track builder. The Owner is willing to PAY for it. If anyone knows on how to build a track, please IM me inworld at Karenx0 Resident. I will set up a meeting between you two. Thank you.
  23. I have been looking for a glass house for some time now and still cant quite find what I am looking for. I have gone to all of these places (onsu, roost, diamandis, redgrave, Maya's, Taikou, Youneed, Anxiety, Cozy Homes, Galland, La Galleria, Vicious Decay, La Galleria, Trompe Loeil, and C& D Designs) but havent yet found anything that will work with my land. I am in the middle of the water (kinda) so I want a house that is mostly all windows, 2-3 levels, 3-4 bedrooms on the larger side, with no driveway and preferably no outside pool since its more of an island situation, I have a decent piece of land and can fit about 40*50 for this house. There are a lot of beach/lake type houses with the wooden board outside structure but I am looking for something a little newer more of a sleek and modern aesthetic than that. I have found potentials at maven and trompe but hoping there are some other options out there on the grid just not sure how to find them. I have done a marketplace search and the options there seem lower quality than I tend to go for. Anything anyone can offer would be greatly appreciated. Thank you so much in Advance GiGi Monet
  24. Jeremy Linden

    Uploading a mesh model

    Prerequisites Cost to upload GETTING STARTED: Uploading your first model Step 1: Choose a model to upload Step 2: Define visual levels of detail Uploading your own LOD files Step 3: Define the model's physics shape Step 4: Upload Options Step 5: Calculate weights & fee Step 6: Upload Bonus section: Rigging options Wearing a model with rigging In other languages: Deutsch Español Français Português Italiano 日本語 Note: This is a basic walkthrough of how to upload a model. For full details on the parameters available for uploading a model, see Model Upload UI reference. Update: Viewer version modified the mesh importer to (optionally) improve debug output, perform name-based LOD association, and handle models with many materials. For additional information on this update, see the official Second Life Viewer release notes. Prerequisites Before you can upload mesh objects, you must: Have payment information on file. You can add payment information by visiting the Billing Information section of your Second Life account page. Have accepted the IP terms on your account page. If you are planning to use the beta grid (Aditi), you must also accept the IP terms there, but do not need payment information on file. Have at least one compatible COLLADA (.dae) file on your computer. You can create your own by using most popular 3D software packages, or, if you have the appropriate rights, you can download models created by other 3D artists from online repositories. Try our sample content page for a free model if you're just getting started. You may check your mesh upload status at any time by visiting your account page on the Second Life website. Cost to upload There is a Linden dollar fee to upload a model; the fee depends on the model's complexity. GETTING STARTED: Uploading your first model If you're new to uploading mesh models to Second Life, here's a quick and easy set of instructions to get you started. Don't worry about the myriad of controls in the upload window for now; they're for Residents who want fine control over their model's appearance and physics. For a more detailed breakdown of the upload procedure, keep reading below. To upload a mesh model: Choose a .dae file stored on your computer by choosing Build > Upload > Model. If you don't have any models on your computer, you may download some from the sample content page. Preview your model's automatically generated levels of detail on the Level of Detail tab by clicking High, Medium, Low, and Lowest. Notice how the object's complexity is reduced at each level. Click the Physics tab and choose Lowest from the dropdown menu in Step 1: Level of Detail. Step 2 and Step 3 are not required. Click the Upload options tab and check the boxes for any additional features on your model, such as textures. Click Calculate weights & fee, then review the resource weights, land impact, and Linden dollar upload cost of your model. Click Upload to upload your model to Second Life. Tip: To avoid spending Linden dollars while experimenting with uploading models, you may wish to use the Second Life Beta Grid (Aditi). The Beta Grid allows you to test new features and experiment with potentially costly designs in a safe environment, using a copy of your Second Life account. Actions taken on the preview grid cannot affect your inventory or L$ balance on Second Life's main grid. Step 1: Choose a model to upload Second Life accepts COLLADA (.dae) models, which can be edited and created in many popular 3D modeling packages. If you do not currently have any COLLADA models on your computer, you may download some from the sample content page. To begin uploading a model: Choose Build > Upload > Model... Select the .dae file on your computer and click Open. In the Upload Model window, enter a suitable name for your model in the Model name field. If your model includes textures, check the Textures box underneath the Preview pane to make sure the textures are displayed properly. Step 2: Define visual levels of detail Levels of detail determine what your model looks like from various distances. As you get farther away from a model, it renders in less detail to boost visual performance. Second Life generates these lower detail models by default, but you may use this step to tweak each level or even upload your own lower detail models. You can preview your model at any level of detail by clicking High, Medium, Low, or Lowest. While previewing your model at each level of detail, you may change the parameters used for simplifying it from your original model if you chose Generate from one of the Source dropdown menus. For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. Uploading your own LOD files You may upload your own simplified models by choosing Load from file from the Source dropdown menus. You may wish to create your own lower-detail models in order to preserve critical details that may be lost during the automatic simplification process. The mesh uploader uses very strict naming rules for these custom LOD files: File names ending with "_LOD2" must be used for Medium level of detail File names ending with "_LOD1" must be used for Low level of detail File names ending with "_LOD0" must be used for Lowest level of detail File names ending with "_PHYS" must be used for the model's physics shape Additionally, material names must match exactly between each level of detail. Some 3D modeling programs such as Blender automatically change material names to prevent duplication when multiple versions of a model are loaded into the same scene. Material names are sorted alphabetically upon importing a model from the 3D modeling program of your choice, and may not retain the order they had in the original model. If material order is important to your model, you must name them accordingly. For more detailed information on uploading mesh models with multiple materials, see Uploading a multi-face mesh on the Second Life Wiki. Note: If you need to upload an old model that does not conform to these LOD naming rules, you may enable the debug setting called ImporterLegacyMatching in the Second Life Viewer. Access the Debug Settings window by choosing Advanced > Debug Settings from the top menu bar. Step 3: Define the model's physics shape A model's physical shape, as interpreted by Second Life's physics engine for calculating collisions, can be different from its visual shape. For example, you may wish to simplify a very complex vehicle into a square physical box shape, which allows you to have a visually complex vehicle that requires comparatively little physics computation and does not overtax the region's ability to process moving physical objects. You may upload your own physics representation as a .dae file or you may use Second Life's analysis and simplification tools to generate a physics shape automatically. The quickest way to generate a physics model for your object is to choose Use Level of Detail and select a level of detail from the dropdown menu. This creates a physics model based on one of your model's visual levels of detail. Remember that lower physics costs are desirable, so choose the lowest level of detail that reasonably represents the shape of your model. You do not need to complete Step 2: Analyze or Step 3: Simplifiy unless your physics model is extremely complex or shows red lines in the preview window. For advanced information on usage of the physics analysis and simplification tools, see Upload Model UI reference. Step 4: Upload options Before you upload, make sure to include any necessary optional parameters on the Modifiers tab: Scale: Changes the base size of your model. Increasing the scale increases the resource cost. Include Textures: Includes any textures applied to the COLLADA model. The textures are automatically applied to the Second Life version of the model when it is uploaded. Include Skin weight: Includes any skin weight information in the COLLADA model. This option only applies to models that are meant to move and flex with your avatar when worn as avatar attachments. Include Joint positions: Includes joint position information from the COLLADA file. This option only applies to models that are meant to alter an avatar's joint positions when worn as an attachment. Pelvis Z Offset: Changes the vertical positioning of a rigged model. Step 5: Calculate weights & fee When you click Calculate weights & fee, Second Life calculates the download, physics and server weights of your model in order to determine its land impact and Linden dollar upload cost. The base Linden dollar cost to upload is L$10 plus L$10 for each texture applied to the model, and an additional cost based on the complexity of the model. For more information about weights and land impact, see Calculcating land impact. Step 6: Upload When you upload a model, it appears in the Objects folder in your inventory. As with all objects in Second Life, you can then drag it from your inventory to the ground, or you can wear it as an attachment. Bonus section: Rigging options Rigged models allow you to represent your avatar skeleton as a mesh that conforms to your joints and motions. This means that you can wear a rigged model that changes the length and orientation of your avatar's limbs and animates accordingly. If your COLLADA model contains joint position and skin weight information, you can preview how it will look with an avatar's default idle animation by checking the Skin weights box underneath the Preview pane. Wearing a model with rigging You may wear a rigged model by right-clicking it in your inventory and selecting Wear. You may often wish to pair a rigged model with an alpha mask to hide your avatar's normal shape.
  25. I made the following 3 stores. For each of these stores, I got a separate roof, floors and walls on each side. I first made the centre store, then made the right side and mirrored it to left. Applied the transformations, baked all textures & made all LODs. Those 2 sides have same number of materials, same number of vertices & tries (as per Blender). But somehow, I get two different Land Impacts on left & right roofs & 1st floors. Everything else matches. Below are the LI when those are set to Prim (Physics Shape Type). Both have hole for stairway. Dimensions are same (both physics & mesh) Left (LI) Right (LI) Remark Roof 3 4 Convex Hull LI (left - right): 3 - 4 Both have same physics, download & server weight. But more display weight is different (L)1826 - (R)1831 - Both side carries 3 textures. Only difference i found was 4 extra vertices on left (this side happens to give low LI than the other) All LODs have same vertices & tries (as on upload window) Both roofs have physics of 2 tries 1st Floor 3 2 Convex Hull LI (left - right): 2 - 2 Both have same download, server & display weight Somehow Mesh is high on left. Thus high physics - Both dimensions are same & I have double checked if it goes beyond boundary. all good. Only difference I found here was 1 extra vertices on right (this side happens to give low LI than the other) All LODs have same vertices & tries (as on upload window) This is after I managed to remove 2 physics tries from each. Before it gave 6 - 3 (left - right) LI (in Prim mode) Both floors have physics of 8 tries Floor Upload Window So I'm quite puzzled about this & curious to know whats the cause and how could it be fixed or at least a way to lower the LI.
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