New Second Life Tool for Blender

Machinimatrix.org is releasing a new tool for use by Second Life™ creators. This one is called Sparkles Tool Box. The promotional video comes as a tutorial for merging UVMaps and shows people how to perform the task manually. Then goes on to show how much time can be saved by using the new tool.

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If you already have AvaStar, you may not need the new tool, depending on your workflow. I have Blender 2.71 and avastar-1.1-beta-4_blender-2-70 installed. When I copy the AvaStar model’s lower, upper, and head and combine them I get the UVMap result that Sparkles provides as shown in the video.

But, if you are working with anything other than the AvaStar model, Sparkles is going to be a time saver.

Gaia Asking for Help

Gaia Clary of Machinimatrix.org is making a new video tutorial on weight painting for Second Life™. A new post is up on her blog asking for input. See: Weighting with Blender.

The actual tutorial part being worked on is here: Course: Weight Painting (Blender&Avastar).

AvaStar is not required. Plain Blender (2.70+) can be used for the tutorial.

One handy thing is the free ‘blend’ file with example clothes. There is also a free OBJ file with the same models. The models are licensed via Creative Commons Attribution 4.0 with accommodation for the current Linden Lab TOS. The models are not yet weighted, that is for a class activity.

New Blender 2.71 Weight Painting Video

Medhue, of Medhue Animations, has a tutorial video up on weight painting for Second Life using Blender 2.71. The information in general works for any modeling system. But, is specifically for Second Life and Blender w/AvaStar users. While the ideas are transferable to any system, the button presses are specific to AvaStar users. He does not get into Fitted mesh, but for a button press or two it is the same.

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There is a commercial in the middle if you watch on YouTube. Its short but it is a surprising burst of sound.

This tutorial is based on Medhue’s work flow, which is very much like the workflow pattern I use. The basic idea is to make one master weight garment or body and then use that for all future weighting. Medhue shows how to do that.

You can discuss the video with Medhue in the SL Forum here: Tutorial – Rigging & Weighting in Blender  2.71 with Avastar for Second Life. (I modified the title a bit…)

Second Life News 2014-23 – Group Ban

We have some actual news today!

Group Ban

This new feature is now running in the main grid in RC channel: Le Tigre. Many people have been looking forward to this feature coming out. If all goes well we could see it move to the entire grid next week.

Any group owner or manager with proper permissions can use the feature.  You need to visit a region in the Le Tigre channel to use the feature. Also you need to be using the Group Ban Project Viewer. Unfortunately the viewer is not showing on the RC/Project Viewers page. But, you can get the viewer here: Download: WindowsMacLinux.

You can find details on using the project feature here: Group Ban FAQ.

Be warned, the bans made in Le Tigre may not stick, meaning a banned person may be able to re-join from regions outside the Le Tigre channel. So, while the ban is server side older regions don’t know to check for a ban before allowing a join. But, the person will be in the ban list.

Once the project goes grid wide you may have to re-ban or eject the banned people one last time.

The server side code is at RC level, meaning it is working as planned and is expected to be the finished product. The viewer is just reaching ‘project viewer’ status, which we might consider the old beta version status.

Expect some changes to the viewer before it rolls out as the main viewer. When the server side code goes grid wide one can then use the Group Ban Viewer and ban people. Since the ban is enforced server-side and all the servers will then be running it, it won’t matter which viewer a banned person uses, they won’t be able to get in the group.

This should make life in group chat much better.

Servers

There was no roll to the main channel this morning. There was maintenance to the servers and logins were down for a time this morning.  Continue reading

Second Life Normal Maps & UV

There is an interesting discussion in the SL Forum about a problem some people have had making Normal Maps for Second Life™. Jake Koronikov opened the thread. Jake had a problem with the normal maps creating a visible seam in the model.

FlickrNormal

Normal Maps from Flickr Search

For instance, the seam between the front and back sides of the avatar leg. Of you were making a manikin and using a normal map on it that seem would become visible as a step on the surface rather than the smooth surface it is supposed to be.  You can see his images of the problem in the thread: Tangent spaced Normal Map seam visible in UV border area. (2017 – The images are gone.) Continue reading

Fabulously Free on Second Life Boobies

Hemi Violet

Hemi Violet

I am sort of pleasantly surprised by the answers to a question in the Fab Advice column. When the advisors were asked which are the best boobs and butts, only one had answers. The others have little experience with add on boobs and butts and theirs spend most of the time in inventory. See the full article here: Fab Advice #15.

Skyler refers us to Big Boobie Babes. This is a site that keeps up on the latest in Second Life™ boobs and butts with reviews and release news. They also have a blogroll of other sites covering boobs and butts.

Verotic Muscle Skins and Appliers

Verotic Muscle Skins and Appliers

 

I do see more and more clothes coming with appliers for the various add ons. I have my Slink hands and love all the nails I get. But, I haven’t gotten into implants… yet. I do like my smaller breasts. But, I do like the nicer shaped ones too. So, I have thought about … having some work done.

WARNING: NSFW… past the fold.  Continue reading

Second Life Fitted Mesh Doesn’t Fit

Well… surprise, surprise…

There is an excellent thread in the Second Life™ Forum about the designer side problems of getting fitted mesh to fit. See: Blender/Avastar [Fitted Mesh]: Need help/advise with a few issues. Posted by Zakiel Windlow the problems are clearly expressed. Zakiel includes a great set of images to show the problems.

ZAkiel's Images on Fitted Mesh Problems

ZAkiel’s Images on Fitted Mesh Problems

Zakiel explained where he is coming from and what he has realized, “A few weeks ago I was using a workflow that gave me good, fast and (more or less) SAFE results:

Standard rigging and 5 or 6 sizes (or more). But I wasn’t happy, anyways. I always wanted the “fitted” mesh so all the girls could use my clothes without problems or restrictions. That was what I thought or was expecting.

Now I realize that with the fitted mesh there are restrictions too; and the workflow (for now) is harder, longer and not safe as the standard rigging. I have to check the fitting with big breasts, small breasts, big+high, big+low, small+high, small+low, big+close, big+open, big+high+close… You get the idea… And what works for 1 combination probably won’t for the other…”  Continue reading

Second Life Normal Maps

Drongle asked in the Content UG meeting about what I’ll call the breakeven point when using normal maps. When does a normal map cost more or less than the number of triangles it replaces?

Normal Map

Normal Map

This question comes from considering the cost added by downloading and rendering another texture, the normal map. As GPU’s render triangles faster every day, there is a moving point at which it may be cheaper to add some number of triangles and skip the normal map. But, where is that point?

The answer is: it is different on each computer. The only way to know is to test. But, that only tells you for the specific hardware you are using.

It would be good to have a rules of thumb that works for the majority of people. Nyx Linden says, “It depends on how overloaded the GPU is in terms of computing and at which stage of the pipeline, the overall memory usage, which depends on the scene and the available hardware, etc. turning on normal maps for a surface is going to increase the load on the GPU computationally, regardless of what texture detail the normal map is. Adding a more detailed normal map will increase memory needs and the stress of managing all the extra texture data. That being said, if you can get away with significantly simpler geometry for a little bit of texture data, that would speed things up greatly for any users that are geometry bound.  Continue reading