No idea what this means but it can only be good
I just want my damn moving clothes olololol
lol it's so exciting! clothes that move with your body, what a revolutionary concept

I love how we're all so psyched about it.
mesh clothes are soo fun! warning though: you may see ALOT of ruffles from me!
what do you mean invert? Make it so there are 2 sides displayed? I just worked out that once you do the weighting and export the final dae
you can flip the normals in your 3d prog, export again and wear both linked together
only trouble is that will cost twice the upload fees :/
but it's a decent workaround
or you could do them in the same model, and just set up different materials....
im still totally in the damn dark about mesh rigging in maya. I have no idea where to even begin to do what I need to do.
not sure what I need for SL, or what i need for maya, or or or
everything im finding on rigging has to do with animation, which I dont need to learn. I just need a skeleton that i can hang clothing on.
Allegory you could do that! I'm still a bit of a 3d newb, working this stuff out as I go along
you'll need to get ahold of the skeleton setup somewhere...i fear i have one for blender, but have no clue about how to port it to maya.
what do you use, siddean? (blender/maya/etc)
@ Siddean and Allegory, yep I meant flipping the normals the other way. Before LL changed the mesh system I was able to invert the mesh
I probably won't start playing seriously until next year, but I really want to learn how to model properly for mesh and stuff
Not just like lolz *import mesh > sculpt mesh* *PLAYS WITH SCULPT TOOL* bing bam boom done
huh, i must never have messed with it when they had the normal flipping. i assume that was in Build? at which point it already has the
triangles so you don't have to worry about it cutting your quads different directions if you don't do it yourself....
gah, as I was trying to say before plurk crashed on me, you used to be able to flip normals in-world
when mesh was intended to behave like prims
it would be great if LL brought that function back!
I don't know how others make mesh clothing, but I only make the exterior side, and I was counting on in-world normal flipping
to render the interior side of clothing
it's more efficient, imo, with fewer polygons to upload and cuts down on upload costs too!
lol it won't be so bad once LL settles on a workable scheme...
there a particular reason they cost more to upload? or is it just a greed thing? lpol
and maxwell, are you reading this?! if so STOP BEING SO STUBBORN and rig the damn thing in Blender!!!
it works

(and you can still use Maya for everything else!)
Ooh. When I was watching that video you linked me to she paid like 100 I was like wtf is this
think of it this way, it a mesh model is huge, like 100 prims linked together, it would cost more than 10L to upload
but if it's a really small file, smaller than the computing power to takes to render a simple basic cube, then it would probably cost less
that's why there's all that complicated discussion about "prim equivalency" costs, etc.
off to zzzzs... and
maxwell_graf, try Blender for rigging so you can start having fun with mesh
the original _theory_ behind mesh upload costs (and we'll see what they actually do...) was to have cost be one of the ways to encourage
optimized models- with meshes, you can import VERY complex models that take up the same rendering "space" as hundreds, even thousands, of
prims- so price is one of the ways to try to get people to not upload meshes that are too complicated, for rendering time/lag/etc.