Character Modelers

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Re: Character Modelers

Postby diafero » Mon Jun 21, 2010 1:32 am

Congratulations, code - this is awesome!
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Re: Character Modelers

Postby D'Lanor » Mon Jun 21, 2010 4:24 am

GPNMilano wrote:So if you have one shirt, you have three meshes for the shirt you need to create. a low poly, medium poly and high poly shirt.

Cyan has not always been accurate with this. I believe they may have forgotten the low and/or medium poly meshes for several clothing items. These items become invisible at the distance where the avatar rendering switches to the lower levels of detail.
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Re: Character Modelers

Postby Aloys » Mon Jun 21, 2010 7:27 am

I guess the morph targets are for the body 'build' settings?
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Re: Character Modelers

Postby GPNMilano » Mon Jun 21, 2010 2:03 pm

Aloys wrote:I guess the morph targets are for the body 'build' settings?


Yes morphing targets are for the build settings of the avatar. If they're improperly created and the rotations etc not reset you get messy stuff. The problems shown in that picture have nothing to do with the morphing. that's entirely with the skinning.
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Re: Character Modelers

Postby andylegate » Thu Aug 05, 2010 5:02 pm

Have not seen anything else posted on this, but would like to show something:

I've got my clothing meshes all set up correctly (at least according to prpshop when comparing them to the other prp files in the GlobalClothing age).

When I link in to my test age and click on the clothes, I get a nice box popping up asking if I want to wear it now. I click on Yes, and nothing happens.

Opening up the Elfviewer, and the python log shows this:

Code: Select all
(08/05 19:55:06) DEBUG: xTakableClothing.IEnableClothing():  Enabling clickable on Newsuitbox...
(08/05 19:55:22) Tint 1 is (1.0,1.0,1.0)
(08/05 19:55:22) Tint 2 is (1.0,1.0,1.0)
(08/05 19:55:22) DEBUG: xTakableClothing.OnNotify():  Wearing Newsuit_MaleTorso
(08/05 19:55:22) Traceback (most recent call last):
(08/05 19:55:22)   File "./xTakableClothing.py", line 326, in OnNotify
(08/05 19:55:22) RuntimeError: unidentifiable C++ exception


Line 326 in the xTakableClothing file is where it starts it's new class. GPNMilano, you obviously got around this. How did you do it?
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Re: Character Modelers

Postby GPNMilano » Thu Aug 05, 2010 11:08 pm

andylegate wrote:Have not seen anything else posted on this, but would like to show something:

I've got my clothing meshes all set up correctly (at least according to prpshop when comparing them to the other prp files in the GlobalClothing age).

When I link in to my test age and click on the clothes, I get a nice box popping up asking if I want to wear it now. I click on Yes, and nothing happens.

Opening up the Elfviewer, and the python log shows this:

Code: Select all
(08/05 19:55:06) DEBUG: xTakableClothing.IEnableClothing():  Enabling clickable on Newsuitbox...
(08/05 19:55:22) Tint 1 is (1.0,1.0,1.0)
(08/05 19:55:22) Tint 2 is (1.0,1.0,1.0)
(08/05 19:55:22) DEBUG: xTakableClothing.OnNotify():  Wearing Newsuit_MaleTorso
(08/05 19:55:22) Traceback (most recent call last):
(08/05 19:55:22)   File "./xTakableClothing.py", line 326, in OnNotify
(08/05 19:55:22) RuntimeError: unidentifiable C++ exception


Line 326 in the xTakableClothing file is where it starts it's new class. GPNMilano, you obviously got around this. How did you do it?


I didn't run into this problem because I just made the clothing standard options so that it would appear in the closet without having to collect it. Since you're using xTakableClothing I'm guessing you choose the non-standard clothing so that it could be collected within an age. For that I have no clue.

EDIT:
Remember each clothing item has a description that you need to put into it for it to appear in the closet, and to be as a result to be collected. This description is in the text options of the Plasma Clothing material. There's a text box that you put information in, this is where you need to put the description of your item. If you open up a clothing item in prpshop, the description looks like this:

This is from the item CItm_MReward_DRCVest in GlobalClothing_District_Male01:
Code: Select all
ColorLabel1 = Shirt; ColorLabel2 = ; GroupName = DRCVest; nonStandard


ColorLabel is if you're allowing your clothing to be tintable, this is the name that appears over the tint box in the closet. The groupname is the name under which the item falls. nonStandard is if you don't want it to appear in the closet by default.

Now, when you want your clothing to be collected. In the string box for the male and female clothing name, (in the pythonfile mod's rollout boxes) make sure to put in those boxes the name of your clothing material. so for the above for instance it's just "MReward_DRCVest" the plugin automatically adds CItm_ to the beginning of every clothing item. (IE CItm = "Clothing Item")

You can give that a try and see if it helps. But without knowing what you put into your roll out boxes in the pythonfile mod, and the clothing material, I can't really help anymore than that.
Last edited by GPNMilano on Thu Aug 05, 2010 11:28 pm, edited 1 time in total.
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Re: Character Modelers

Postby Paradox » Thu Aug 05, 2010 11:15 pm

OnNotify ends before line 326... However, usually these C++ errors means that one of the objects is invalid. I'm guessing the problem is when it tries to set the colours.
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Re: Character Modelers

Postby GPNMilano » Thu Aug 05, 2010 11:35 pm

Paradox wrote:OnNotify ends before line 326... However, usually these C++ errors means that one of the objects is invalid. I'm guessing the problem is when it tries to set the colours.


I Don't think so. It set the colors according to the lines above the elfviewer info. The error is specifically related to the name of the item. As it needs to be the same as the Clothing materia's name. It's having a problem striping out the uneeded part of the name (the CItm) from the rest of the clothing material. My guess is that he's got the name different in the Pythonfilemod box then the material name.
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Re: Character Modelers

Postby andylegate » Fri Aug 06, 2010 5:19 am

What GPNMilano said makes sense. Those documents that Paradox located (which are very good, thanks!) are a bit vague IMO when it comes to the Python text box in the Plasma Materials. I'll jump on that and let you all know how it goes.
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Re: Character Modelers

Postby andylegate » Fri Aug 06, 2010 11:21 am

Success! It worked!

Except it's not aligned with the Avie that great (my bad mesh making, heheheheh). But that was too cool to click on my "Box" and see the Avatar suddenly wearing what I made!

Wooo Hoooo!

I smell a tutorial on it's way! :D
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