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Old 08-05-2017, 12:08 AM   #1 (permalink)
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This is my box.

This is my box. There are many like it, but this one is mine.



It's not as easy as right-click-on-the-ground-BUILD*, but it seems to be doable.

What else have folks out there built (themselves, not uploading from somewhere)?

War stories, hints, helpful tips? Leave them here.



*(I decided to skip over Blender and go right into Maya... there's a 1-month free trial, also a subscriber model here).
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This is my box.-first_box.jpg  
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Old 08-05-2017, 12:35 AM   #2 (permalink)
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Old 08-05-2017, 12:46 AM   #3 (permalink)
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Needs moar plywood.
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Old 08-05-2017, 01:31 AM   #4 (permalink)
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https://www.dropbox.com/s/rp7neppbmd...mybox.png?dl=0

my box since I'm having issues XD and yes tengu I wore my box in lusk just for you.
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Old 08-05-2017, 10:12 AM   #5 (permalink)
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Can you work the box into the shape of a duck?

And then get it to rotate?
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Old 08-05-2017, 10:59 AM   #6 (permalink)
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Rotating FOR SALE signs!
That would be cool.
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Old 08-05-2017, 12:45 PM   #7 (permalink)
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I hated the only pair of glasses available by default, so I made myself some different ones...


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Old 08-05-2017, 01:10 PM   #8 (permalink)
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I hated the only pair of glasses available by default, so I made myself some different ones...



This is TOTALLY SCARY. Because those glasses? Are identical to what I am wearing now.

And I do mean identical. Colour, shape... but admittedly not sunglasses.

They are in fact my "second pair" as our opticians give us an extra pair (sunglasses or normal) for one Euro, when you get new ones. I chose an extra pair of "normal" ones which are more summery (and hey, YELLOW) than the ones I chose as the daily normal ones.

I felt a bit silly in them at first because yeah, yellow.

Gosh. If I ever get into Sansar, I may be making a request, Mr Weatherwax.
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Old 08-05-2017, 02:50 PM   #9 (permalink)
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This is TOTALLY SCARY. Because those glasses? Are identical to what I am wearing now.

...(and hey, YELLOW)...
heh - I wear photochromics with a blue/grey pretint so, yeah. The bright yellow is purely a matter of a goof with the sandar setups for metallic surfaces... When I next upload anything (after I've sorted my blender workflow for better generating sansar's base maps) I'll re-upload them and they'll be a slightly brassy gold Even imperfect as they are, they are better than the alternative though
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Old 08-06-2017, 11:52 PM   #10 (permalink)
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This is my hat.

This is my hat. My hat is amazing.



The hardest part was getting it to sit on my head in-world... it kept resting on the ground between my feet. I'm still not sure what I did to get it right, but it involved fiddling with matching either the pivot point or translation transform (or maybe both) with that of the reference avatar (Maya LT).

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This is my box.-tengu_with_party_hat.jpg   This is my box.-tengu_maya_party_hat.jpg  
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I'm not going to go into the circular clusterfuck of doom with you.
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I'll admit it feels bizarre for me to say this but.... STOP FEEDING THE TROLL
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Old 08-07-2017, 12:27 AM   #11 (permalink)
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Oh, man. I know where we're headed. "This is my rifle ......."

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Old 08-07-2017, 12:30 AM   #12 (permalink)
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This is my hat. My hat is amazing.
I think Zippy would be a fan too.

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Old 08-07-2017, 12:55 AM   #13 (permalink)
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Quote:
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This is my box. There are many like it, but this one is mine.
YOU TOOK THE BOX

LET'S SEE WHAT'S IN THE BOX!
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Old 08-07-2017, 06:00 AM   #14 (permalink)
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All of a sudden Sansar makes sense!
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Old 08-07-2017, 01:49 PM   #15 (permalink)
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Quote:
Originally Posted by Casey Pelous View Post
Oh, man. I know where we're headed. "This is my rifle ......."
That's not a bad guess. But remember... Sansar is an LL product/platform.








(penis gunStay tuned!)
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Originally Posted by Kamilah Hauptmann View Post
What you have already basically says it all.
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Who would have thought WacoNegraUnpluged Resident would end up being a problem?
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I'm not going to go into the circular clusterfuck of doom with you.
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I'll admit it feels bizarre for me to say this but.... STOP FEEDING THE TROLL
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Old 08-09-2017, 02:10 AM   #16 (permalink)
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Quote:
Originally Posted by Tengu Yamabushi View Post
That's not a bad guess. But remember... Sansar is an LL product/platform.
So, less Stanley Kubrick and more Bengt Andersson?
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Old 08-12-2017, 06:01 PM   #17 (permalink)
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This is my sim

This is my sim.

Working on importing Lusk to Sansar... heightmap-to-terrain, sim texture applied and water (separate object w/no colmesh) in place:



Sadly, the water transparency doesn't seen to transfer from Maya to Sansar... may be pilot error, may be some limitation - not sure which yet.

Tons of work left to do... trees/foliage, and (of course) the Big Tree. But it's coming along.
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This is my box.-luskwood_interim_sim.jpg  
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What you have already basically says it all.
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Who would have thought WacoNegraUnpluged Resident would end up being a problem?
Quote:
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I'm not going to go into the circular clusterfuck of doom with you.
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I'll admit it feels bizarre for me to say this but.... STOP FEEDING THE TROLL
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Old 08-12-2017, 06:24 PM   #18 (permalink)
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I went and visited and that is very nice :3
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Old 08-12-2017, 07:32 PM   #19 (permalink)
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Ok, got transparent water working (thanks OldVamp!). Following is for Maya (LT).

Sansar ignores the Maya material transparency. You need a combination of texture alpha and import settings.

Make sure you have an alpha layer w/transparency set in the image (I used the Gimp, instructions here) you then assign to the object's material texture in Maya (don't bother with the Maya texture transparency setting), then when uploading to Sansar alter the upload 'material settings' (don't use the default), use the 'plus Alpha' upload option, then (important), under upload 'material settings' set mask threshold and mask softness sliders both to 1 (default is 0.5):



I'm also adding a second 'water prim' (plane) upside down at 0.01 minus-Z, so when you 'walk underwater' you can look 'up at' the water surface also:



ETA: URL: https://atlas.sansar.com/experiences...bushi/luskwood
Attached Thumbnails
This is my box.-transparent_water.jpg   This is my box.-two_sided_water.jpg  
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Quote:
Originally Posted by Kamilah Hauptmann View Post
What you have already basically says it all.
Quote:
Originally Posted by Aimee Weber View Post
Who would have thought WacoNegraUnpluged Resident would end up being a problem?
Quote:
Originally Posted by Cristiano View Post
I'm not going to go into the circular clusterfuck of doom with you.
Quote:
Originally Posted by Robble Rubble View Post
I'll admit it feels bizarre for me to say this but.... STOP FEEDING THE TROLL

Last edited by Tengu Yamabushi; 08-12-2017 at 07:41 PM. Reason: Clarified instructions.
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Old 08-13-2017, 06:54 AM   #20 (permalink)
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good grief the build interface looks like Blender.
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Old 08-13-2017, 08:50 AM   #21 (permalink)
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Quote:
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good grief the build interface looks like Blender.
That's because it's Maya (that Tengu has been showing his work in).
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Old 08-13-2017, 09:02 AM   #22 (permalink)
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Maya costs too much - lol. So, does this mean there's no internal building program in Sansar like there is in SL?
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Old 08-13-2017, 09:10 AM   #23 (permalink)
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Quote:
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So, does this mean there's no internal building program in Sansar like there is in SL?
Considering Tengu had to import his box from Maya...LL keeps saying it will be working on internal build tools, but I'll let those who are presently spending a lot of time in Sansara speak to what's there now.
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Old 08-13-2017, 09:53 AM   #24 (permalink)
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Considering Tengu had to import his box from Maya...LL keeps saying it will be working on internal build tools, but I'll let those who are presently spending a lot of time in Sansara speak to what's there now.
There is the scene editor, but it's meant to assemble scenes/experiences from uploaded and bought meshes. There won't be anything comparable to prim building, but it will be very well possible, and encouraged, to assemble and furnish a house from components you buy or make.
On the other hand, making mesh content for Sansar is easier and more efficient than SL.
It does not have a LoD system, creators can work with standard PBR texturing tools, instead of having to employ piles of hacks and excessive use of textures to make their creations look somewhat up to date, and there're none of SL's artificial restrictions (like the 8 materials per mesh limit).

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Old 08-13-2017, 12:52 PM   #25 (permalink)
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Quote:
Originally Posted by Zaida Gearbox View Post
Maya costs too much - lol. So, does this mean there's no internal building program in Sansar like there is in SL?
For what it's worth, I'm using 'Maya LT' - it's a trimmed down 'light' version of Maya for making games, and is significantly cheaper than the full-blown Maya.
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What you have already basically says it all.
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Who would have thought WacoNegraUnpluged Resident would end up being a problem?
Quote:
Originally Posted by Cristiano View Post
I'm not going to go into the circular clusterfuck of doom with you.
Quote:
Originally Posted by Robble Rubble View Post
I'll admit it feels bizarre for me to say this but.... STOP FEEDING THE TROLL
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