Darkstorm 6.2.0

Thread Started By Lagertha

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#1
Someone ask me to post the newest Darkstorm
i dont have any information how this viewer works

when someone has that information share it with us here please

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Page 4 (The above is first post of this thread)
#31
This viewer works very nice but all avatars look like they have body oil on them, any idea how fix it? Thanks in advance!
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#32
@Gregorius it is  something in your preference you must uncheck that see picuture, when i have the last one checked then they have oil on it


[Image: preference.png]
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#33
(05-04-2022, 10:31 AM)Lagertha Wrote:

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@Gregorius it is  something in your preference you must uncheck that see picuture, when i have the last one checked then they have oil on it


[Image: preference.png]

I checked, unfortunately none of these options help, the oil is still here...
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#34
well then they wear oil, some body's for man has it in the huds, girls can wear a tattoo
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#35
No, this means that Darkstorm is rendering layers wrong, that's why I'm asking if there is any way to fix this, I know how body oil works :)
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#36
Just reporting...
I'm using Darkstorm 6.2.0 + MeshesSL for about two weeks now and it works just fine (btw. no "oily skin" issue). So far I only downloaded rigged mesh (demo) clothes and no problems at all.
At uploading it can happen there's an error message, but that's not Darkstorm or MeshesSL fault. Usually that happens if mesh contains more than one (linked) object and some of objects have the same name. That can be manually corrected by modifying dae file with some xml editor (Blender is not needed for that). Ok, if you only got left shoe in demo, then Blender knowledge is requred, of course.
Thank you Lagertha!
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#37
@Gregorius true it happends only with Darkstorm, but thats why you can better use Hydrastorm ;p
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#38
I would like to but the new Hydrastorm has very little FPS for me, it performs worse than the previous version and much worse than Darkstorm
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#39
i dont have any problem that i see oil on someone his body,
only that they ad it them self seems some bodys have a hud that they can oil
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#40
Quote: 


I see a lot of people struggle with animations. First of all. You can not simply take animations from an object. This is not how the viewer or SL works. It does not tap into the asset server and takes the data from the animation. It has to be played on an avatar in order to take it. In all honesty, this viewer (as do most copybot viewers) only allow you to save data from your cache as where regular viewers don't. The best way (i found) to take animations is to use 2 avatars. Use one to play the animations and the other (with the viewer capapble of taking animations) to... wel, take them.
I recomend always saving the animations as animatn format. BVH only works if the animation is old, aka non-bento. In another thread i've explained how to convert animatn to BVH and prep the BVH files to work properly using 2 perl scripts. I'll briefly repeat these steps. For deeper information, look for my posts on this site.

Tools you'll need:
- Anim Hacker by Ai (extrude.ragu) Version 0.2
- bvhacker
- Anim2BVHBento
- My 2 Perl Scripts (can be found here, search for my posts)

Steps to take animations.
- Use the viewer and the method with 2 avatars as suggested earlier.
- Save all animations in the animatn format.
- Use the tool Anim2BVH to convert your animatn files to BVH.
- Copy the 2 Perl scripts (preferably with the batch files to make your life a little easier) and run it in the same folder where you have your freshly saved animatn files.
In case you want to fine tune your animations, use bvhacker. Remove the T-pose and make your adjustments. I do this to change arm positions in AO's to work with wider hips for example. Before you save, make sure to set the T-pose back, SL needs that. If you're a little creative, you can make totally diffrent animations using originals from SL. I have an absolute ton of animations that i've altered so much you can't tell it from the original using this. Sit poses that look mocap is a good example.

Animations have started to use physics bones and Anim2BVHBento is incapable of reading those and will crash. To avoid that you can use a tool called Anim Hacker. Google for it. It's on the SL Forums. - To fix Anim2BVHBento crashing, simply open your animtn file with Anim Hacker press the "View Joint Motions" button You will be able to see all joint names, priorities and positions. All you need to do here is delete the bones that Anim2BVHBento can't read. It's really simple to find them. If they are all capital letters, delete them using the Minus (-) button. You can select more then one but the program won't delete them all, so you have to go one by one. Once this is done you can save the anim file and convert it to BVH using Anim2BVHBento. It should not crash now. Don't forget to run the Perl scripts. If you don't use these Perl scripts, the animation will run too fast. This is because Anim2BVHBento pusts too many spaces between the values (7) and periods instead of commas (or the otherway around, i forgot) This is what those Perls scripts do, They fix those spaces and period/comma but. Added bonus is that the file size of your animation reduces greatly without losing a single frame.

It's a bit of a long process to do but doing it this way will enable you to take most, if not all animations you want. The downside is that those new physics animations won't work if you want the animations in BVH format. I do have the outdated source code for Anim2BVH (non-bento) and if i find the time one day, i will try and make it read all bones SL has but the program is kind of crudly written. Hence why the 2 Perl scripts are needed to optimize it so i will basically have to rewrite it and i'm not sure if i'm up for that.

Please Don't PM me with questions, ask them openly. I do visit from time to time and try to answer if i can. Don't expect on demand answers and within a day or so.

PS: you may want to look into getting a tool called "Buld Rename Utility" to change the .animatn to .anim in bulk. Depending on how many animations you plan on taking. This is because both Anim Hacker and SL Viewers won't accept the .animatn file extention, but renaming it to .anim will.
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