I lost my Download Link … (The most frequently asked question)
You can not find your question answered here ? Please fill out the form below.
common
I lost my Download Link…
You had a hard drive crash ?
Or bought a new computer and now want to reinstall Jass or Primstar ?
Or you have forgotten to bookmark your download page ?
For Paypal Purchasers:
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For in world purchases:
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How can i get support ?
How to get SupportWe provide a few options for you to support you as quick as possible. However we need your help to get our task done more efficiently: Please provide enough information so that we can understand your problem. Then we usually will solve your issue instead of asking back for more information. more … |
Provided Services:
More services on request:
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Where do i find my download ?
The Purchase from JASS-ShopRight after you purchased one of our products a few things happen as follows:
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The Purchase from paypalRjght after you returned from the Paypal payment screen, you will be forwarded to a summary page about your purchase. On that page you will be informed about where you can find your download link. Sometimes the comunication between paypal and our download servers is a bit slow. So it can happen that you have to wait for 1 minute until the download link finally is available.
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Your download directory is organized into a folder hierarchy. You will find all your purchased products on your download page. Just click on the folder icons to open the hierarchy. Please note: When you only have purchased one product from us, then your download folder will always be expanded and you will see all download files immediately. But as soon as you purchase a second product, then you will see the folder Hierarchy. |
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If you do not get the Download link |
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In World PurchaseIf you have lost your download link or did not catch the information from the Purchaser, maybe because your viewer crashed during the purchase or whatever bad event happens, then please check this:
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Paypal PurchaseIf for some reason you do not get access to your download link, then please follow the “I lost my download link” FAQ entry. |
Where do i find my updates ?
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As soon as an update is available it will show up in your download folder. If you forgot about your download folder then please follow the instructions in the FAQ entry: |
And if you even lost your download link then please folow the instructions in the FAQ entry: |
Can i transfer my purchases to another account ?
| Yes, you can transfer your purchases to another account. | |
Transfer from Avatar to Avatar (in Second Life)We need 2 read only notecards:
Both noteards must contain the purchase ids of the product that shall be transfered or the string “ALL purchase ids” if the entire download folder shall be transfered. And both Avatar names must also be included. |
Transfer from Paypal to Second LifePlease provide:
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Text template:Please transfer the Machinimatrix Product: |
How can i join the product support groups ?
We needed to take some precaution to fight spammers. Therefore we have installed a group joiner based on a Bot. All you need to do is to visit the JASS shop and locate the group joiner for Avastar or Primstar:
Then simply left click on the group joiner for which group you want to be invited. You will instantly receive an invite from our Bot “Botichita”.
When shall i buy which product ?
Avastar or Avatar Workbench ?
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Primstar-2 or Jass ?Right now there are only 2 reasons why you would want to keep running with Jass (on Blender 2.49):
Our recommendation is clearly: Use Blender 2.6* and Primstar-2. |
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Note: You can run Jass AND Primstar-2 in parallel. |
Note: Jass will reach end of lifetime in summer 2013. Development of Jass has been stopped already. And product support will be stopped in summer 2013. However you will always get some help from our support groups. |
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| We highly recommend to use Primstar-2 when you are making Sculpted prims. But please see below for a more detailed decision guide. | All Jass-Products and Primstar-1 are made for Blender-2.49b only! They are based on each other and there is a logical order in how they are related. |
Blender 2.49 or Blender 2.6 ?You first have to decide if you want to work with Blender-2.49b or Blender-2.6. You can decide to work with both, there is no Problem with that. All our products can be installed in parallel on the same computer without interfering. |
Hint: Blender 2.49 is no longer maintained since 2 years. The user interface for Blender 2.6 is much more user friendly and Blender 2.6 conforms much more to today’s graphic industry standards. |
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can’t decide yet ?If you decide to go with a more basic product now, then later decide to upgrade, then we currently count all your up to date purchases. So you are safe to start with low budget even zero budget (Jass-pub is free) and upgrade later without having to pay extra upgrade fees. Note that this may change in the future. |
Some Helpful tips
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Which zip file shall i install ?
When you open your download folder, then you will find a couple of zip files all
- starting with “Primstar-2-dev-” or “avastar-1-dev-”
- followed by a release number
- followed by “.zip”
You only need to download and install the zip file with the highest release number, which is the newest release we offer. Only when you find something broken in the newest release, you may want to switch back to an older version. Only in that case (!) proceed as follows:
- Download an older version of the zip files (Try to downgrade to a version that worked for you)
- Proceed the installation document just as if it where a new Addon installation.
- Restart Blender after you have installed. Otherwise Blender might get confused by its own module cache.
Important: If you want to use Avastar and Primstar side by side, then simply add them to the same Blender installation. The Addons do not disturb each other.
Features
What is the difference between Primstar-2 and Avastar-1 ?
Primstar-2 is mainly focussed on modelling of sculpted prims + terrain support. Primstar-2 has very limited support for mesh. That is: the Sculpty base objects can be used as mesh template objects. The advantage of doing this is that the sculpty base objects already have a very simple even spaced UV map. This can possibly help you making simple textures.
Avastar-1 is mainly focussed on animating of mesh based characters (Avatars). Avastar also has good support for mesh based character modelling and attachment creations. Avastar comes with its own Collada exporter. The advantage of this: The Avastar Collada Exporter is optimized for usage with Second Life and it creates the most acurate results (An object model appears in blender exactly like it appears in Second Life). However note that textured objects may look very different, because Second Life lacks a couple of important texture features (normal maps, materials…) hence textures always look much better in Blender than in SL.
Which platforms are suported by Primstar-2 and Avastar?
Primstar-2 and Avastar are supposed to work on every officially released blender version on any operating system with 32 bits or 64 bits. The supported range of Blender versions is from 2.59 up to 2.62. We will publish fixes for newer versions of blender whenever this is necessary and we will do that just in time.
If you know of any bugs with Primstar-2 (even if they are related to the operating system or to blender itself), then please report your issue to gaia.clary@machinimatrix.org
Can i install Primstar-2 and Avastar in parallel ?
Yes, you can do that.
Note: You also can install Primstar-2 and Avastar into the same Blender installation. Both addons cooperate seamless.
Can Primstar-2 convert existing objects to Sculpted Prims ?
This coan not be done in general. However Jass and Primstar supply a “sculptify Objects…” function. This function can convert meshes to sculpted prims if they comply to the following constraints:
- The mesh does not contain any holes.
- The mesh can be unwrapped to a UV Map with only one island.
- The mesh can be unfolded to a checker board like map.
- The mesh only contains Quads.
Note: In some cases the “sculptify object” function can create an “initial UV Map” which would need some manual tweeking in order to work properly as sculpted prim.
Here are some tutorials:
Installation/Runtime
My Primstar-2 / Avastar refuses to install in my Blender
Download is corruptWe expect that the addon is contained in a .zip file. Sometimes this zip file is not downloaded completely for unknown reasons. For MAC Users: We often get reported that the Download automatically unzips the downloaded file. This must be avoided! Sometimes your download gets corrupted by an Anti Virus program. |
Fixes:
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Wrong File permissionsWrong file permissions seem to be the most frequent problem when an installation does not work as expected. You may or may not get warnings from Blender when this problem occurs. In most cases it looks like you have successfully installed the AddOn but actually you see no changes in Blender at all. |
Fixes:
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User name with special charactersSometimes (especially on Windows?) Blender fails to install an addon when the username contains non ASCII characters like Umlauts for example. Also usernames with spaces are known to make trouble. Typically the Addon “seems” to be installed, but either you do not find it in the AddOn list afterwards, or you find it but you can not enable it. |
Fixes:
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Path to zip file with special charactersthis is actually a variation of the previous problem. Some versions of Blender have severe issues with non ASCII characters in Path names. |
Fixes:
Note: After installing the addon you can safely remove the zip file again. But we recommend that you keep the file as backup somewhere on your disk or burn it to CDROM to be sure you keep your software “forever”. |
Not an official Blender releaseAlthough we try our best, we can not guarantee that our addons work on every Blender build.
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Fixes:
Hint:the file name of the addon zip file contains the important information for you. For example: avastar-1-dev-432_blender-2-59.zip
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Warning message during installationWhen you install Avastar/Primstar-2 then you will currently see a warning message. You can ignore this message. |
Fixes:
Note: Once you have purchased Avastar-1 / Primstar-2 then you will get all subsequent maintenance releases for the major product version for free. |
Unsupported Blender ReleaseSome versions of our products do not work with all Versions of Blender. While we normally indicate the smallest supported release in the name of the product zip file, We can not tell in advance until when a specific product release remains working. We usually publish an update when our products have to be adapted to newer Blender releases. In Most cases the product release with the highest version number will support the newest Blender. |
Fixes:
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What if nothing helps ?In very rare cases users reported that nothing helped. All problems could eventually be narrowed down to corrupted Blender installations. |
Fixes:
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And if even that does not help ?Then you always can send us an error report either by email or send a notecard to “Gaia Clary” in Second Life. Please describe as detailed as possible what you tried. Your description can be:
Please also check if Avastar is the only addon that you can not enable. |
Provide info:
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Mesh
How to export only selected objects to Collada ?
Sculpted Prims
How do i prepare my sculptie for texturing ?
Detail:
You want to create a sculptie and you already know that you want to texturize it with Blender? So you like to prepare your sculptie accrordingly right from the beginning…
Answer:
You can create your sculptie AND an appropriate UV texture at the same time. However there is no need to prepare this during creation time. You can always add a UV Texture to an already existing sculptie.
How do I clear the list of images in the UV image editor ?
- Ensure that all “unsued” images are really unused. No hidden usage from a texture or a material exists. this step is tedious and i do not know of any way to force an image to be decoupled from all its users.
- save your current work to a blend file. Until nwo the image stack still contains all unused images
- stop blender and restart it then. Just File -> new does not work!
Now your image stack should only contain used images.
My Sculpties look wrong in Viewer-1
I have created a sculptesd Prim and uploaded it with Viewer-2. I can see it without problems. But when i look at the same object with Viewer-1 the object is borked.
The cause is:
Viewer-2 allows more combinations of sculptmap ratios and sculptmap sizes than viewer-1
The solution is:
When you want to create compatible sculpties for Viewer-1, then use only the following sculptmap sizes:
| Width(Pixels) | height(Pixels) | Faces (U) | Faces (V) |
|---|---|---|---|
| 16 | 256 | 8 | 128 |
| 32 | 128 | 16 | 64 |
| 64 | 64 | 32 | 32 |
| 128 | 32 | 64 | 16 |
| 256 | 16 | 128 | 8 |
Here is the brief description of what each column in the table above means:
- Width(Pixels): The width of your image
- Height(Pixels): The height of your image
- Faces(U) : The number of faces on the Horizontal axis of your image
- Faces(V): The number of faces on the vertical axis of your image
Just to remind you: The values above are used by Second Life. You can use multiples of these number like 256*256 pixels, but you will neither gain precision nor more faces by doing this. You typically get the most precise results whan you just use the image sizes as shown above.
And always check “lossless compression” when you import!
Why Precision sculpties get unprecise after baking ?
I am making precision sculpties in Blender. The outcome is being adversely affected by the transform orientation at the time that the sculpty is being bakes by the Jass Script. Is there a place where I can read >about Transform Orientation and it’s affects on the sculpt baking process? Is there somewhere that describes how to set it up prior to baking the sculpt map? I was advised to align it, but I am stumpling around by trial and error and I am never sure when it is really ready to to bake.
Answer:
Before the baker starts, it creates an internal copy of your object (you will never see that)
and on this object it applies
- Object scale
- Object rotation
- All modifiers
Then it bakes. This implies that you can align to the axes as much as you like.
It will have no effect if your object is rotated in Object space.
You can check if an object is rotated in object space:
- go to object mode
- select your object
- Object -> Transform Properties
In the popup you can check for the rotation values for x,y, and z.
If they all are null (0.00) then your alignments to the axes wll help
to make the sculpted prim look better.
You can reset the object rotation without actually rotating the object
as follows:
- go to object mode
- Object -> Clear/Apply -> Apply Scale/Rotation to ObData
Hint:
If you use the GridAlign Tool, then you get best results only when you apply scale and rotation and all modifiers before starting with gridAlign.Maybe it is a good idea to work on a copy of your original object for the precision alignments…
Please understand that gridAlign is really the very last step in your modelling activities. And usually you do not need to do that. But if you are working with precision sculpts, then you probably can not avoid this additional step in your workflow.
my sculptie looks borked after upload
In the 3D-editor the sculptie looks correct. but after i imported to SL all gets messed up.
cause:
The only reasons that i can imagine why this happens to you are:
- you have not uploaded with “lossless compression” checked
- your sculptmap has less than 4096 pixels
- your sculptmap has more than 8192 pixels
details:
you have not uploaded with “lossless compression” checked
If you do not check “lossless compression” then the importer attempts to compress your image by optimizing for the best visual results. This means it will use a compression algorythm that actually changes the image pixels later when the image is inflated again. For sculpties this is very bad. The reason is that the actual vertex position information is stored in the color code of the image. When you do any image processing on a sculptmap your vertex locations will shift around in a uncontrollable way. And thus you most probably will get very borked results when you forget to check “lossless compression”.
On the other hand when you check “lossless compression”, then the used compresison algorythm ensures that your image will be precisely the same after inflation than the original that you uploaded. And this is actually what you need to get your sculpties up to SL.
your sculptmap has less than 4096 pixels
it is not important whether you use an oblong or a default squared sculptmap. Only the total number of pixels in the map counts. a 8*512 map works as well as a 64*64 map. This is true for all third party viewers which rely on the 1.3 source code. If you use viewer-2 or third parties based on viewer-2, then actually you can upload smaller sculptmaps with less faces, see below.
your sculptmap has more than 8192 pixels
This is a bit weird, but once you understand where it comes from it turns out “logical”. The problem is when you want a very special oblong that has a ratio of 2:1. You must know that the image width and height HAVE to be power of 2 values. When you create a sculptmap for the ratio 2:1 then the smallest possible map that supports 1024 faces is of size 64*32.
Now this is actually equivalent to 2048 faces. But SL scales down the map such that you end up with 46*22 faces = 1012 faces for this situation. And this is the optimal solution regarding the hard constraint of “sculpties can have 1024 faces at maximum” AND getting a ratio of 2:1 (46/22 is close to that ratio).
The next smaller map size with the same ratio and based on power of 2 image dimensions would be 32*16 and that map will only contain 512 faces and that is not what you want. So at the end LL decided to support the 64*32 faces sculptmap with a certain loss of precision due to the downscaling. The last bit of what you need is that a sculptmap must be double the size of the number of faces in each dimension. Hence a sculptmap with 64*32 faces must use an image of size 128*64 = 8192 pixels. And there you are. That is why the maximum pixelcount for sculpties is 8192.
About viewers
For Viewer-2 or third party viewers based on viewer-2 the smallest reliable sculptmap size seems to be 1024 pixels although this varies over time. The actual supported smallest size is not known. You have to experiment. Please note that it may be possible that your third party viewer displays the sculptie as a messed up bulk of spikes and wrongly placed faces, while viewer-2 has no problems with showing it. That seems to be an issue with one of the open source image libraries. Please look at the Phoenix wiki and at kirsten’s viewer.
Once a sculptmap has been uploaded with success (from any viewer), it looks like it remains stable over time.
How can i fix the inside-out problem on my sculptie ?
Your object in Second Life looks like its surface is gone wrong. It looks hollow and when moving around the object it always looks like the surface is on the wrong side.
Also when you enter “Solid Mode” in blender, then you will see your object rendered in black in Blender.
The cause:
Your object has got its normals pointing in the wrong direction. This can happen when you mirrored your object along one axis or along all 3 axes. In that case all normals get flipped and thus you actually see (or better not see) the backside of the object surface. In fact your object is not textured at all on the outside. Instead of this it istextured on the inside. And since the backside of a face is never rendered at all, you get this weird visual effect, as if your object was “collapsed into itself”.
The Workaround:
In Second Life you can go to the object editor and checkmark the “Inside-Out” option. This will flip the faces and your problem is gone. But you may want to fix this issue where it happens. So here is how to do that:
A word of warning: People have reported that you simply have to “flip the normals”. But this is NOT sufficient to fix the issue. This does not help at all because the sculptie baker does not take the normal data into account at all. What you will need to do instead is this:
- go to edit mode
- select all vertices
- go to the uv editor
- again select all vertices
- now mirror the UV map along the x-axis: You can use “m” – “x” (“m” for Mirror and “x” for along the x-axis)
- Rebake your sculptie
- technically the problem is fixed by now, but the object still looks black. Although it won’t be of any concern you should fix that for consistency:
- in edit mode: Mesh -> Normals -> Flip
- Note: It seems as if nothing happened. This is most probably a bug in blender. It simply does not update the 3D view correctly after the flipping.
- Force a 3D repaint by hitting the tab-key twice (go to object mode and return to edit mode) and the the problem shold be fixed.
Why do sometimes my sculpties get rendered black ?
When you enter “Solid mode” suddenly parts of your object or the whole object turn black. Also when you try to bake surface textures you get black results.
The cause:
Your object has got its normals pointing in the wrong direction. This can happen when you mirrored your object along one axis or along all 3 axes. In that case all normals get fipped and thus you actually see (or better not see) the backside of the object surface.
The Workaround:
It is not sufficient to just “flip the normals”. This does not help at all because the sculptie baker does not take the normal data into account at all. What you will need to do is this:
- go to edit mode
- select all vertices
- go to the uv editor
- again select all vertices
- now mirror the UV map along the x-axis: You can use “m” – “x” (“m” for Mirror and “x” for along the x-axis)
- Rebake your sculptie
- technically the problem is fixed by now, but the object still looks black. Although it won’t be of any concern you should fix that for consistency:
- in edit mode: Mesh -> Normals -> Flip
- Note: It seems as if nothing happened. This is most probably a bug in blender. It simply does not update the 3D view correctly after the flipping.
- Force a 3D repaint by hitting the tab-key twice (go to object mode and return to edit mode) and the the problem shold be fixed.
Can Primstar-2 convert existing objects to Sculpted Prims ?
This coan not be done in general. However Jass and Primstar supply a “sculptify Objects…” function. This function can convert meshes to sculpted prims if they comply to the following constraints:
- The mesh does not contain any holes.
- The mesh can be unwrapped to a UV Map with only one island.
- The mesh can be unfolded to a checker board like map.
- The mesh only contains Quads.
Note: In some cases the “sculptify object” function can create an “initial UV Map” which would need some manual tweeking in order to work properly as sculpted prim.
Here are some tutorials:
Jass ( Pub Pro Magic )
Black screen right after startup. Menus drop in slowly
The symptom is:
Right after opening the Jass application the main screen of Blender looks black.
When you move the mouse you can see the Menus dropping in slowly while you hover
over them. There is no indication what is wrong and ther eis no error message in the
Blender Console window.
The cause is:
Your Graphic card may have been setup such that Blender has problems with
showing the display output. Most probably it is an incompatible Anti Alias setting.
The solution is:
Before you start Jass/Blender open your graphic card setup
There disable anti aliasing or…
For NVIDIA cards you can configure to let the Application specify the desired
Graphic settings. You will want to try that.
“image not found” after moving my .blend file to another computer
I moved my .blend files to a new computer and now when I bake a sculpty i get an error of image not found.
The cause is:
Blender stores the file locations of all used files into the blend file. This includes pathes to the images used. When you move your blend file to another computer, the stored pathes to your image files will point to nowhere. The Baker tool however needs the image file to exist because the image size is not stored anywhere and thus it fails with “no image found”.
The solution is:
Before you move your files to another computer:
- Open the file(s) with Jass (or Blender) on the old Computer
- File ->External Data -> Pack Into Blend File
- Store the file
- Now you can move it safely to your other computer. It will contain all data.
If you have moved and your old computer does no longer exist:
- Open the File(s) with Jass (or Blender) on the new Computer
- for each affected sculpty do:
- Go to the image editor
- View -> Image Properties
- Change the image type from “Still” to “Generated”
- Now you can interactively change Image width and Height until the grid shows perfect squares. Please take care to use only power of 2 values!
‘nonetype’ object has no attribute ‘name’ (Collada Export 2.49b)
Details:
When trying to export a rigged mesh from Blender 2.49b as Collada-1.4.1 (.dae), i get a python error:
‘nonetype’ object has no attribute ‘name’ (Collada Export 2.49b)
Hints:
If someone can tell me a way how to reproduce this problem, i will try to fix it. Please send a Notecard to “Gaia Clary” in second Life or an email to mailto:gaia.clary@machinimatrix.org
Why is my LSL Multi Part Export incomplete ?
symptom:
Everything looks right:
- All sculpties have a UVTexture named “sculptie”
- in the UV editor you can see a colored or a black rectangle when in edit mode
When you call File -> Export -> Second Life LSL (to dir), you find less sculptmaps in the export directory as expected.
cause:
Some of your parts share the same Scultp-map. So it is only exported once. The sharing of a sculptmap by 2 or more objects can be intentionall. For example if your build contains multiple parts with the exact same shape. The 4 legs of a table for example would only need one sculptmap if they have the same shape (and only differ in rotation, scaling and location).
Sometimes however the sculpt-map sharing is unintentional. You get this unwanted sharing for example when you have duplicated your Object by using “SHIFT D”. In that case both objects share the same sculpt-map.
If the sharing is intentional you do not need to do anything. The LSL Generator can handle this situation. Only if the sharing is not wanted, you need to fix it:
fix:
You only need to fix this when the sculpt-map sharing has happened unintentionally. In that case do this:
- Go to object mode
- Select one of the objects which share the same sculpt-map.
- go back to edit mode
- select all vertices
- in the uv image editor: Image -> new Create an image of the exact same size as the sculptmap has.
- rename the new image to your needs
Do this for all parts which unintentionally share the same sculptmap. Then rebake the whole set and finalle export the set again.
Can i install Jass pub/pro/magic in parallel
You can install the 3 products in parallel on your computer. However you have to take care that during installation you have selected “installation directory” as your folder for runtime data. Otherwise you might end with a mixup of the product settings.
Note: Jass tries to avoid this mixup by checking the application folder content during startup, but it will fail if you run 2 jass instances of different jass products at the same time on your computer.
Jass/Blender crashes right on startup
This is most probably due to a missing Visual c++ runtime environment.
In most cases the following additional installs fix the problem:
for 32-bit windows: http://www.microsoft.com/downloads/en/details.aspx?familyid=a5c84275-3b97-4ab7-a40d-3802b2af5fc2&displaylang=en
for 64-bit windows: http://www.microsoft.com/downloads/en/details.aspx?familyid=BA9257CA-337F-4B40-8C14-157CFDFFEE4E&displaylang=en
debug gui 000 – bake failed after *.*** sec.
symptom:
Your sculptmap does not show up after you bake. In the UV image editor you see the sculptmap as a grey rectangle:

cause:
you have unintentionally removed the association between the sculptmap and your sculptie-object
fix:
- go to edit mode
- select all vertices
- go to the uv image editor
- either select one of the existing images or create a new image with the correct size (64*64 pixels for a standard sculptie)
Now bake should work again
Can Primstar-2 convert existing objects to Sculpted Prims ?
This coan not be done in general. However Jass and Primstar supply a “sculptify Objects…” function. This function can convert meshes to sculpted prims if they comply to the following constraints:
- The mesh does not contain any holes.
- The mesh can be unwrapped to a UV Map with only one island.
- The mesh can be unfolded to a checker board like map.
- The mesh only contains Quads.
Note: In some cases the “sculptify object” function can create an “initial UV Map” which would need some manual tweeking in order to work properly as sculpted prim.
Here are some tutorials:
Blend files made with jass-magic create script errors when opened in plain vanilla blender
I keep getting a stack of errors in the console when I try to work with a sculpt I started in Magic and wanted to complete in vanilla blender. In the Blender console i see following message:
Traceback File "sculptieBakeService.p" , Line 29, in ImportError: No module named bake_sculpt_mesh_util
The cause is:
Jass Pro/Magic use a “space handler script” to implement a keyboard shortcut (ALT+r) for “very quick baking” in edit mode. Thisscript is embeded in the blend file. When you open the same blend file from a plain vanilla Blender, the space handler script tries to call the Jass/Primstar scripts, but can not find them and yields the error described above.
As a side effect the object can not be moved.
The solution is:
Either during save in Jass Pro/Magic do:
- before you store your blend file with magic
- in the 3D View
- View -> Space Handler Scripts -> uncheck all entries
- Store your blend file
- View -> Space Handler Scripts -> enable all entries again
or after load from PLain Vanilla Blender do:
- After you opened the blend file with vanilla Blender
- in the 3D View
- View -> Space Handler Scripts -> uncheck all entries
If you neither use GridAlign nor the QuickBake shortcut, then you also can permanently disable the space handlers in your Jass Pro/Magic:
- In Pro/Magic:
- File -> New
- in the 3D View:
- View -> Space Handler Scripts -> uncheck all entries
- File -> Save Default Settings
Bake does not Bake (in edit mode)
symptom:
Everything looks right:
- the sculptie has a UVTexture named “sculptie”
- in the UV editor you can see a colored or a black rectangle when in edit mode
- Render -> Bake seems to succeed (it does not show an error in the blender window)
- on the console you can see a message: “debug gui 000 – bake failed after *.*** sec.” (1)
(1) You get the same sort of error when your sculptie has no image associated. But then the UV editor shows a grey rectangle! See also the faq entry about “debug gui 000 – bake failed after *.*** sec.“.
cause:
Although you are in edit mode, your object is NOT selected. For some unknown reason blender always jumps to the most recent selected object when you go to edit mode. This is even the case when you have currently not selected any object in object mode. Hence it may be possible that you are in edit mode and you even can modify your object. But when baking, the baker looks for the list of currently selected objects. And there it finds nothing and silently stops without error.
fix:
- Go to object mode
- Select your object
- go back to edit mode (this is NOT necessary as you always can bake in object mode!)
QTCF.dll can not be found
During startup you see a message about a missing QTFC.dll
The cause:
Something went wrong with your Quicktime/Itunes installation. Maybe you have partly deinstalled these programs. Or they have never been fully installed.
The fix:
- In most know cases the fix was to deinstall Quicktime/Itunes and reinstall it.
- It also may be successfull to deactivate QuickTime/qttask.exe
Remark:
Please can anybody confirm if this fix works? Thanks a lot!
How do i reset to the default page in JASS ?
download/open this page:
for Jass-PUB: http://streaming.the-machinimatrix.com/pub/downloads/jass/pub/defaultscreen.blend
for Jass-PRO: http://streaming.the-machinimatrix.com/pub/downloads/jass/pro/defaultscreen.blend
Now immediately do a:
File -> Save Default settings
Thats all.
IMPORTANT: !!! The Startpage for the Jass-pro will NOT work on the Jass-pub release !!!
Why sometimes my sculpts jump way out of position during baking ?
During bake or right after bake some of the baked objects unintentionally reposition themself to arbitrary locations.
The cause is:
There is a bug in the underlaying primstar scripts which causes this behaviour when some of the object scale values are negative. You can test if this is the problem:
- In object mode open the “Object -> Trnasform Properties”
- Check that one or all three of the ScaleX,ScaleY and ScaleZ values is negative.
If you have negative scales, then here is the workaround:
The workaround is:
- before you bake:
- go to object mode
- for each of your “infected” objects do:
- object -> Clear/apply -> Apply Scale/Rotation to ObData
You now will most probably see that the infected parts are inside/out (normals facing to the wrong side). You will need to fix this too. See also the FAQ entry named:
“Why do sometimes my sculpties get rendered black ?”
That should help.
known bugs
Ask your question here:
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the page seems broken.. I can’t seem to submit a question. Is there another way? I have tried twice and receive a popup error.
I’m trying to leave a reply on the forums to something so I created this account, but when I’m logged in I can’t even see the forums .. I have to log out to see them …. can you tell me what I’m doing wrong. lol … thanks ….
Hello…I have been uploading the simple mesh dress that I made from your tutorial, but when I go to apply a texture in SL …the texture does not go onto the form. What am I doing wrong? I can only seem to put one plain color on the dress.
Hello Gaia,
Thanks a lot for the hardworking. Could you make a tutorial or at least explain us the workflow to make non-human rigging with avatar, please ? It would be awesome for number of us who don’t know how to unlock properly the connections and move them for the final result.
Thanks a lot and good luck for the future,
Phoenix
When I use avastar premade model to rig my mesh model, I had a problem. I was able to align the two models as closely as possible, but when I press the copy weight, the arms of avastar model warped and splattered outward in all direction. Also, when I press the t-bake button, parts of the model worked, but the head of the model warped and twisted. How do I fix this?