Jump to content

Coby Foden

Advisor
  • Posts

    5,617
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Coby Foden

  1. How's your monitor located? Something like this this? :smileysurprised: (That person's neck muscles are screaming of pain!) :smileysad: Monitor should be placed low, something like in the photo below, to avoid muscle strain. The monitor should be tilted so that the top edge is further than the lower edge, like in the photo. No need for giraffe neck, nor to stress normal human neck with awkward angle, to see things on top. I've seen that some people to tilt the monitor so that the top edge is closer and and the lower edge is further in an effort to avoid glare from lighting fixtures. That is the worst possible thing to do! It will lead to discomfort. The proper way to do it is to fix the glaring lighting, and not to tilt the monitor in awkward position. (The photos show old 4:3 aspect ratio CRT monitors, but this works on modern widescreen 16:9 and 16:10 aspect ratio LCD monitors as well.)
  2. Mayalily wrote: Perrie Juran wrote: See that number 78 in the upper right corner? That's where we'd have to talk in IM and receive our notices. My neck hurts from just using for it just one hour as I have a large LCD screen and I'm not a giraffe who can crane my neck that high, nor do I have eyes that pop up like antenae out of the top of my head. This is really difficult matter to solve. Some like it down right, some like it top right. Some might like it even somewhere else. Maybe as a compromise they should stick it on the middle of the screen. :smileysurprised: :smileytongue: Everybody would be half satisfied? Or perhaps not... :smileywink: Seriously speaking, it would be best if it was made so that it could be placed anywhere by the user. :smileyhappy:
  3. Randall Ahren wrote: The second goal is also a huge failure. They've got mesh implemented, but instead of mesh clothing conforming to avatar shapes, the shapes have to conform to the mesh. That needs to be fixed post-haste. Until then, V2/3 deserves an average rating of one star. Well, when they released mesh they thought that it wouldn't be used much for clothing. As we have seen just the opposite happened. Clothing seems to be one of biggest target for mesh. Anyway, Linden Lab is well aware now of the situation and they are investigating ways how to make mesh better suitable for clothes. In the latest mesh group meeting last Monday they stated that soon they will have something to tell how things are advancing towards this goal. There is a JIRA where we can state our opinion about this matter. One again, to have also your voice heard go to: Request for Rigged Mesh Parametric Deformer Click "Vote" and "Watch". The more watchers there are on JIRA topic, the more important Linden Lab will consider the issue. Worth noting: In the JIRA, positive feedback and suggestions how to improve badly implemented things always has better effect than just stating "huge failure, fix it". Even Linden Lab personnel are just people... :robotvery-happy: JIRA (Bug Tracker) is the place where to report bugs, make suggestions for new features and enhancements. That is the only official place where we can have our voice heard to Linden Lab in regard to viewer development. We can exchange our opinions in the forums, but it has absolutely no effect to viewer development. What are the forums for? "The Second Life Forums are the best place to exchange ideas, advice and experiences in Second Life with other Second Life Residents. Although moderators and Linden Lab employees will often read activity in the Forums, we will usually only comment only when a piece of content is flagged as inappropriate. This is not the right place to give Linden Lab product feedback."
  4. Chronometria wrote: Older users all left for phoenix and firestorm, or even v1. My viewer has now changed to the point where it doesnt please them and it doesnt please me either. It is alienating those who actually chose to stick with it. I started over four years ago, so maybe I qualify as an "older user". I've seen and I've used all kinds of viewers during that time. Linden Lab viewers V1, V2, V3. Various TPV viewers V1 based, V2 based, V3 based. Some viewers I have liked, some not so much. Some have been my favourites, like Phoenix and then Firestorm. I have never felt "alienated". Surely there is always learning curve when changing from viewer what one has used for long time. Seeing all the complaints how many are complaining about viewer upgrades and changes, I might consider myself lucky as I don't have any difficulties in learning different UIs. In fact I'm always curious to learn and try out new things. Learning new is actually fun. Only by thoroughly trying out the new things one can see are they suitable for ones needs or not. Short usage and leaving it with **I hate it** is not enough. "Only thing what is permanent is change" has a lot of truth in it. We have to adjust ourselves to it, or else be left behind.
  5. Basuoma Audeburgh wrote: I just got the new update it looks completely different, but I can't say it sucks. I just missed the side-bar, and the snapshot button, I would love to have the side-bar back, but I had better used to it because I know nothing lasts forever. You can customize what buttons to show and what not to show. Buttons can be located to left, bottom and right of the screen. Just right click any button, select "Toolbar Buttons..". Now you can drag the buttons from the "Toolbar button" window to the sides of the screen. And you can drag the buttons what you don't need back to that window. You can also set the buttons to show either "Icons and labels" or "Icons" only. There is "Snapshot" button available too.
  6. Alazarin Mondrian wrote: Installed Viewer 3.2 Yep, it's a little bit different, no real show stoppers as far as the UI goes. My real concern is one that Theresa Tennyson raised, namely the Open GL disconnect-on-login crash with Nvidia 4xx & 5xx graphics cards. I'm using the latest beta viewer without any problems. Viewer: Second Life 3.2.1 (244227), Nov 1 2011 07:01:35 (Second Life Beta Viewer) Graphics card: NVidia GeForce GTX 560 Ti/PCI/SSE2 Driver version: 266.44
  7. Randall Ahren wrote: So what's the point? Why the massive development effort and constant releases? Why were last names eliminated? V2/3 was a huge mistake. One point is that that V3 code is more robust than V1 code ever was. And V3 enables a lot more new features (yet to come) what V1 code was able to have. V1 code is aged, thus new code had to be created. The unfortunate thing in the code update was that initially they ruined the UI of the viewer. But now with the renewed V3 UI it is getting better, even great. V3 surely is not a huge mistake, it was a necessity, and it runs great. Surely it does not run great in cheap low end computers. What does? By the way, eliminimination of last names has nothing to do with the viewer. Actually there is a JIRA about this matter. If you really want to have your voice heard about that matter, you can actually do it. Go to: Bring Back Last Name Options! Click there "Wote" and "Watch". Thus Linden Lab hears also you voice. You can even leave your comment there. Linden Lab already has commented that "we see lots of interest here". It was also stated that they are investigating the decisions made earlier about this matter. So there is some hope that last names for new accounts migh come back.
  8. For avatar rigging look here: http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/rigg-your-avatar/ and here: http://www.youtube.com/user/ashasekayi#g/c/11D6E99BB51A2BB2 This one is about rigging clothes.
  9. Publik wrote: In short, what is your dream home, and what can it do? Edit: Actually, what do people do in their homes aside from **bleep**? That's about the only thing I can find on the market: homes with "hundreds of non-freebie animations" in the bed/couch/kitchen sink. If I was to buy a house now, the most important thing would be that it is in proper scale 1:1. Not oversized 1.25 times larger, nor even 1.5 larger. Those oversized are for the giant avies. As my avatar is close to true RL height I would not want oversized house to consume most of the limited land area. I would like to have lots free space around the house too. Preferably the house should be built with prims and mesh, no sculpties. Lots of dimmable windows. No kitchen (we don't get hungry in SL), no toilets (we don't need to pee). Bedroom, hmmm... I really see no use for it. Avies don't sleep and pixel *bleep* does not interest me.:smileytongue: Unfurnished house as I would like to buy the furniture separately. Open spacious balconies would be nice. The appearance of the house should be suitable for some tropical island scenery. No need for any animations nor poseballs, one can buy what one might need separately. Just a good looking empty house what can be decorated to ones liking.
  10. ashwin129 wrote: i am not liking it i can manage the windows anywhere but everytime i aam switching the friends window the viewer is locking up on me it wasnt doing that on previous release i have i core 5 processor ,1 gig nvdia gt 420 m graphics card and 4 gb of ddr3 memory and why it still locks i have no clue!! This is my setup. Viewer: Second Life 3.2.1 (244227), Nov 1 2011 07:01:35 (Second Life Beta Viewer) CPU: Intel® Core i7-2600K CPU @ 3.40GHz Memory: 8169 MB OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTX 560 Ti/PCI/SSE2 The viewer performs very well, high frame rates, no lockups, rarely crashes. And I really do like the new UI a lot.
  11. Randall Ahren wrote: What's the purpose of V2/V3? Does it render faster, achieve greater frame rates, take less CPU cycles or what? It couldn't have been to just render mesh, because Singularity with V1 code does that. You perhaps didn't know that the V1 viewers which are mesh enabled actually use exactly the same mesh code what is in V3 viewers? For example what comes to Singularity, it is a mix of V1 and V3 code. Nobody has made V1 mesh code, it's just V3 mesh code imported to V1 viewer. For me, having a fast computer, V3 renders fast, gets high frame rates, viewer CPU load is about 10 per cent. On mesh enabled V1 viewer I get very similar results. No big difference between them.
  12. I guess this beta (3.2.1) performs badly for some, well for some. I can say that it works pretty nice for me. High frame rates. For me it does not crash after teleports. I noticed in the non-beta viewer that the buttons vanished sometimes and I had to re-arrange them again. In the beta the buttons stay where I put them and do not vanish suddenly.
  13. In the latest beta viewer (3.2.1) I have no problem with HUDs. The beta seems very stable too.
  14. Gwynda Ghostraven wrote: Major problem here, after today's auto-update my viewer is in some Scandinavian language. You know, you can disable the auto-update in the viewer preferences, don't you?
  15. This is really hilarious! :matte-motes-evil-invert: Nothing seems to be good for some people. When V2 came there was terrible outcry how it SUCKS. "We want V1 UI back, NOW!" The Lab made some changes to V2 UI. Some started to get used to it after initial complaints. Many still continued to hate V2. In the latest V3 viewers there is new UI, configurable to some degree, no sidebar, floating windows like in V1 viewers, notification on top right like they were in V1. Even the annoying pop ups can be disabled. And yet, the complaning continues! "I want the sidebar back, I don't want the floating windows all over the place. I want notifications down in the right corner. I want popups. I don't want the popups, etc, etc..." I really do like the new V3 UI. It's configurable. It resembles V1 UI (that's what many where hoping for, right?). Neat feature is Ctrl-Shift-U which hides all the controls leaving just the graphics. Press Ctrl-Shift-U again, the controls are back. Great! That is the right direction. It will become a great viewer, IMO. I think the majority will come to like the new UI. Then of course there will be the ones who hate any change, unlearning old habits and learning new ones.
  16. The latest beta viewer works great in my computer without any problems. Second Life 3.2.1 (244227) Nov 1 2011 07:01:35 (Second Life Beta Viewer) Available here: https://secondlife.com/support/downloads/ under: Second Life Viewer Beta I made couple of screenshots here: http://community.secondlife.com/t5/Second-Life-Viewer/Beta-viewer-starting-to-look-good/m-p/1216565 I love the new UI. That's the way to go!
  17. Two screenshots of the latest SL beta viewer: Second Life 3.2.1 (244227) Nov 1 2011 07:01:35 (Second Life Beta Viewer). This is the right direction. Very neat. :smileyhappy: Screenshot, all controls disabled (Ctrl-Shift-U): And with some UI elements shown: The buttons can be arranged, one can select what buttons to show and what not. The annoying popups can be disabled too. No sidebar. Windows can be resized and arranged anywhere on the screen. Yay! :smileyvery-happy:
  18. Randall Ahren wrote: Yes, but the V2 layout has all those annoying notifications popping up on the right lower corner of my screen, which I hate. Do you know how irritating that is if you belong to a few busy groups with a lot of chat like NCI or Phoenix/FS support? I don't care if the sidebar is gone. It's not enough. I want V2 to look like V1. Latest SL beta viewer (at the time of writing). Screenshot, all controls disabled (Ctrl-Shift-U): And with some UI elements shown: The buttons can be arranged, one can select what buttons to show and what not. The annoying popups can be disabled too. No sidebar. Windows can be resized and arranged anywhere on the screen. How's that Randal, starting to look ok?
  19. Randall Ahren wrote: Yes, but the V2 layout has all those annoying notifications popping up on the right lower corner of my screen, which I hate. Do you know how irritating that is if you belong to a few busy groups with a lot of chat like NCI or Phoenix/FS support? I don't care if the sidebar is gone. It's not enough. I want V2 to look like V1. Latest SL beta viewer (at the time of writing). Screenshot, all controls disabled (Ctrl-Shift-U): And with some UI elements shown: The buttons can be arranged, one can select what buttons to show and what not. The annoying popups can be disabled too. No sidebar. Windows can be resized and arranged anywhere on the screen. How's that Randal, starting to look ok?
  20. Nova Convair wrote: One Detail. The sizes in SL are not correct. Avatars are 30-50cm taller than in RL and buildings are at least that high so your camera is not bumping at or in the ceiling. So you will most probably appear as a dwarf if you use your correct height or you add about 20% to all numbers. I would like to add that the unit meter what SL uses is correct in relation to real life meter. It really is. For some strange reason lots of people make their avatars ridiculously tall. Then some designers follow the trend by making their designs huge too. It's good to see that there are also many avatars having real life sizes. And there are regions which have real life sized builds. So, it's not that everything in SL is oversized. Making things oversized in SL is crazy. One region is exactly 256 x 256 meters. Why to waste that space by filling it with oversized things? Very strange indeed! :matte-motes-agape:
  21. Current favourite, hmmm... there are many. Very often I like to wear something "out of the ordinary". Like this Chinese lady farmer for example. :matte-motes-smile:
  22. Medhue Simoni wrote: Coby Foden wrote: I wonder why many AO animations, even expensive ones, have animations which break the avatar body mesh very badly? Hmmm..... the default avatar mesh is not rigged that bad. Maybe around the butt cheeks it could have used a few more vertices, and under the armpit area. Really tho, the default avatar is a very low poly mesh model. I would not mind if LL updated this to a more detailed model, that would fix most stretching. Thanks for the detailed post Medhue. :smileyhappy: Yeah, SL avatar mesh is horrendous. In fact it's an insult to human anatomy. It has not been designed in regard how real human body is constructed. And in addition, being very low poly mesh makes things even worse. It breaks very easily in animations and poses. I have some sample photos here of badly deformed body mesh. Just by adding some more polys into this mesh does not make it right. The whole body mesh needs to be redesigned by somebody who has good anatomical knowledge. Anyway, as the the present mesh is so fragile, animation and pose makers should pay attention to this fact and avoid any extremities. In animations small broken deformations are not so noticeable as they pass quickly, but in static poses they are like an sore eye staring at you.
  23. Brand new fresh clean install. Can log in but after some five to ten minutes or so the viewer screen goes all white and there is text "not responding". I close the viewer, the crash logger pops up and the crash logger crashes. :smileysurprised: :smileytongue: /me logs back in with Firestorm mesh beta viewer which works great. :smileyhappy:
  24. leliel Mirihi wrote: .... Have you ever tried mixing furniture from different stores? You'll be too big for some and too small for others. That's because apparently most creators in sl have no idea what the word scale means, they probably think it's just an alternate spelling of size. Most creators do know what a scale is (if not then that one does not deserve the title "designer"). Some designers make things one to one scale. Some make things 1.25 times larger. Some make things even 1.5 times larger. Why is that? It's due to the crazy range of avatar sizes in SL. If creators make things one to one scale, the giants will not buy the things. If they make them 1.5 times larger then the small normal sized ones will not buy them. Some make the compromize, "I'll make my things 1.25 larger, maybe then everybody will buy them". If creators came to their sences they all would make things only one to one scale. Gradually the avatar sizes would come down also, to be compatible with the builds. It does not mean that we all would have to be exactly the same size. There is variation even in RL as we all know. However the present human avatar size variation in SL is totally crazy and alien. More respect to proper scale, even in virtual world, would beautify things a lot. Just my thoughts... :smileyhappy: (... one meter is one meter everywhere, on earth, on moon, on planets, in outer space, in 3D design program... and even in SL, it is everywhere exactly the same meter... <-- this reminder is for those claiming something else...) :smileytongue: Oh, one thing what I don't get: Region is exactly 256 meters x 256 meters. Why to fill that rather limited space with extra large houses, extra large furniture and extra large avatars, leaving less free space to use for landscape? :matte-motes-agape:
  25. QuantumChaos Portal wrote: think about it. ... starts thinking... :matte-motes-whistle: ... and wonders how could this possibly be any more efficient (with less vertices perhaps?) than the exactly alike object created outside SL? :matte-motes-sour:
×
×
  • Create New...