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Posts posted by Coby Foden
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What I see is:
• In inventory in "My Outfits" folder everything is sorted alphabetically.
• In the Appearance panel all the outfits are sorted alphabetically as well.Same thing in both viewers:
- Firestorm 4.7.1
- Second Life 3.8.0I haven't changed the sorting order in any way, they are just default.
(It appears that in the Appearance panel there even isn't any sorting option available.) -
Suki Hirano wrote:Fitted rigged mesh - react toallbody sliders.
Except for the head's shape sliders. You can change only the overall size of the head, nothing else.
So mesh head users are stuck with what the creator has created.
This is good to know about fitted mesh when considering getting full mesh avatar or mesh head.
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My name is travelling there as well. :matte-motes-big-grin:
When, and if, some aliens read the disc in some future day they will be thinking that we are some very important persons on planet Earth because our names were included.
VIP, wow! :smileyvery-happy: :smileywink:
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Theresa Tennyson wrote:Benson Gravois wrote:For some reason all if a sudden when I create an outfit, I can no longer move it within my outfits folder to specific folders I have as I always did, I just get a circle with a line through it? How do I fix this?
The outfit folder was never designed to have subfolders in it - being able to move items into subfolders was actually a bug which was corrected recently. There's a project going on to make it possible to use subfolders in the outfit folder "legally" but it hasn't been released yet.Hopefully they don't forget the Appearance panel. It needs to be fixed too to show Outfit folder's subfolders. Else having subfolders in Outfit folder is quite meaningless if the Appearance panel shows everything as flat layout without subfolder structure.
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The reason you cannot make it any more smaller is that some dimension of the HUD has already reached 0.01 m. Nothing can be any smaller that that in SL. It could be the thickness of the HUD for example.
Rez the HUD on ground and a look at it there. If the thickness has reached 0.01 m then just increase the thickness. Then you can shrink down the HUD more. If the HUD has linked parts it could be that some of them has reached 0.01 m in some dimension.
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LvGamer33 wrote:OH ok so each sqaure in blender is 1 meter.
Do you mean the grid squares? Then no - the size of those grids depends on how you are zoomed in or out. They don't stay fixed on one meter. You can easily see it by creating a cube, 2 m x 2 m x 2m for example, change to orthogonal view, then zoom in out and watch how the grid changes. Zoom close in and you can see smaller grid squares appearing. Zooming far out the grid square dimensions change again.
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Even Ebbe has noticed that the mesh starter avatars what Linden Lab throws on every new account are total crap. In the beginning he was using one of them but last time I saw him he was using classic avatar.
They should burn all those starter mesh avatars in a bonfire.
Big sign beside the bonfire:Linden Lab are very sorry that we ever introduced these. :matte-motes-bashful: :matte-motes-dont-cry: :smileyvery-happy:
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To properly make an outfit it goes like this.
This way there is no need to create manually outfit folders as the system will create them. And no need to make copies of the wearable items either. Instead the system will create links for each item in the outfits. Added bonus is that we can use no copy items in many outfits, which is not possible by the manually creating outfit folders and then manually copying the items to those folders.
Creating outfits by this way, each outfit is neatly displayed in the appearance panel. This is actually the way the outfits are intended to be made.
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"Linden Lab plans to begin alpha testing Project Sansar toward the end of July [2015], by inviting in handpicked, skilled creators eager to build something in the new virtual reality medium, Ebbe Altberg says."
"Within about a year, Linden Lab will begin inviting ordinary users to explore the ecosystem, with a more public beta testing phase around the first half of next year, Ebbe Altberg says. A version 1.0 might be ready by the end of 2016."
So, according to above, the first testing phase will be by invitation only.
More public beta testing around first half of 2016. -
irihapeti wrote:look at using My Outfits option. . .then can switch between your Nekkid Self and Not Nekkid Self outfits in a flash
Yes, Outfits rock. Happened to me couple of days ago: I saw there was a concert in a place. I TPed there. Almost immediately I was IMed and told by some "security" officer of the place that I should wear more clothes. All my bits wre totally covered, but I guess too much bare skin was showing for this officer's super sensitive eyes. So I said: "Just a moment, putting on more clothes". And there I changed, in a flash, in the middle of the crowd to one of my much more clothes outfit.
The sensitive eye officer was pleased and said "Thank you". :smileyhappy:
PS.
Later on I noticed that there was one woman in a very itsy bitsy tiny shorts showing half of her butt, but perhaps the super sensitive eye officer liked to stare at her behind as she remained clothed as she was for the duration the whole concert.
:smileyindifferent: :smileyvery-happy: :smileytongue:
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Bree Giffen wrote:I just tried making the mirror from water in a sandbox and it looks acceptable. The reflection is very pixelated but still detailed.
By tweaking the water settings it is possible to make the reflection on the water quite good.
To get rid of the jagged edges on the reflection, do this:
Tweak the debug setting “RenderWaterRefResolution”, change it to something like 2048, then turn Advanced Lighting off and then immediately back on. It’ll work some magic and makes the reflection on the water pretty clear.
Like this:
To enhance the clarity even more you can take the snapshot in very high resolution.
Like 5760 x 3084 pixels for example.
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Rhonda Huntress wrote:Typing animation.
I've been here over eight years and I still do that. :smileysurprised: :smileyvery-happy:
How else newbies would know that I'm typing my response to their difficult questions? :smileywink:
(Anyway, on a side note: I really hate chatting with an avatar who has filled their AO with static poses. It's like talking to a statue or a dead person. On the other hand I find it equally annoying chatting with an avatar who has filled their AO with all kinds of "cool" animations. Strolling about, checking possible poo on the shoes, butt strutting, gymnastics, etc. Aarrghh... )
The avatar should be alive, animated, but not overly so. :smileyhappy:
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Madelaine McMasters wrote:
:matte-motes-asleep:
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Here are some video tutorials. Basics about in building in Second Life:
Second Life Building with the Grid Grid Overview and Setup
Second Life Building with the Grid Building Shortcuts and Speed
Second Life Building with the Grid Addition Shortcuts
How To Build In Second Life - The Grid (09-15-2014)
You cand find more videos by Googling: Building in Second Life- 1
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Total messages read 422,981 and replied to 3,269
So I'm a 129:1 super-duper lurkerer. :smileysurprised: :smileyvery-happy: :smileytongue:
(I must reveal that sometimes I mark all read in some forum areas without reading all.) :matte-motes-asleep: -
Proto99 wrote:cant copy object in my oufit folder thank you
Yes, we cannot copy anything to Outfits folder. Only links are allowed there. Try to make a copy of your object to some other folder. That should work - if the object really is copyable.
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Where's the "attached" image?
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Burper Tilling wrote:Zsigmond Alcott wrote:For the first time in my SL I am speechless other than to ask why? why? why?WHY??????????GOOD LORD! :matte-motes-agape:
The same reason as why some people like to reply in very big letters: . . . . . .BECAUSE I CAN !!!!!!!!
:smileywink: :smileyvery-happy: :matte-motes-asleep:
And finally here's some small text for everybody to rest their eyes on. :matte-motes-asleep-2:
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PITA? :matte-motes-sick:
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I wonder which world imitates the other one - in this kind of clothing? :matte-motes-bashful-cute: :smileytongue:
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1 meter in Blender is 1 meter in SL.
So for example, if you make a cube in Blender 1 m x 1 m x 1 m, then it will be exactly that same size in SL.
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I'm using the latest 64bit Firestorm (4.7.1.45325), on Windows 7.
In SL I took a snapshot to disk, set the size in SL to 1920 x 1138 pixels.
On inspection I found that the saved image on my disk was exactly 1920 x 1138 pixels.So, nothing has changed in the camera, it works as it has always worked - at least for me. :matte-motes-nerdy: :smileyhappy: :matte-motes-asleep:
PS. I made another test:
Snapshot size in SL to 4096 x 2428 pixels.
The saved image on disk 4096 x 2428 pixels. Again exactly the same size as defined in SL.
Again I conclude, nothing has changed in the camera. -
Drake1 Nightfire wrote:Coby Foden wrote:Natural human shape, quality skin, quality hair, quality clothes, good AO.The AO (animation overrider) is very important too for the overall image what an avatar gives to observers. Even if everything else was great and the AO was bad, filled with silly animations, then the overall image of the avatar would not be great.
That's very speciesist of you to say.. Human.. pffft.. What about us whatzits? One day i am a lycan, the next a dragon, hell some days i shift many times.. The number of thirsty women who ask for sex with my non human avs scares me.. For some reason the 4 meter tall minotaur gets the most asks..Yes. I was specifically talking about human avatars. Other kind [non-human] avatars naturally may look whatever they might like. They can look amazing too when well done - whatever form and shape they are.
Am I paranoid or is this a reasonable concern?
in General Discussion Forum
Posted
In Firestorm viewer you can disable the selection beam as well as the arm movement pointing to the selection.
• To disable the selection beam:
Preferences, Firestorm, Avatar --> Enable selection beam <-- unselect this
• To disable the arm movement:
In the Debug Settings PrivatePointAtTarget set it to TRUE