Jump to content

Loki Eliot

Resident
  • Posts

    535
  • Joined

  • Last visited

Everything posted by Loki Eliot

  1. Here is my Machinima for this years SL9B community expo. Sorry if i did not capture your exhibit. Was a great party atmosphere http://twitvid.com/GFZRI
  2. Made this video for fans of Undercity which closes this month after 4 and half years on the grid. http://twitvid.com/QGLYU
  3. Do i have to use my own animations or can i use the AO script to use the internal animations? Does it mattrer to an script AO what priorities the Animations are uploaded as?
  4. @Qie I totally understand, it's very strange. I only came across this issue because i decided to try and make a new weapon. I wanted to have the weapon activate a brave standing pose. Setting brave standing pose to 0 results in being overidden by internal standing pose. Setting it at priority 1 resaults in brave standing pose overiding internal walk making the avatar slide along in the brave pose while trying to walk. So why has'nt anyone said anythign before now?
  5. Hello scripty people :) The goal i want to achieve is this.... 1. Create a sword that when held activates a brave standing pose. 2. When avatar walks, they walk. 3. When Avatar stops, it stops and activates brave standing pose again. What i assumed... I assumed that i could make a brave standing animation pose set to priority 1. If priority 0 the brave pose gets overided by internal standing pose. If set to Priority 2 then it would overide internal walk and i'd get a sliding effect when trying to walk. What i actually get.... LL a few months ago added a new internal walk which i think is at a priority 1 which means it's the same as the brave standing pose. Jira about this is here The Question... If i cant use priorities to determin between walk and standing poses, how would i script it?
  6. For me , I want to create an object that causes the user to stand in a mighty pose while holding a weapon in mighty way. When user walks the top half of the body remains in mighty pose while the legs use default walk then return to mighty pose when stop walking.. Now I'd have to add a load of extra scripting to get this to work. I t's all well and good noting how little this may effect the over all AO creators, but this is a change that has no reason yet effects what I and some others want to accomplish. What benefit has there been for the change if intended? If none? Then this is a bug that needs fixing, why? Because it presents a problem and breaks a system me and others have been using prior to now. So here we are being vocal about this issue in the hope LL will notice and fix it for us minority content creators :-)
  7. changing debug 'UseNewWalkRun' to TRUE & FAULSE can show that WALK priority has changed and can break current content. Need confirmation, is this a BUG ore an intended change of Priority on default walk animations. The change results in some intended overrides simply not being possible anymore. Have added a video on my twitted to demonstrate the issue. http://twitvid.com/XLASK Jira: https://jira.secondlife.com/browse/SVC-7947
  8. Greetings Programs, It's kinda strange that today i set out to research animation priorities for making animation & Pose overiding objects. Instead i find the priorities are not doing what i expect them to do from info on SL Wiki. Then friends on Phoenix viewer say they are seeing correct resaults while i on the official LL viewer are not. Then i search the forum and find this thread. So ive made a video to show that the UseNewWalkRun default Animation for Walk & Run has a different priority to what it used to be and will break content that relied on the old priority. Wether this is a mistake or intentional by LL has yet to be said. http://twitvid.com/XLASK note: Phoenix users do not see the new anims that replace the duck walk. Jira on the issue
  9. Why cant they all just get along :-p:matte-motes-inlove:
  10. Thanks Nalates for an excellent explanation One thing that often pops in to my non programmer head is the fact that i've played games like Assasins Creed, Rage, Bioshock and other high graphics games that have incredible detail and lighting with shadows. It's easy then to ask why can my Mac render those games so smooth and fast yet SL is so sluggish rendering what might be described as basic scenary.
  11. Well, i'd say it was actually worst. The interesting thing is that in the statistics window SL said it was running at a faster FPS on windows, yet the whole thing seemed much more sluggish. Windows also could not display Depth of field properly. So perhaps it is the graphics card that causes the most issues for LL to overcome. In that case what are the best performing Graphics cards for SL?
  12. It's probably a combination of the three, im going to boot into windows 7 and test out SL. Ive never done this before so it will be interesting to see how well SL runs on windows oon the same hardware
  13. Aple are about to bring out new iMacs and it has been a year since i got my current iMac with the intel quad core i7 16GB ram with AMD Radeon HD 6970M with 2GB . And even though my SL has improved alot there is still major issues with FPS that are not related to LAG. I'm just wondering if Linden Lab know what the issues are yet? I think i read somewhere it might have had something to do with OpenGL 3.2 used in OSX Lion. Or simply because of OpenGL issues with AMD. So after a year, does anyone have a better understanding of whats going on? And with the new iMacs coing out soon, what would be the best graphics card they could put in them that would gain the best SL performance?
  14. Thank you so much dunno what we'd do without you Gaia
  15. Found the 'Corrective Shape Key' addon that would have bee justwhat im looking for... except it broke in Blender 2.61 with no news on wether it'll be updated http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/Corrective_Shape_Key
  16. Ive noticed SL doing some strange things with loading textures. Some hiccup, others fail to load, seem to get stuck in a low rez temp cycle. Sometimes all thats needed is a cursor to hover over the textures and they will suddenly fully load. It's more noticable on Mesh objects however.
  17. For ages now i have been working on clothing. Rigging the object to the SL armature as you do. I often change the rig pose to see if ebverything moves correctly as in move arms down to see how my clothes will loook in a normal standing pose. But whats killing me is the inability to then edit the object while it is in this posed position. As soon as i edit the object, the object returns to an 'Un-Posed' position making it frustratingly hard to adjust. My simple question is wether there is a trick i've not yet read that will allow me to edit my Mesh while posed?
  18. ello, i'll try and explain how i see it. You have three chapters in building a mesh object. 1. Making the Model. - general wizardly modelingy stuff 2. Creating the UV - Preparing the models surface for slapping the texture on (the not well mentioned important part of modeling) 3. Creating the texture - the fun part that makes it all look so awesome. The bit you are confused on is chapter 2, UV mapping, or materials mapping. Basically its like priming a canvas to be paintied on. In blender the materials section is represented by a small checkered circle in between a triangle icon and a 4 stars icon. Here is where you can create 'Materials' layers to assign parts of your unwrapped UV. So you want to create two parts of your mesh for two seperate textures? well then you need to assign the two areas to two seperate 'Materials' layers. To do this you must highlight (select) in edit mode all the parts of your mesh you want for one texture, go to materials section and click create new material then click 'ASSIGN' to glue the selected part to that material layer. Then you select the rest of the object you want to display texture 2, create another material layer, and click assign. The resault should be that you have two material layers with areas of your model assigned to them, so when you export to collada and upload to SL hopefully you will now have two seperate 'FACES' to drop textures on. Hope this helps in someway and does not just confuse you more.
  19. This Machinima Summerises the events that occured during the Dark Aether Steampunk Roleplay story in New Babbage last autumn. http://twitvid.com/2QP4B
  20. Inspired by a favourate book from childhood. <iframe src="http://www.twitvid.com/embed.php?guid=RX8SY&autoplay=0" title="Twitvid video player " class="twitvid-player" type="text/html" width="480" height="360" frameborder="0"></iframe> You an visit the experience created by Gadget here http://maps.secondlife.com/secondlife/Harrison/160/113/41
  21. Available for Easter weekend only 'The EGG RESCUE GAME' Miss Margo has made a lovely hat with 7 Decorated Eggs hand painted by the residents of Escapades Island. But the naughty Goblins who live in the Goblin village high up on the mountain side have stolen the Decorated Eggs. Its up to you to rescue the Eggs back! - Grab a Bashing Stick plus the special Egg Hat and climb the mountain to the Goblin Village. There you must Knock on the doors to wake the Goblins and find all 7 missing decorated Eggs by bashing the Goblin to make them drop the Eggs. Eggstatic Goblin Bashing fun for easter weekend :) Visit the starting point HERE to get your free bashing stick and Egg Hat!. Game is crreated using Mesh for Goblins, their Homes and the mountain. Uses new animation technique available using Mesh Faces. This game does NOT use any of the new Experience or Pathfinding tools.
  22. how many faces can a mesh object have?
  23. Has anyone spent enough time playing with the pathfinder scripts to know if this scenario is possible and if so how best to go about it. Want a pathfinder cube to be the colour orange when following or chasing or running away from a user. The colour green when not moving and red when reaching a specific distance from a user.
  24. Last weekend i made a machinima with help from my friends to give my 1 year old nephew for his birthday. This is the result. Sorry it's on Twitvid because Youtube are on a copyright crusade and the SL forums supports no other embedded videos. (unless anyone knows a work around?) <iframe src="http://www.twitvid.com/embed.php?guid=6GDDL&autoplay=0" title="Twitvid video player " class="twitvid-player" type="text/html" width="480" height="360" frameborder="0"></iframe>
  25. more scary unexplained SL moments... this time the EXPLODING SCARY TREES! <iframe src="http://www.twitvid.com/embed.php?guid=A56GG&autoplay=0" title="Twitvid video player " class="twitvid-player" type="text/html" width="480" height="360" frameborder="0"></iframe>
×
×
  • Create New...