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Elexis Reinard

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Posts posted by Elexis Reinard

  1. Hi,

    I came across marketplace entries such as this one:

    https://marketplace.secondlife.com/p/Avenge-Freya-skin-applier-for-Genus-bronze-FREE-shape/19211409

    Hiccup, I'm not familiar at all with the Genus / BOM notions that are referred to.

    Can somebody share a few pointers to help me use such skin? The idea is to obtain the same face / skin.

    I bought the following but something is obviously missing:

    https://marketplace.secondlife.com/p/Avenge-Freya-skin-applier-for-Genus-bronze-FREE-shape/19211409

    I also tried the following

    https://marketplace.secondlife.com/p/Shape-Scarlet-Genus-Classic-Face/19004626

    But it seems I need to buy a base mesh head / body for these to look like on the pictures; I'm getting shapes & faces that are obviously wrong - see basic avatar (red hair) vs that Scarlet avatar.

    Thanks!

     

    Original "legacy" shape:

    image.png.ebcf53c407f0362f46086fe9dddbea32.png

     

    Using the contents of the "Scarlet" pack:

    image.png.7249b4266d1fdf215a2b70c164b38c17.png

  2. Hi!

     

    In order to minimize the distortion of perspectives when filming characters, I uset the camera far away from the character (i.e. 30m) and compensate with a very low view angle (0.08).

    Disabling the "dynamic level of details" allows perfect quality, but the animation of flexi prims (hair) becomes very choppy.

    I can't find a debug setting that affect the flexi physics refresh rate vs. camera distance. How could this be achieved?

    Thanks!

  3. Hello,

     

    I'm looking for a way to define the rotation of an avatar. My goal is to be able to rotate the avatar so that it's parallel to the ground.

    I wasn't successful with an invisible rotated prim to stand on... what could you suggest me please?

     

    Thanks!

     

  4. Hi!

    Thanks for opening my post.

    Debug values PitchFromMousePosition and YawFromMousePosition set to 0 will make your avatar to stop looking at the mouse pointer.

    Now, when you hover your mouse over an item, your avatar will turn its head to "look at" that item. This can be show using "Developer > Avatar > Show look at".

    Is there a way to disable "looking at" hovred stuff please?

    Thanks!

  5. Hey,

    I just noticed this behavior only happens when I'm standing on a "pose stand" that contains the following script. However, the change made to the camera is permanent and I cant seem to find what to do to reset the camera.

    Any help will be welcome!

     

    //Note: this code was adapted from someone.//key mkLoungingAgentKey = NULL_KEY;integer miPermissionsAcquired = FALSE;default{    state_entry()    {        //overriden sit target        //lower them a bit        vector vLoungeTarget = <0.00, 0.00, 1.15>;// *Note* Change the Last value        //to make your Avatar Stand Higher or Lower                rotation rX;        rotation rY;        rotation rZ;        rotation r;                //build rotations        //Note: this is broken out like this to simplify the        //        process of finding the correct sit angle.  I         //        use the following form until I have the rotation         //        that I want perfect, and then I simply         //        hardcode the perfected quaterion and remove           //        this mess.        //        rX = llAxisAngle2Rot( <1,0,0>, 0 * DEG_TO_RAD);         //cartwheel        rY = llAxisAngle2Rot( <0,1,0>, 0 * DEG_TO_RAD);       //sumersault        rZ = llAxisAngle2Rot( <0,0,1>, 0 * DEG_TO_RAD);       //turn in place                //combine rotations        r = rX * rY * rZ;                //override 'sit' on pie menu        llSetSitText( "Stand" );        //override default sit target and rotation on prim        llSitTarget( vLoungeTarget, r );    }        changed(integer change)     {        if (change & CHANGED_LINK)        {            key agent = llAvatarOnSitTarget();            if ( mkLoungingAgentKey == NULL_KEY && agent != NULL_KEY )             {                //changed user                //cache new user key and request their permissions                mkLoungingAgentKey = agent;                 llRequestPermissions(mkLoungingAgentKey,PERMISSION_TRIGGER_ANIMATION);            }            else if ( mkLoungingAgentKey != NULL_KEY && agent == NULL_KEY)             {                                //user is getting up                if ( miPermissionsAcquired )                 {                                        //restore anims                    llStopAnimation("turn_180");                                               }                                //reset the script to release permissions                llResetScript();            }        }            }        run_time_permissions(integer parm)     {        if(parm == PERMISSION_TRIGGER_ANIMATION)         {                        //set permission flag            miPermissionsAcquired = TRUE;                        //cancel the sit anim            llStopAnimation("sit");                        llStartAnimation("turn_180");        }    }    }

     

     

  6. Hello,

    Thanks for opening my post!

    I'm using the viewer for Mac. Thanks to help received from the forum, I now have a reliable way for restoring accurate camera placements (using debug values).

    There is one parameter I can't seem to handle. After taking pictures, I hit "esc" to return to normal view. Seems that "esc" adds a slight rotation factor to the default camera placement. Hitting "esc" a couple dozen times will make that default placement to perform a full rotation. It also affects the other pre-defined camera placements (which I've altered using debug values).

    Do you have the same behavior with your viewers? Maybe is there a debug value to affect this one too? I've upgraded my viewer to the last version (2.6 or something).

    Thanks for your time!

  7. Hey,

    Thanks all for your help already!

    This camera debug values certainly is promising. It's however centered on the middle of the body. Increasing the height of the camera also makes it rotate downards, like to keep the body's center of mass in the middle of the screen.

    Is it possible to force the camera to "look" at a certain body part?

    The need here is to be able to get two exact same screenshots of the character's body parts. With the screenshots in gimp, I would "cut" the different versions of the parts (big nose, piggy nose, mustache, no mustache, etc.) and then have a collection of parts to chose from in order to "paste" them on a "blank" face. This is why I try to lock the camera to be able to make more variations later on.

    (I offered some help to my friend who makes an iphone game, I came with this idea to get a "character customization" library easily with SL)

    If you know any way to solve this :-)

    Thanks again!

  8. Hello!

    Thank you for opening my postt!

    I'm desperately trying to have a hud button (basic prim) to position the camera relatively to my avatar. I actually want this button to place the camera in a "pre-programmed" location and that faces the avatar in a constant way. Imagine "mugshots": They're always taken with the same frame, distance, etc.

    So I've made my hud button and put a script based on some hours of googling (nb I have no IT background, don't flame me please :)

     

     

    default
    {
        state_entry()
        {
        }
    
        touch_start(integer total_number)
        {
            llRequestPermissions(llGetOwner(), PERMISSION_CONTROL_CAMERA | PERMISSION_ATTACH | PERMISSION_TRACK_CAMERA );
    
            llOwnerSay("Mughshot position!");
            
            llSetCameraParams([
                CAMERA_ACTIVE, 1, // 1 is active, 0 is inactive
                CAMERA_BEHINDNESS_ANGLE, 0.0, // (0 to 180) degrees
                CAMERA_BEHINDNESS_LAG, 0.0, // (0 to 3) seconds
                CAMERA_DISTANCE, 1.0, // ( 0.5 to 10) meters
                //CAMERA_FOCUS, <0.0,0.0,5.0>, // region relative position
                CAMERA_FOCUS_LAG, 0.01 , // (0 to 3) seconds
                CAMERA_FOCUS_LOCKED, FALSE, // (TRUE or FALSE)
                CAMERA_FOCUS_THRESHOLD, 0.0, // (0 to 4) meters
                CAMERA_PITCH, 0.0, // (-45 to 80) degrees
                //CAMERA_POSITION <0.0,0.0,0.0>, // region relative position
                CAMERA_POSITION_LAG, 0.1, // (0 to 3) seconds
                CAMERA_POSITION_LOCKED, FALSE, // (TRUE or FALSE)
                CAMERA_POSITION_THRESHOLD, 0.0, // (0 to 4) meters
                CAMERA_FOCUS_OFFSET, <0,0,1> // <-10,-10,-10> to <10,10,10> meters
            ]);
        }
    }

     

     

    Well, the text outputs properly, the camera seems to move (sometimes I have to press escape, click again, but it ends up reacting). So, it's good, but I'm stuck now. Altering CAMERA_FOCUS_OFFSET gives some control over the position of the camera, but I'm not very successful at this :(

    I can't get the camera "look" into a specific direction. I would like to do the following:

    - Make the camera face the player (no angle, just facing it).

    - "attach" the camera to the avatar, so that it's placed always at the same angle. Now, when moving left/right, there's like a threshold under which the camera doesn't move. Being able to obtain the exact same angle is very important.

    Thanks in advance for your help!

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