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Fluffy Sharkfin

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Everything posted by Fluffy Sharkfin

  1. I think the problem with "reverse racism" is mostly a matter of perception. As in what an individual or group perceives as preference, which very much depends on their own understanding and level of awareness of other peoples situations as well as their general empathy towards others. What may initially appear as preferential treatment to someone who isn't in possession of all the facts could in all likelihood be the redressing of an imbalance of which the observer is simply unaware. As with most problems in life the answer lies in education and the sharing of ideas and experiences (i.e. talking to each other, and more importantly listening to each other). Anyway, for me the key part of that definition is as opposed to someone who completely ignores the fact that an individual is eminently qualified and experienced and the best candidate for a position and insists that the only reason they were awarded said position is because they were given preferential treatment because of the color of their skin, which is the regular kind of racism!
  2. I'm not a Blender user so I can't really offer much guidance on the workflow required when exporting rigged mesh from Blender to SL or what may be going wrong in your case, but as for this particular issue it's worth bearing in mind that the maximum number of bones a mesh can be rigged to is 110 while the total number of bones in the SL bento rig is 159, so you will need to remove unused bones before trying to export and upload your .DAE file.
  3. Re-uploading an entire mesh just to replace a texture is a very weird workflow to say the least. With the introduction of local textures a much more sensible workflow is to upload the mesh with no textures, apply local textures directly from your hard drive, edit the textures as necessary and once you're happy with the finished result, upload the texture to SL and apply it, replacing the local texture version. That way the only texture uploads you pay for are the textures you end up using in the finished product.
  4. To make the glow on each face blink on and off with the light you need to add an extra line to your llSetLinkPrimitiveParamsFast commands that turns off the glow for the opposite face... if(x) { llSetLinkPrimitiveParamsFast(llGetLinkNumber(), [PRIM_GLOW, 2, 1, PRIM_POINT_LIGHT, TRUE, COLOR_RED // START COLOR , 1.0 // START INTENSITY , 10.0 // START RADIUS , 0.2 // START FALLOFF , PRIM_GLOW, 4, 0 // Turn off GLOW on opposite face ]); } else { llSetLinkPrimitiveParamsFast(llGetLinkNumber(), [PRIM_GLOW, 4, 1, PRIM_POINT_LIGHT, TRUE, COLOR_BLUE // END COLOR , 1.0 // END INTENSITY , 10.0 // END RADIUS , 0.2 // END FALLOFF , PRIM_GLOW, 2, 0 // Turn off GLOW on opposite face ]); also you may be better off using the constant LINK_THIS rather than llGetLinkNumber().
  5. LL just need to hurry up and introduce voxel terrain and in-world voxel building tools. That way we can finally move on from all the tired old mesh vs prim arguments and start listening to people complain about something new!
  6. If that were the case then there would be no need for the countless tutorials and endless forum posts on the subjects of optimizing mesh for SL and making efficient LOD models. If your understanding of the process of creating mesh content for SL is limited to a notion as simplistic as this it calls into question the validity of any arguments you may make on the subject.
  7. I think you may be confusing vertex normals with normal maps. Vertex normals are visible regardless of ALM settings.
  8. Rather than using streaming media (also known as Media On A Prim or MOAP for short) you could try using a "sprite sheet" and the llSetTextureAnim command.
  9. Careful what you wish for, if it weren't for those ambient only custom windlight settings a lot of people would probably still be using facelights!
  10. Here's a couple of old prim builds from yesteryear that are among my favourites. This is a random build (189 prims) that sprang out of me experimenting with prims one lazy sunday afternoon. I think the thing I loved most about this one was the way the moon in the center would "burst into flames" each time the SL sun came up and the particle system triggered. My other favourite is the willow tree (188 prims) which was made during the first week that flexiprims were introduced to the main grid. The entire thing is made from cylinders and torii with flexiprim leaves, and about 90% of the time it took to make was spent trying to align the seamless texture on the branches.
  11. Back in 2004 when I first signed up the impression I got when reading various sites was that SL was a sort of unpolished, creative, chaotic attempt at a virtual world/community, and that's pretty much exactly what I found when I logged in for the first time. The information that I'd found led me to the conclusion that SL was a place where curiosity and a desire to learn and experiment were beneficial, and having an imagination and interest in creativity would provide a constant source of entertainment and fun (i.e. a mindset that was ideal for starting out in SL, navigating the UI, learning to create and generally keeping yourself amused). It's been a long while since LL marketed Second Life in a way that's a realistic representation of what the platform actually is rather than what they wish it was. They either need to be more honest in their marketing approach and choose a target audience that's more likely to have the required curiosity, patience, determination, etc to get over the initial hurdles of the UI and SLs lack of "goals" & structure that people are used to in regular games, or they need to just pick a demographic and work out how to tailor the "SL experience" to better suit that target audience.
  12. @imacrabpinch As Optimo points out above, using the Lattice Deformer tool is probably the easiest way to refit your meshes to different bodies. One of the benefits of the Lattice Deformer (in Maya at least) is that you can detach and reattach different lattices to your model. So once you create a set of lattice deformers that adjust the overall shape of a model to fit the bodies you're working with you can export them and then reload and apply them to other models. In the majority of cases you'll still need to make additional adjustments afterwards since each model will have different dimensions and topology so its very rare that the same lattice will work perfectly for two different models, but it does cut down on the amount of time you need to spend adjusting each model compared to having to creating a new lattice for each article of clothing you make.
  13. Pretty sure it's an issue with the python code, or more likely the steps being taking before running said code (possibly selecting the wrong objects or wrong number of objects), rather than with the model itself.
  14. No it's not.... No, it's REALLY not! (unless you're trying to suggest that auto-retopology is new but we've had time travel technology since 2011, which was when the above video was posted)!?
  15. Well I guess we could try modelling a strand of DNA from a GMO product and upload it to SL then wait for the DMCAs to start rolling in? Seriously though, as far as the natural world around us goes there really is no intellectual property rights to worry about which is one of the things I like most about doing environment/prop design, it really saves a lot of time when it comes to tracking down the original creator of concept art, etc to ask permission before recreating things in 3D.
  16. Don't worry, I'm pretty sure they haven't extended copyright laws to DNA.... yet!
  17. I can quite believe it. I try very hard not to judge others based on their political leanings or beliefs but solely on the way in which they treat others , and in the case of what's going on in America right now I can only sympathize with anyone caught in the middle and hope that one day soon people will come to their senses and realize they have far more in common than what separates them, it saddens me deeply to see any group of people so divided!
  18. I wouldn't know, since I'm neither a democrat nor an american I'm afraid I have very little understanding of what fuels the apparent blind hatred that seems to be consuming your country and can only sit and marvel at the senselessness of it all!
  19. I'd imagine if you were to put up such a sign a large majority of people, democrat or otherwise, would be more than happy to respect your wishes and avoid your store, given the current political climate and your apparent desire to further provoke animosity and conflict!
  20. Yeah, if the design is someone else's and all you're doing is recreating that design in mesh it feels almost dishonest in a way to have your name listed as the "creator" of the actual object.
  21. On the odd occasions that I take commissions for custom work I usually prefer that the person I'm creating the item for upload it themselves if it's something that they intend to sell (and in the case of scripts will often encourage them to copy the contents of the script into a script of their own), since it can be confusing for the end user and I'd rather avoid getting customer support requests for items that are being sold by other people. Many years ago when I ran a store of my own selling vendors and other scripted gadgets I would get IMs from people asking questions about items that I didn't even sell because they'd checked the General Tab in the build window and confused the creator of the vendor with its owner.
  22. Yes, I see nothing wrong with hiring other SL creators to help with a heavy workload, or even contacting content developers not associated with SL and hiring them to create unique 3D models or negotiating a license to use the items they've created within SL is perfectly acceptable, and in fact makes very good business sense in my opinion.
  23. Absolutely! The case mentioned in Pamelas original post is pretty clear cut, and there really is no viable excuse for what the creator in question has done. Uploading and selling content that's covered by an existing TOS that disallows upload of said content to SL and then, even worse, claiming that it's your own original work is pretty much unforgivable in my opinion, regardless of the circumstances.
  24. Again, I completely agree, my comment was more just an attempt to illustrate how the problem with the demand for "original mesh" has come about, i.e. the unreasonable expectations and misunderstandings SL consumers have when it comes to the creation of content in SL.
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