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Allison Lynagh

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Everything posted by Allison Lynagh

  1. Unfortunately there is no easy fix to this issue. Skirts, especially long ones are a nightmare on their best day. The best you can do is add more edge loops right in the center, and meticulously, slowly and methodically work on fixing the weight paints to a smoother finish. It won't be perfect, especially if it is tight at all. Your best option is to loosen the skirt a bit. There are kits out there with weights for skirts, look up medhue's kits, if you simply don't have the time, or patience to go through the pain of working on the weights.
  2. The alpha glitching is happening because of the transparency, clearly as you stated. To remove the glitching, you have one of two options (that I know of). First is to reupload the texture in a flattened format, either using your image editing program, or by changing the save file to a jpg. The second option isn't easier, but more viable monetarily. Start by editing the object in your SL window, select faces, then change each face from alpha blending to alpha masking, and slide that ticker up to 1 ,or more if there are actual incidental transparencies you want to show up, like the lace described, until either the transparencies are gone or you get the look you are going for. Best of luck!
  3. I'm old school blender, like 2.49 type old school (though I've used many before that as well). I learned on it, grew up on it, and now I'm forced to leave the one thing I truely got used to behind. What I'm talking about is the "3" orientation. SL was in 3.. building was in 3. Everything was front facing and rigged on the 3 orientation. With avastar, not only have I not been able to rotate the rig (and thus be forced into the 'proper' orientation), but every attempt at trying to change it to something I'm more comfortable with has been foiled. Between applying rotation and scale to every part to scouring the internet for some sort of fix.. there has been none. If anyone knows how to get avastar to what I'm used to (without it borking the rigged mesh up in the process), that would be greatly appreciated. Alli
  4. Hey Pussycat! I just wanted to thank you for your review of the Tatas . They have currently been updated to v1.2, which includes a new hud and yes, the piercings. v1.3 is in the works now as I keep getting requests for tweaks and changes. There are two major changes. One is the scripts, or shall I say, the lack thereof. The current Tatas have about 6 scripts. The new Tatas will only have Two, one for the appliers and one for the HUD, which after testing, averaged around .008ms script time. The other major change is going to be the 'sag factor'. After a variety of people have noted the breasts sit lower than they are used to, I've raised them slightly. The slight change has made a major impact. I've got a before an after, the only 'touchups' are the star coverage and cropping. Informationally: The sliders are at 40 breast size, 0 gravity, 20 cleavage and the windlight setting is "Nam's Beach Scene." To the left: The new WIP Tatas. To the right: The current Tatas. I'd love to hear comments!
  5. This might sound like shameless self promotion here, maybe it is. I've recently put out some mesh breast, they are fitted, much like the v-string ones, but more proportionate to the actual body. Everyone that has seen them has had nothing but kind things to say about them, I've just infact, put them out for sale today. Just another option for you to look at.
  6. Unless it's a very simple project, it's likely that a custom mesh item will end up costing you much more than 1.5k
  7. Infact, they are built to the UV that Lola's use. Not exactly of course, but close. The tango appliers use the top left quarter of the SL UV map. That is why skin creators and clothing creators alike use it, as they simply have to do some offsets on their inworld textures to make the layer. And that is what I have done as well, built my fitted breasts to the top 1/4 of the SL avatar UV and aligned the seams so that clothes could be worn and skin would blend fairly seamlessly.
  8. After days of slaving away at making the absolute best breasts I can, I have run into a wall. I want these to be compatible with the Lola Tango appliers, however there doesn't seem to be any way for me to figure out how to do this. These breasts were modelled in such a way that they were made specifically to work with the appliers. They are fitted mesh, not simply an attachment. Rigged with jiggle and all the good stuff. If there is anyone out there that can assist me in this endeavor, it would be graciously appreciated. Compensation can be discussed when you contact me in-world or here on the forums.
  9. as the person above me just stated, rigged and unrigged, you'll come into problems. You can try to compensate by attaching it to the pelvis and moving the buttons in place manually, though I doubt you'll have much success as they appear to be linked in a straight line, the buttons that is. And the picture is there, the link seems to have added the parenthesis to the end of the address, which is what caused it to give an error.
  10. It's harder to describe the exact issue, so I thought I would show you. There is no sound, just a quick video showing the issue I was speaking about. The behavior I would say is more like a bug and less like a benefit.
  11. I've been working with rigging for a long while now.. fitted mesh went from a perfect dream to my worst nightmare. It took awhile, but I've finally come to understand the rigging, weight paints etc.. or at least the concept behind them in any case. After twiddling with fitted mesh, brought to us humble blender users by Gaia, I have hit a wall. I've managed to tweak an outfit to deform the breasts (without bleedthru) to 80%.. the lovehandles to about 60%.. but the butt.. no. So the issue lies here, and it was an unexpected behavior, on that has been documented before and does not seem to plague every user. As the avatar butt slider goes higher, the butt indeed does get bigger front to back.. but it gets thinner too, like you're puckered up about to get hit by a belt or some such thing. When the rump gets smaller, it shrinks front to back as expected, but it gets wider and wider, much more so than the actual avatar's hips. My initial response was exasperation, then I decided to make it into a treasure hunt. My findings are as follows: When using Avastar 1.1, I've found removal of butt weights actually helps with this issue. It still doesn't deform quite properly width wise, and i'd be willing to show Gaia if she wished to see, but the deformations are closer to expectation than the pucker/pancake reaction I was getting before. I'm not particularly code saavy, but to me it would seem that the deformations were swapped somehow, bigger-> thinner, smaller -> wider.
  12. Yes, that was the starting point, but as you can see, I've tormented the poor script greatly to try to acheive what I want.
  13. So, I've managed to hobble together a few codes from various scripts and gotten what I want.. almost. This is a dancer and sound player (A single song with animations that cycle sequentially according to a list). But I've somewhere failed, as the sound cycle is linked to the animation cycle. I kinda need the sound timer event and the animation timer event to be two seperate things so I can have the animation cycle at increments longer than 10 seconds. Any help would be superbly appreciated. I've determined the line of scripting that needs help (directly below) but I'm not exactly sure how to have 2 timer events triggered at the same time. timer() { ++gDance; if(ON == 1){llSetTimerEvent(SoundLength); ON = 2;} llStopAnimation(Allison); integer i = gDance %llGetListLength(dances); Allison = llList2String(dances,i); llStartAnimation(Allison); llPlaySound((string)(++SoundClipNumber),1.0); if(SoundClipNumber == MaxSoundClips){llSetTimerEvent(LastSoundLength); ON = 1; SoundClipNumber = 0;} llPreloadSound((string)(SoundClipNumber+1)); } integer ON = 0; //STATE OF SCRIPT integer MaxSoundClips = 18; //AMOUNT OF SONG CLIPS, NAME THEM 1,2,3,4,ETC integer SoundLength = 10; //FIRST SERIES OF SOUND LENGTHS integer LastSoundLength = 2; //INCASE LAST SOUND CLIP IS SHORTER integer SoundClipNumber = 0; //FOR SOUND LOOP integer gDance; list dances = [ "dance1", "dance2", "dance3" ]; //LIST DANCES HERE, "Name of Dance", (no comma after last dance string Allison; ResetToDefault() { llStopSound(); llSetTimerEvent(0.00); llStopAnimation(Allison); ON = 0; SoundClipNumber = 0; } default { state_entry() { llListen(0, "", "", ""); } attach(key id) { if(id) { llOwnerSay(" Commands 'on' or 'off'"); llRequestPermissions(id, PERMISSION_TRIGGER_ANIMATION); } else ResetToDefault(); } timer() { ++gDance; if(ON == 1){llSetTimerEvent(SoundLength); ON = 2;} llStopAnimation(Allison); integer i = gDance %llGetListLength(dances); Allison = llList2String(dances,i); llStartAnimation(Allison); llPlaySound((string)(++SoundClipNumber),1.0); if(SoundClipNumber == MaxSoundClips){llSetTimerEvent(LastSoundLength); ON = 1; SoundClipNumber = 0;} llPreloadSound((string)(SoundClipNumber+1)); } listen(integer channel, string name, key id, string message) { message = llToLower(message); if (ON == 0 && message == "on") { ON = 1; Allison = "sit"; //DEFAULT STARTING ANIM, CHANGE IF YOU LIKE llStartAnimation(Allison); llSetTimerEvent(0.5); //THIS SETS TIME BEFORE THE DANCER KICKS IN } else if(message == "off"){ResetToDefault();} } }
  14. I find this all remarkably interesting as a mesh clothing creator. However, I SCOURED the net for any help on how to accomplish this task. I create my meshes using blender, and I have avastar as well, though I still prefer using my method versus the avastar setup. That said, I find it awesome that Gaia has provided the skeleton and collisions and everything else, but disappointing that there isn't really any explaination on how to use this updated skeleton (The rotation alone throws me for a loop considering my 'front' view is really a side view, getting used to a forward facing avatar on the 'correct' axis is hard enough). I found some things that sort of suggest how to accomplish this task, but every explaination leads me to ask more questions as each attempt at a simple recreation has failed miserably. Any guidance on how to implement this in blender 2.69 would be a godsend!!!
  15. Be sure to check your normals for the phantom to make sure all the pieces are facing the right way. Since SSB has been introduced, this problem has lowered greatly. The unlinked builds (coming in as a clump instead of linked) could be caused by the centers being off. If it is multiple pieces with centers over 10m away from each other, then you might have this issue. Make the center of each piece within 10m of each other OR make all the centers at the same point.
  16. I came across the quick collar on the SL wiki, and I've done some edits to it personally for my own use (and added them to the discussion page here ). My question is, how can I go about adding a menu button to this script and having it read the animations in the inventory of the object? Quick edit: This is done in lieu of heavier scripts, thus far the collar is just a single script, and the question was posed to me if the script couldn't be further modified to add animations as that is a huge reason why people wear collars in certain roleplay oriented places.
  17. I'm looking for an RLV enabled collar (with all the bells and whistles) that is NOT opencollar, collarDB, or dari haus. This is because all I need the collar to do is to lock, give the rlv options.. and leash. Not animate.. not anything else. Is there a script out there like this? The reason I ask is because all of the aforementioned collars are soooooo script heavy, I get script warnings when I wear my collar and go to certain places. I would prefer it to be full permissions or copy/trans so I can use it to create a collar for my particular group, but would settle for a copy version if I must. Please let me know! And before you say, look on the marketplace.. I've scoured the marketplace for something like that and simply haven't found it.
  18. I'm still new to scripting, I've done a few basics, and at first this seemed basic, but not so much now. I've figured out a click counter, floating text is a breeze. My question here is.. how do you have a floating text counter for multiple parts? IE A list of things in stock : Eggs -10 Milk -5 Cheeselogs -4 I'm sure I need a listen event in it to listen for each of those individual words, or a simple dialog menu to add/subtract from the "stock" so to speak, but I'm at a complete loss as far as how to get there. I ask here now after scouring and finding absolutely nothing like what I'm asking. Any help, suggestions, hints are more than appreciated!
  19. Just an update: I've got the script barebones and working perfectly. Thank you all for your guidance and assistance. This isn't the first script I've messed with, but the first script I've written from the ground up. And, for anyone wanting to know the end product, here it is. default{ collision_start(integer num) { llShout(0,"I've been shot!"); } collision_end(integer num) { state two; }} state two{ state_entry(){ llSetTimerEvent(15.0); } timer() { state default; } }
  20. mkay.. this is updated with a timer.. but it doesn't seem like the timer does what i'm intending.. I've never worked with timers before, so I'm like a babe in a titty bar here, completely confused. float gap = 5.0; float counter = 0.0; default { collision_start(integer num) { llShout(0,"I've been shot!"); } collision_end(integer num) { state two; } state_exit() { llSay(0, ""); } } state two { state_entry() { llSetTimerEvent(gap); state default; } timer() { counter = gap; } state_exit() { llSay(0, ""); } }
  21. So.. I have this script, it's simple and easy and yes, I managed to put it together all on my own. And by simple, I mean.. ridiculously simple. But it's not doing quite what I want. What I need this script to do is shout something on collision.. then go to sleep for a certain amount of time before another collision causes it to shout again. I think it needs a llSleep command, but everytime I try it, it doesn't seem to work like it should. Here's what I got so far. default { state_entry() { llMinEventDelay(5.0); } collision_start(integer number) { llShout(0, "Hit"); } }
  22. I started a project with a scripter about a week ago. However, he's since gone MIA. So.. here's the gist of things. I'm a full permission merchant. Part of that entails sale of downloadable content (some are zipped files, others psd or .obj files). What I need is a scripter who can run me through the steps of setting up a website (I have a domain already) that has a blog running at the front, but as far as background stuff goes, has files hosted and downloaded directly from the website. How he had it started was a rezzable object that chatted out a link and recorded the name of the person to the website. Once it was rezzed, the link it produced (a random link that was just a front and not a direct access to the actual file) could only be accessed 3 times before it became invalid and prompted whoever downloaded the content to contact me. If I'm actually making sense with this, I would love a scripter to please contact me as far as price goes. I am willing to purchase the webhosting necessary as well as anything else I may need so that once it's set up, I can go in and add files and associate these delivery boxes without having to use you for every item I wish to add to my growing store.
  23. Hey Amphei. I recently came on this problem myself when doing a quick coin for someone. My workaround ended up being quite simple. I created the coin, uploaded it as it was to make sure it worked (and giving him the option of a larger coin if he so was inclined). Then I went back to blender when I was sure the first result was what I wanted, then created a plane, stretched it to about 10 times the size of the mesh. I added 2 materials, one to the coin, and one to the plane. The coin was exactly the same, and yet, upon upload, i was able to shrink the coin considerably as the -bounding box- grew with the addition of the plane.
  24. It all depends as a lot of people said. I do create mesh, though I tend to stick with clothing as I like more fluid motion than static items. There is a minimum Land Impact you can acheive, but it all has to do with how the item has been created and what options they choose to use on the upload of the mesh as well. A good creator could make a mesh bed for 1-2 prims.
  25. I'm not sure what the problem is, and it doesn't affect me very much, more of a nuissance than anything, but I have come across a weird issue. Both a friend and I use the exact same .blend file (I gave her mine since I had the standard sizing already set and ready to go). I create rigged mesh clothing, and yet, there is an issue. Nothing major, but when I upload my meshes, they come in somewhere around 64mx 50mx20m or any other such arbitrarily high and outrageous number. I am constantly having to change the scale in the uploader to 0.01 to get it somewhat close to avatar size, and then scale it further down once I bring it inworld to a manageable size (so it's not a giant 64m cube to those that cannot see mesh). My friend has the opposite problem. She uploads her rigged meshes and they come at outrageously small sizes, usually minimum possible sizes (1cm or some such nonsense) and she's constantly having to scale them up inworld just to see them enough to texture. We use the same blender (jass-pub 2.49b I believe) and yet we have opposite issues from the exact same blender file base. Any suggestions on how to fix this, or am I doomed to continually resize my meshes after and during import?
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