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Frankie Rockett

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  1. Yes, that's what I thought Qie was describing. Hence my illustration to counter the theory - how the texture seems not to have any transparent portions in this case.
  2. Not quite clear if that's a question - as it starts out, or who the subject is - in what seems like a statement in the middle section, before reaching what looks to me like an exclamation. But - 'yeah right!'
  3. Oh that would be good! I should set aside my conviction that all I'd see is a 'transparent' texture and try it. There are two barriers to this of course. For one it's broken and I'm not sure I learnt much from breaking it; buying another - ditto. Secondly, the 'flashing' on and off of tail positions is too fast for me to select it anew and inspect the texture - it would have cycled well past that tail's (in)visibility by then I would imagine.
  4. The slightly depressing universal answer is that no matter which face I select they all have (is that 'both' have - I haven't probed every milimeter looking for another face) the exact same texture - the one as seen here.
  5. Good idea, although I hate to sound like a vandal, but since you ask... - I dragged the script out to halt it since it wouldn't shut off any other way, then I explored it by clicking all over & viewing transparent - found three transparent tails (that much was obvious before I wrecked it - they alternate on and off like traffic lights). Eventually these became visible when I saved it to inv and re-rezzed it. Edit: ok not 'vandal' but 'controlled decomposition researcher'!
  6. Hi Qie! Ok I may have misquoted you there slightly but I only make the point that your maths is so far above my paygrade, therefore: 'we are not worthy'! Teasing out of that the parts I did follow, then as I said to another writer here, my observation would be that, looking at the texture used (and I had to break it to get this view) I see no transparent portions. Here's an image grab to illustrate what I am describing: I hope this helps.
  7. Ooh Fluffy! This sounds interesting! "UV Mapping" - never heard of that so I'm going to beat Google until it comes clean on it - thank you. I don't want to be Mr Glass Half Empty when you've just thrown me such a hopeful explanation, but one pessimistic heads up on it - I looked at the objects texture and it is just one texture all over - head, body, all it's tails. That texture however has no transparent portions on it. Could the UV method still be the way this was achieved do you think? Thank you too for the extra knowledge about Animesh being more efficient. I assume by that you mean 'causes less lag' than a scripted alpha changing object? Thank you!
  8. Thank you Chic. Unfortunately that's not the case here. In your examples (which seem to be designed to change texture as opposed to creating the illusion of animation), all faces of the object are showing at once. Not these animated mesh's. I can see (if I break them) that there are multiple limbs (or whatever seems to be in motion). If it were some kind of texture switching then two questions arise - how do you address different areas of the same single object that share the same face (the core of my post question), and even if you could, the loading time would lag behind the repid motion needed - so if you can load a texture it'd be quicker to load them all then just switch visibility on and off which you can do very quickly. So, nice line of attack but the central question remains - how to make (e.g.) some PART of object 1, face 1 go transparent, while switching another part of the same object 1, face 1 go visible?!! Thank you for your thoughts though
  9. Never heard of sarcasm-free responding before? Oh I forgot - I'm in a forum - always at least ten flamers. It's ok I don't give a **** about fire-retarded posters. Edit: Rolig was courteous.
  10. Hi Rolig No that's not it I'm afraid. 1. There's no actual movement - it's flashing on and off one of it's 4 tails as I said. 2. An animesh character is capable of following an animation file. As such it wouldn't need 4 tails: unless you want to animate a 4 tailed shark! Frankie.
  11. Hi I have written asking about this mystery a couple of times before but no one seems to have any idea, which I find difficult to believe, so I'm trying again with a fresh example. There is a particular technique of animating a mesh object that I am seeing that utterly baffles me and I wonder if any smart mesh coder out there can point the way for me? Now one method I'm familair with is by combining many models together, each with a slightly moved posture, linking them all together into one multi-limbed monstrosity, then using LSL to switch them all invisible but one, then cycle through which one is visible to create the desired effect. You have one new model for each 'frame' of the finished animation. Now I understand that and that is NOT the technique I'm asking about. The mystery technique operates on a single mesh object (no linked parts) that reports only 2 faces. An actual example: I recently bought a shark that has 4 tail swim positions. I have seen things with about 10 positions but lets keep this simple as an example. When working, the shark switches tail positions to create the illusion of wagging it's tail left and right. As there are only 4 positions in this example, the illusion is a little jerky, but it's the 'how'? of it I want to ask about. This shark is one object - not four. It's not one torso with four tails either. It's the Shiva of sharks - all one body with several tail fins. So - switching one body visible and the rest 'off' isn't possible here. Clicking on the various tails as I have to get their face number doesn't solve it either, as at least three of the tails have the exact same face number. I have seen other cretaures that have many more than 4 positions, and these too are all one model with a similar paucity of faces, so - it's NOT about addressing different faces and telling different faces to switch on and off either. So summary - we have a multi-phase animated creature with more 3D new positions than there are objects - or faces - in it's composition. How on earth can I start to accomplish something like that myself? Only if you actually know please! Regards Frankie.
  12. Gosh thank you everyone for your thoughts and input here! Very much appreciated. I'll try these modifications in the next day or so and report back!
  13. So, assuming I have 2 linked prims and not one, what's wrong with my code example such that I can't get the 2nd avatar to sit AND have the 2nd pose/animation asigned to him like the 1st one has? Thanks!
  14. Hi! I have been trying to get two avatars to sit on a single prim (if that's possible?) or at least a single object for longer than I care to remember but it's one feat that continues to elude me. Based on Rolig's remarks and my ability to misunderstand them, I ventured to adapt a sit script I have used for years, hoping to crack this puzzle at last. I also added two different sit animations to the object. Whether it was a single prim or two linked prims, I'm getting nowhere. The first avatar sits successfully using the first pose in the inventory, but the second avatar to try to sit actually does the basic sit, ignoring the second animation in the object. Can anyone diagnose where I'm going wrong please? Script I have evolved so far is below: (thank you!) //************************************* key agent; key sitter; string pietext="Enter"; //************************************* default { state_entry() { llLinkSitTarget(1,<-0.5,0.32, 0.65>,llEuler2Rot(<0.0,0.0,PI/2>)); llLinkSitTarget(0,<0.2,0.35,0.4>,llEuler2Rot(<0.0,0.0,PI/2>)); } changed(integer n) { if(n & CHANGED_LINK) { agent=llAvatarOnSitTarget(); if(agent!=NULL_KEY) { llRequestPermissions(agent,PERMISSION_TRIGGER_ANIMATION); } } if(n & CHANGED_INVENTORY) { agent=llAvatarOnSitTarget(); if(agent!=NULL_KEY) { llUnSit(agent); } } } run_time_permissions(integer n) { llStopAnimation("sit"); llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION,0)); llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION,1)); } }
  15. No Wulfie, as far as I know the item isn't available somewhere. My vague, second hand, inarticulate and wholly inadequate description is of course lametable, laughable - and all I have to offer. Yes Qie. I can see the textures both on the object and in edit/texture view. In texture view it's definitely one cat, albeit fragmented as through a prism. I note from it that only one eye is defined, so presumably it's the same eye on both sides of the head - the point being that there is no apparent duplication or redundancy in the single texture I find. I will try to add some screen grabs in the next few days - away from home at the moment! Cheers.
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