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Stickman Ingmann

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About Stickman Ingmann

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  1. So me and several other avatars makers create non-standard "onion skinned" avatars. I've made dragons, gryphons, and wyverns. I'm working with someone who does horses. I have friends who make dinosaurs who use a similar method. In order to aid in customization of these creatures, it's common to have a "texture HUD." Select a body part, select a texture, and it gets applied. Pick a decal/tattoo layer, and apply some spots or stripes or a stocking or whatever. The system can get pretty fancy, allowing you to have certain patterns on legs or arms, and different patterns on wings and tails, e
  2. I'm new to the bakes on mesh project, and a scripter by trade. I know there must be some script functionality going on here because of the Omega HUD already on the market ( https://marketplace.secondlife.com/p/Bake-on-Mesh-skin-applier-Omega/14391590 ) But I cannot find any documentation regarding script-based mesh baking. Can anyone point me in the right direction?
  3. As has been noticed in the Jira, this problem has been resolved: https://status.secondlifegrid.net/incidents/yq8h2drwfypm Thanks to Whirly Fizzle for being on top of it.
  4. I, too, am having this problem. I made a bug report if people wanted to keep an eye on it. You can click "Watching" under the People tab on the right hand side to get an email notice when the bug report is changed in any way. Voting may also help bring attention to it. https://jira.secondlife.com/browse/BUG-202848
  5. I am very interested and excited in this feature. I'd like to thank Linden Lab for listening to input and working on this. I would like to argue against the lack of bone translation/positioning via animation. While it does have the traditional legitimate use of animating the facial bones (which rarely use simply rotation to animate the face), there are other non-traditional uses that it would be particularly potent and powerful for. Personally, I have been using "animation deformations," the changing of bone positions through the use of animations, in place of mesh skeleton deformations thro
  6. llWater just gives you the water height of the region. http://wiki.secondlife.com/wiki/LlSetKeyframedMotion Using this function to animate it sounds like it would be the easiest solution. Anything else would involve enabling physics, or basically creating a movement system and math that does what this function does. Though turning on physics, making it boyant and maybe phantom, and giving it a target or five to weakly travel to might give you the effect you want. Look at these for more on that: http://wiki.secondlife.com/wiki/LlSetBuoyancy http://wiki.secondlife.com/wiki/LlTarget http:/
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