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Quarrel Kukulcan

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About Quarrel Kukulcan

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  1. Which armature did you start with, and are you using only rotations (no bone repositioning or scaling)?
  2. This fixes the animation name bug (which was my fault) and follows better permission timing guidelines from the scripting wiki. // Set these to your custom values. string cMySkateAnimName = "my skating animation"; float cCheckTime = 0.5; // time delay between checks, in seconds key gOwner; integer gPlayingMySkates; default { attach(key id) { if (id == NULL_KEY) { llSetTimerEvent(0.0); } else { gOwner = id; gPlayingMySkates = FALSE; llRequestPermissions(gOwner, PERMISSION_TRIGGER_ANIMATION); } }
  3. Heh. That's not a totally robust, 100% unbreakable script. I was just giving the core functionality -- and kind of off the cuff. Things like manual animation resetting and laggy sim crossings might get it out of sync. Also, I don't think I accounted for taking the object off and putting it back on. Replacing the whole state_entry() function with this should hopefully fix that: attach(key id) { if (id == NULL_KEY) { llSetTimerEvent(0.0); } else { gOwner = id; gPlayingMySkates = FALSE; llRequestPermissions(gOwner, PERM
  4. I wish I could say "you don't need Avastar", but I've had limited success getting pure Blender animations to import properly all the time. EDIT: I made a dumb mistake and things actually work without Avastar. First, I have to work with a rotated model (the method mentioned in this thread: ) And that was basically it. I was able to export frame 1 and import it to get a whole-body locked-in pose, including at least Bento fingers. (I didn't test face or tail.) If I want my pose to leave some bones untouched, I have to keyframe every bone I want my pose to affect, twice: once
  5. If you want to play an extra animation, in addition to whatever walk/run cycle your character plays, you're going to want to look at some old Animation Override scripts -- ones that don't use the llSetAnimationOverride() function. The fundamentals go something like this: // Set these to your custom values. string cMySkateAnimName = "my skating animation"; float cCheckTime = 0.5; // time delay between checks, in seconds key gOwner; integer gPlayingMySkates; default { state_entry() { gOwner = llGetOwner(); gPlayingMySkates = FALSE; llRequestPermissio
  6. Jeez, I don't have a professional certification metric in mind. At least 25% less? I'm trying to avoid writing laggy scripts. "Don't do something you don't need to" is one very basic element of optimizing performance, but it looks like this is a case where checking whether I need to do something is plausibly as slow as or slower than just doing it.
  7. Option A: Check whether an animation is playing and only restart it if it isn't. Option B: Just fire off llStartAnimation(). If the animation is already running, it'll simply keep going (not jump back to the beginning). Does Option A have significantly less server load?
  8. That is the normal behavior of looping animations with a Loop Out point anywhere except the very end. Wulfie pointed out one fix. Another is to re-import the animation with Loop Out set to 100%. That way, it will only keep playing for the Ease Out time upon getting a stop signal.
  9. Every object will have a physics mesh, but it's ignored on attachments, plus most world-placed objects only need a simple cube (and even then, only if you care about not letting people walk through them). Simpler is better. A cube or single triangle are all you need unless you're doing something like a chair, or a whole building, or something for a combat sim. Model a cube and a triangle, export them to their own simple files, and just use them over and over as the physics meshes for your other projects. (The exact sizes don't matter because the physics mesh gets scaled to auto-fit the object'
  10. Blender Render doesn't use nodes. Those are just for Cycles (and Eevee, in later versions.) You have to set up textures and texture blending entirely differently, and I'm really not familiar with the old way anymore. You shouldn't be trying to put graininess into the AO, in my opinion. You should add it to your diffuse texture, which will require either a separate bake (if you're using Blender to combine them) or an outside image editing tool . Your AO bake is created out of nothing based purely on your model's geometry -- there is no step where you can add graininess to it beforehand (ot
  11. Mix a little bit of generated noisy texture like Musgrave or Stucci into your diffuse. (Don't use Noise for this in 2.79 -- it doesn't scale and is always pixel-size noise in that version.) You'll have to play around with scale, color and mixing modes to get a good look.
  12. What's the cleanest, most secure, least lag-inducing method to have a HUD panel with multiple buttons all sending messages to be listened for by a single receiving object? I realize I can't have the listen handler filter by sending object name unless each individual button has identical names.
  13. If the whole dress is one face, then, yes, what arton said: make a texture the exact same way you'd make one with parts of it opaque and parts of it transparent (opaque will be bright in the dark, transparent will not), upload it and assign it to the object's face in the usual way, then set that face's alpha mode to Emission Mask instead of Alpha Blending. That tells SL to treat the alpha layer as pixel-by-pixel illumination amounts instead of opacity ratings. You may have to fight with your image editing program a little. The alpha layer is so commonly used to control opacity that a lot
  14. They are faces made alpha. But one object can only have 8 faces. For this reason, big-selling brand name mesh bodies are assembled from multiple linked objects (or are multiple separate objects worn together, I guess) so they can have more than 6 or 7 alpha panels across the entire thing. To answer your original question: yes, clothing can have alpha panels. There's no difference between rigged mesh clothing and a rigged mesh body from SL's perspective. (BTW: making a face invisible by setting Transparency to 100% flags the object as "an object that uses alpha blending", which quadru
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