Jump to content

Bloodsong Termagant

Resident
  • Content Count

    91
  • Joined

  • Last visited

Community Reputation

6 Neutral

About Bloodsong Termagant

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. quick bump... this is the last week i'll be accepting applications or inquiries and stuph. ENDING MAY 31. so... i didn't put this on the original post... which is probably too long anyway, but... About Me: Yeah, I guess since I asked you about all that stuff, I should tell you a little about me. Commence Novelization! I joined SL back in 2007 after reading a joke about it in the User Friendly online comic. At the time, I was suffering a severe artistic burnout and deep depression, and the idea of a world created entirely by the users, where you could earn the equivalent of Real Money, really sparked my interest and creative spirit. I have always been good at utilizing limited tools beyond their potential, so prim building was ideal for me. I had also wanted to get into video game design, so out of desperation I had gotten a book called "Learn C in 21 Days" and the sequel, "Learn C++ in 21 Days." Which wasn't very useful for game programming. However, when Neverwinter Nights came out, it had a toolset for building your own modules, and a scripting language based on C. That, I could handle! LSL is also based on C, so the transition to that was fairly easy for me as well. I have been working in 2D and 3D computer graphics for... a long time! I tried a lot of different 3D programs trying to find one that worked with me. Eventually, I ended up with Lightwave (7.3), and 3D Coat. I also recently purchased Zbrush because of... shiny toys! But ZBrush and I have a checkered history I worked in Poser for many years. In 99-00, I developed Dragon Factory for Poser, then did other models (Heavy Horse and Wee Beasties), as well as 'mods' for DAZ Studio products like the Deer, Eagle, and Eagle II. I also wrote a book on designing creatures for Poser, and workflows for joint editing (rigging) and creating morphs and such. In Januargy 2018, I finally pulled it all together and started my first mesh avatar for Second Life, the 3D Menagerie dolphin. I haven't worked with Blender for long, but I have started to use it as my sole modeling tool. With 3D Coat. Maybe a trip to Lightwave when Blender made me ragequit one too many times... :X As for animation... I had always been interested in becoming an animator. When I was a kid, I worked with claymation and stop motion, a little bit of cell animation. I liked to read about the techniques, see the behind-the-scenes specials and suchlike. In art school, I was considered for internship at Disney, but... my life was going in a different direction at that time, so I didn't. :X I worked with animations in Poser of course. I created a replacement Tiny AO set of animations, as well as a set of fighting animations for Tinies for Combat Cards. Animation in Blender is actually something I really like, since you can play the animation while you make adjustments to it. I did all the Dolphin animations, AO and action, in Blender. I've also worked on some other rigs since then. I have always worked in a niche market. While skins and hair are big money (both in Poser and SL), I don't have a lot of interest in that. I like animals and creatures, and fantasy. I enjoy racing (my computer/connection isn't fast enough to win much :X), and riding horses, and jousting! I always wanted to create my own line of rideable horses, and a jousting system. But ah well. When I saw that AKK put out a new horse model every year, I realized... that if I did end up making ridable horses, that would be pretty much the only thing I did from then on. :X That's not for me. I want to Do All The Things!
  2. I work in... niche markets. Non-humans. Creatures, animals, etc. So looking for a like-minded person for this position. If you're just a human and like hair and clothes and shoes... well, it's just not gonna work out. SHORT VERSION: This is a part-time, unskilled position. It only requires being able to read and follow instructions, and shoot photos in SL. It is also an unpaid position. In return, you will get free products, as well as help and mentorship. See the long-winded version, below, for details. *** IMPORTANT: I suck at keeping up on forums. Please send all queries (and/or applications) to Bloodsong Termagant in-world*** You can also get the notecard in-world here: http://maps.secondlife.com/secondlife/Raglan Commons/26/101/22 I am accepting applications until the end of May, when I will Make A Decision! PLEASE read the Long Version for how to submit an application. Thank you! LONG VERSION: I need an intern for all three of my Evil Corporations: Bloodsong Termagant (everything), 3D Menagerie (animal/creature avatars), and soon Brass Ring Ranch (add-ons and mods for rideable horses). My areas of expertise are building, scripting, modeling, and animation. DUTIES:------------------------- Beta Testing ---------------- This is easy, all you have to do is screw stuff up! But you should also be good at understanding how it got screwed up, and able to list the steps of how to screw it up so well. There may also be some alpha testing on the Beta grid, so you should know how to log in, and be able to get there. (I can help you with this.) Product Photos ------------------- I'm not very good at box art and product promotion. By this stage, it's all over for me. So you'll get some new goodies, a note about what kind of details to feature, and then you can go off on a photoshoot, either on location, or if you have a photo studio, or whatever. You will not need to upload anything to SL, you can just send me PNG files. Then I'll insert them into my layout files. Blurbs, Copy-Writing -------------------------- I can generally do this. But it might be good to find someone who can take my novel-length notecards and ... reformat them for modern attention spans. :X REQUIREMENTS:---------------------------------------------------- Time: ------- I don't think this will take a lot of time. It's more of a part-time position. When I finish a project (nearly), then there will be Beta Testing (where required). And then product shots. And in between, just nothing, really. I'm thinking an hour or two, for one or two days, every few weeks. Subject to change and fluctuate. Written Communication Skills: -------------------------------------- You should be able to read and follow instructions, as well as write bug reports with details of what happened and how. I am verbally handicapped, so any tutoring, mentoring, and help will be via text. Non-Competition/Non-Disclosure Stuff: ------------------------------------------------- Okay, I'm not gonna get all uptight and legal-ese about this. I believe in a fair open market. Just donn't be a jerk about stuff, you know? Like... if you need some left-justified floating text for your script, and I say, 'oh, here's some.' And then somebody asks to hire somebody to write left-justified floating text code, don't say 'ooh, me!' and charge 'em a couple thousand and give them my code If you want to make like... snowsuits and snowmobiles, I'm not gonna say 'oh no, you can't do that, cuz I did that once.' Those are old. On the other hand... don't go through the entire Mill back catalogue and re-do ALL my stuff, cuz that WOULD tick me off! If you want to work on something, and it is similar to something I want to work on, or may work on in the future, I will let you know. You can either decide 'well, then I'm not gonna discuss my secret plans with you' or we can see about working together on something as a partnership. But that's all open to discussion. Open communication is key. I'm Aspie, so I can be pretty blunt at times, but at the same time... I usually don't take things too personally. Or I try not to. PERQUISITES:------------------------------------------------- Free Goodies! ----------------- You get to try prerelease products, and give feedback and suggestions for improvements. As well as finished products. It just comes with the job I make a variety of things; these days it will be Titchy-centric, and mods/add-ons for various mesh avatars. Under 3D Menagerie, there will be avatars as well as animesh creatures. Right now, Brass Ring Ranch is focused on mods for the Teeglepet horse, but hopefully will expand to Waterhorse and anything else out there. Help & Mentorship: ------------------------- I have many skills.... I don't have anything set up to teach anything from scratch (except maybe scripting; I'll have to look up my old classes for those), but if you can get a start on some basic tutorials, I can certainly help with... Scripting: designing, syntax, creating functions, paradigms. Building: tips, tricks, and shortcuts for building with Prims right in SL. Modeling: designing for animatable models (for rigging). I used to work mainly in Lightwave (7.5, not the new ones) and 3D Coat, but I have been learning Blender, and can help out with that, as well as Avastar. Animation: principles and techniques, technical stuff with Blender and Avastar, as well as the SL animation specs and troubleshooting. I will be available on Discord, so you can ask questions and such at any time. I can't guarantee an answer right away, though. Application:----------------------------------------- If you are interested, toss me a notecard with some info about yourself (in SL; reality doesn't matter), what you do, what you WANT to do in your second life (or third or fourth). How you see this internship thing working, what you expect out of it, what you expect to contribute, blah blah blah. Please include a list of what kind of avatars you have, as well as what rideables/pets and such. Also what days/times you are usually in SL, and possibly what days/times you might be free to do live tests or meet on the Beta grid (these will be pre-planned. or so i plan!). Remember to name the notecard something pertinent, and put your avatar name on it, too. I don't know how long I'll be considering candidates, so I might hold on to these for a month or so? But I will get back to everyone. Thanks for looking!
  3. i use FRAPS (paid version) specifically for music videos. it creates uncompressed files that scrub back and forth better in my (aged) sony vegas 10 editor. i'm not entirely sure how 'live' fraps still is. http://www.fraps.com/ BandiCam creates compressed files, and will save hard drive space. unpaid version has a watermark on it. https://www.bandicam.com/ and i can't recommend highly enough, the free (yes FREE) high-end video editor: hit film express. https://fxhome.com/hitfilm-express we're talking professional effects level, here. we're talking light sabers. HUDs. one or two point motion tracking. effects compositing. SERIOUS stuff! starting out can be a bit daunting, but they have a tonne of tutorials. there is a paid version (if you ever become a professional filmmaker), and there are add-ons/plug-ins you can purchase. but otherwise free. they're nuts.
  4. again with the blender complaint principle. as soon as i complain, it gets fixed. or, in this case, i learn something... THAT HELPS! i started with this tentacle by dan pro, then added modifiers so that the (new) ik rig copied the rotations of the (original avastar) green (fk) rig, AND vice versa, but swapped influence based on the FK/IK slider. it still only works to seamlessly switch between fk/ik if it's keyframed, and you have to manually keyframe all the parts each time... but i dont have to muck around with rigify!!
  5. i've been working with 3d figures and rigging and animation for... decades, here. but i can NOT get blender's IK to work for me in a way i understand. i come from poser, where using ik is dead easy TL;DR------------------------------------------------------------------ you load your figure, you turn off ik, you pose the arms, you pose the legs. you turn on ik, THE POSE STAYS THE SAME. you move the hands/feet to move the limbs (i do understand this is actually blender's 'targetless ik'), or you move the body and the limbs stay in place. you turn off ik, THE POSE STAYS THE SAME*. and everything is keyframed and comes out the way it looks. (*: okay, often the hands would come out with ridiculous 1760 degree rotations or something, but that was a relatively minor fix.) tl;dr------------------------------------------------------------------------ in blender, if i turn on ik and pose the rig, the limbs are not keyframed. and if i import this animation to sl, the limbs just remain straight. i've tried keying visual rotation, but that won't auto-key. on top of everything, if i turn ik on, or i turn ik off after doing some posing, the pose completely changes. now, avastar has functions to copy the pose to the ik rig, or to copy the pose to the fk rig. which i try to use... but they only seem to work about 90% of the time, and only on the default human rig. if i try to adjust the rig to make it work better for me, and for my model... it's out the window. all the ik tutorials for blender that i've found are basically the same, and set up the ik the same way avastar has its ik set up. basically, not useful if i want to set up my own custom ik. which i must want to do, since the basic ik isn't working for me. ??? i did have limited success with changing the avastar ik in this manner: i used the ikWrist and the ikFootToePivot, and i set the ik chain to put the tip on the control handle. (it drives me nuts when the wrist bone is right on top of the ik control handle.) then i turned off the ik for the 'ankle' bone, and created it on the 'foot' bone. i changed both ik chain lengths from 2 to 4 (foot, ankle, shin, thigh & wrist, forearm, shoulder, collar). and lastly, i ended up deleting the pole controls, because omg, they are a pain! and they wreck everything. now when i moved the ik controls, the limbs moved with them reasonably. when i moved the cog, the endpoints remained in place. also, if i wanted to 'temporarily turn off ik to rotate a bone using fk,' i selected the control handle, then the bone with the action center set to 'active.' that way, when i rotated, say, the thigh bone, the foot controller moved with the whole leg, like i'm used to. as some inexplicable bonus, i didn't have to go back and convert any of the keyframes from ik to fk (and i have no idea why). the bad news is... when i tried to append actions made this way to the default rig (i was working on a project created by another modeler/rigger), they totally blew up. and, when i went to turn off the ik controls to polish off the animation keyframes... the ik and fk poses were decidedly different, so THAT didn't work. basically, what i want is to be able to seamlessly switch between using Ik and using the regular FK rig, using custom settings of my choosing. or how to set up an ik rig that will do that. or... what i really really want is the rigify tool as seen here: https://blender.stackexchange.com/questions/65290/how-can-i-seamless-switch-between-ik-fk is there a way to surgically replace the avastar green pose bones with a rigify rig? if i dont care about sliders? is there a way to create a rigify meta-rig or something that will control the avastar green bones? is there a way to autokey 'visual rotation' whenever a limb changes? blender doesn't seem to recognize when the bones visually rotate. you know, i THINK i understand how blender ik works. i can grasp the target thing and the chain thing. i even get the pole thing and the pole angle control whatever. but i don't understand why it doesn't work right for me.
  6. i'm having a strange issue, wherein when i save a script, it doesn't seem to restart immediately, but may take several seconds. i'm having it send a "reload" link message to another script on default state entry. normally, i expect it to run just after i get the 'save complete!' message, and the other script to respond right away, as well. i am using mono scripts. i am on firestorm. if those make any difference. my question is... is this an issue i should look into reporting? i keep asking people if they are experiencing the same thing, but... i don't actually hang out with a lot of scriptors :X
  7. ohhhh! thanks, whirly! uhm... can you translate that into everybodytalk? ;D i mean... is it just restarting all on-screen animations from the beginning?? it seemed more sophisticated than that. thanks a bunch!
  8. heyas guys; before i try to contact customer support (since i haven't found anything about this, searching around)... my second life viewer keeps automatically updating when i start it. and i noticed it was putting the update in the wrong directory (ie: the default directory of c:\ProgramFiles\SecondLife). that's... not where my second life viewer lives. aside from manually uninstalling and reinstalling it, is there any way to get the automatic updates to go to the right place? i don't suppose i could just grab the whole thing from C drive and throw it where it goes...? (ah, how i long for the good old days.) ; p thanks!
  9. i can't find it on this page: http://wiki.secondlife.com/wiki/All_keyboard_shortcut_keys so i was at the one billion rising video shoot, doing a dance. and they told us to use CTRL-S if the animations looked like they were out of synch. i tried it, and WOW! and then i was dancing with my friends, they were doing a couples dance, that was a little off you know? CTRL-S and bam! WOW! but... what is it doing, exactly? i mean, EXACTLY? in the first instance, it just seems to make all avatars playing the same animation go to the same keyframe? in the second instance... they're playing two different animations, so how...??? lastly, my problem. i'm creating animations for my dolphin avatar and baby dolphin-turned-animesh. couples animations. omg. but anyway, the animation i was doing got out of synch, so i hit CTRL-S and...! NOT WOW. not in a good way. because my dolphin avatar started the animation over from the beginning, and the animesh attachment just... stopped playing the animation. (oh, maybe that's because animesh can't play the same animation until it's stopped first.) but at any rate, i was going to put that tip in a product notecard: use CTRL-S if animations are out of synch. but not if it's going to screw things up :/
  10. so, i have made vehicles before. back in the old days. and i found they drive and stabilize best with an invisible sphere (or spheres) as the base. now this monstrosity is the first mesh vehicle i've created, and i created the physics for it. and i added my usual stabilizing 'spoilers' to it, but... this is weird. when i turn it physical in the build palette, it lands and stays flat. when i get in it and the vehicle script turns it physical, the front end jacks up. and, okay, i can see the back end has bigger wheels, and the wedge is wider, so that end is heavier. but even moving a weight 'spoiler' out front, even bending the back spoilers down so they should hit the ground and force the rear end up... it still tilts backwards when i try to drive it. (and the cheese wedge is the root prim, not the spheres. maybe that's my problem?? :/ ) i checked the script for any strange rotation setting when it drives; there is none. i added a y rotation fixer for when the vehicle comes to a stop and goes non-physical. and yet... still wheelies. has anybody dealt with this sort of thing before? what should i be looking to do to fix it??
  11. heyas! i'm happy to report that the Fur Ever Adoption Center is what i was looking for! they just re-opened.
  12. well, IDEALLY, i could use the texture rotation. the wheel takes a square map (actually a circle in the center of a square), the scale and rotations on the texture are 1, 1, and 0.00. or, basically, the same thing you would see on the endcap of a prim cylinder. oh wait. it's doing the same thing on the endcap of a cylinder!!! OH! OH FOR! ::headdesk!:: okay, i did not remember (and the tooltip did not inform me) that one of the "# of frames" parameters was also a rotation AMOUNT parameter, and... okay. i'm okay now. QIE! brilliant job! thank you! for posterity! llSetTextureAnim(ANIM_ON | LOOP | SMOOTH | ROTATE , 2, 0, 0, 0, TWO_PI, 2.5);
  13. thanks, guys! of course, beta grid is down today, so i can't test. haha, i finally got in! bad news... it's the same stupid as before i DID notice that i somehow had the front wheels on backwards, but i fixed that, and... well. they spin okay, except when they turn. you can see here. its in wireframe so you can see the front wheels through the car. when they turn, they fishtail instead of spinning on their local y axis. yes, the axle is the local y axis. http://recordit.co/ne8bhcrdnV if(num == DIR_STOP) { llSetLocalRot(ZeroRot); // llTargetOmega(<0.0, 1.0, 0.0>, 0.0, 1.0); llSetPrimitiveParams( [ PRIM_OMEGA, < 0.00, 1.00, 0.00 > * llGetLocalRot(), 0.0, 1.00 ] ); } else if(num == DIR_NORM) { llSetLocalRot((ZeroRot)); llSetPrimitiveParams( [ PRIM_OMEGA, < 0.00, 1.00, 0.00 > * llGetLocalRot(), speed*gear, 1.00 ] ); } else if(num == DIR_REV) { llSetLocalRot((ZeroRot)); llSetPrimitiveParams( [ PRIM_OMEGA, < 0.00, 1.00, 0.00 > * llGetLocalRot(), -1*speed*gear, 1.00 ] ); } else if(num == DIR_LEFT) {llOwnerSay("Turning LEFT"); llSetLocalRot(LeftRot); llSetPrimitiveParams( [ PRIM_OMEGA, < 0.00, 1.00, 0.00 > * llGetLocalRot(), speed*gear, 1.00 ] ); } else if(num == DIR_RIGHT) {llOwnerSay("Turning RIGHT"); llSetLocalRot(RightRot); llSetPrimitiveParams( [ PRIM_OMEGA, < 0.00, 1.00, 0.00 > * llGetLocalRot(), speed*gear, 1.00 ] ); } yes, im using it in the front wheels. both front wheels and axle are all one object. is there any news as to why texture rotate won't work on a mesh object? or is it just me? i'm lucky that way...
  14. yes, that's what's not working. as i explained under part 2: "TEXTURE ANIMATION" in my original post.
×
×
  • Create New...