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Bloodsong Termagant

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  1. 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!
  2. 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.
  3. 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!!
  4. 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.
  5. 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
  6. 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!
  7. 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!
  8. 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 :/
  9. 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??
  10. 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);
  11. 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...
  12. yes, that's what's not working. as i explained under part 2: "TEXTURE ANIMATION" in my original post.
  13. which still leaves the question... why isn't the texture rotation working right?
  14. heyas! okay, so i built a set of front wheels and axle for my mesh car; it's really simple and to 'turn' the wheels i just rotate the whole axle on the z axis left and right. the y axis is the 'spin' axis. 1: TARGET OMEGA: am i reading this right? it is impossible to apply a (corrected) target omega rotation to a child prim in a physical object, because the root object keeps rotating and throwing off the child's omega. ??? i mean, it works fine if the child stays on its original rotation, and the y axis matches the root prim's y axis. but as soon as i turn the child's y axis, then target omega doesn't know what the dip it is doing. (despite the fact the wiki SAYS it's local to the child object.) 2: TEXTURE ANIMATION: so not a problem. the wheels are rounded off cylinders, with a basically square map. so if i use texture rotation to rotate the texture, it will look as if the wheels are spinning. except, no. i apply the texture animation, and the texture rotates about 30 degrees, then pops back to 0 degrees. over and over again. why?? i went into the texture tab and manually spun it around with the texture rotate dials. it was fine. i'm guessing it's SOMETHING freaky with uvmapping instead of flat squares everywhere like prims, but... what?
  15. This script will help texture creators create texture applier scripts for any object. It is NOT foolproof. It will screw up if the end user has somehow changed the link order of their object. It may also choke if any link in a linkset has settings for more than 3 or 4 faces. RELEASED AS-IS; USE AT YOUR OWN RISK; ETC Open Source; please share any improvements you make to it. Thanks and Enjoy! //---------------------------------------------- //-- Texture Applier SETUP v 1.0 //-- by bloodsong termagant //---------------------------------------------- // WARNING: make croak if one link has many faces/materials set up. // The script only writes textures and colours & transparency. // It does not do shine or bump or glow or anything else. // WARNING: this is a free script, distributed as-is // use at your own risk. TEST. // If you improve it, please share on the SL forum topic -- thanks! //---------------------------------------------- // This script will create a script (chat output) // to apply textures, via UUID, to various links/faces in a set. // // Throw it in an object you have textured. // If you make changes afterwards, click the object. // Copy and paste the output to a New Script. // // See bottom for complete instructions. //----------------------------------------------- string s = "\n"; list ListOfLists = [];//--our list variable names list ListOfNumbers = []; //--which links have lists...! doRead() { string name = llGetObjectName(); llSetObjectName("//"); string output = ""; //--this will write our lines list l; //--temp holding list string txname = ""; //--texture name check key id; //--key check integer n = llGetNumberOfPrims(); integer i = 1; //--counting prims if(n == 1) i = 0; //-- solo = 0; root = 1 integer nt; //-- how many texture sides integer t = 0; //-- texture face # 0-7 integer TEST = FALSE; doHeader(name); llOwnerSay(s+"integer nLinks = "+(string)n+";"); //--line to load nLinks variable for(i; i<=n; i++) {//llOwnerSay("Checking Link#"+(string)i); TEST = FALSE; output = ""; nt = llGetLinkNumberOfSides(i); for(t=0; t<nt; t++) {//llOwnerSay("Checking Face#"+(string)t); l = llGetLinkPrimitiveParams(i, [PRIM_TEXTURE, t, PRIM_COLOR, t]); txname = llList2String(l, 0); //--dont do anything if its not our texture if(txname == "00000000-0000-0000-0000-000000000000") jump out; else //--YTF do i need this??? i dont, if i do ^^ right { llOwnerSay("Texture="+txname); TEST = TRUE; //--now surgically alter the list, because ANNOYANCES txname = "\""+(string)llGetInventoryKey(txname)+"\""; l = llListReplaceList(l, [txname], 0,0); l = llListInsertList(l, ["PRIM_COLOR", t], -2); if(output == "") {//--first face in list output += s; //--skip a line output += "list Link"+(string)i+" = ["; //--variable list //--add to our ListOfLists ListOfLists += "Link"+(string)i; } else { //llOwnerSay("^^^^^ DELETE ABOVE ENTRY ^^^^^"); output = llGetSubString(output, 0, -3); //chop off ; and ] output += ", "; } output += "PRIM_TEXTURE, "+(string)t+", "; output += llDumpList2String(l, ","); output += "];"; } @out; }//--end Face loop if(TEST) { llOwnerSay(output); ListOfNumbers += i; llOwnerSay("Adding "+(string)i+" to list."); } }//--end Link loop doBody(); llSetObjectName(name); } //-- Start our chat output for the script with a header //-- x is the name of the object doHeader(string x) { llOwnerSay("===================START SCRIPT==================="); llOwnerSay("----TEXTURE APPLIER SCRIPT-----"); llOwnerSay("-----"+x+"-----"); } //--this part does the whole script default state and state_entry doBody() { llOwnerSay(s+"default\n{\nstate_entry()\n{"); //--start //--state entry; run through and apply per Link per Face string output = ""; //--this will write our lines integer n = llGetListLength(ListOfLists); integer i = 0; for(i; i<n; i++) {//llOwnerSay("Writing Link#"+(string)i); output = ""; output += s; //--skip a line to avoid commenting it out output += "llSetLinkPrimitiveParamsFast("+llList2String(ListOfNumbers, i)+", "; //--command output += llList2String(ListOfLists, i); //--which list params output += ");"; llOwnerSay(output); } llOwnerSay("-- Uncomment next line to make it self destruct. WARNING: SAVE A COPY TO YOUR INVENTORY!"); llOwnerSay("llRemoveInventory(llGetScriptName());"); //--end the state entry and the script llOwnerSay("\n}\n}"); llOwnerSay("===================END SCRIPT==================="); } default { state_entry() { doRead(); } touch_start(integer total_number) { doRead(); } } /*============================================= FULL INSTRUCTIONS: If You Created The Object:----------------------------- 1: (Re)texture it how you wish. 2: Throw the textures you used into the object's inventory. 3: Throw in this script. If it doesn't work, see below. 4: Open chat history and copy the script. 5: (In Inventory) Create a New Script. Select all, Paste. Save. (Make sure you name it so you know what it is, and what it goes to!) (Also, uncomment the Self Destruct line at the end.) (And set the script perms as you wish.) If You Are Not The Creator:---------------------------- 1: Retexture the object. 2: Throw the textures you used into the object, AND throw whatever texture you used in child objects into those child objects. 3: Throw in this script (to the Root Prim). 4: Open chat history and copy the script. 5: (In Inventory) Create a New Script. Select all, Paste. Save. (Make sure you name it so you know what it is, and what it goes to!) (Also, uncomment the Self Destruct line at the end.) (And set the script perms as you wish.) //-------------------------------------------------- It works like this: "With texture as with llGetTexture, NULL_KEY is returned when the owner does not have full permissions to the object and the texture is not in the prim's inventory." So, if you did not create the object (not full perms), &AND& the texture is not IN the object, it will not tell you the texture name or UUID. Therefore, if you don't have full perms on the object, you need to put your texture in the object for it to return the texture name. To get the script to get the texture KEY... it needs to find the texture name in its inventory and get the key from that. Therefore, if you DO have full perms on the object, you still need to throw the textures in it. THEN The script it generates is pretty basic. It has one list variable for each link in the object. It goes through each list, applying it to the link it goes to. NOTE If you don't want to dick with throwing this script (and a buncha textures) into each variant of an object you textured, but prefer to dick with copying and pasting UUIDs from your inventory, you can do that, too. The output will look something like this: //: Texture=13T-TM-AlbinoBase //: list Link0 = [PRIM_TEXTURE, 0, "5452154c-f1fd-c5e8-32zz-8e45c9439689",<0.600000, 1.000000, 0.000000>,<-0.499985, 0.000000, 0.000000>,0.000000,PRIM_COLOR,0,<1.000000, 1.000000, 1.000000>,1.000000]; The texture name is in the comment above. So, for example, to change the AlbinoBase texture to a PiebaldBase texture, you'd just copy the UUID of PiebaldBase from your inventory and paste it into that long text line of secret code, there. GOOD LUCK! ====================================================================*/
  16. okay, i was banging my head against this for THREE WEEKS... and i still haven't figured it out. so i have a couple of poll questions. A: Have you ever built a lower-LOD version of your model from scratch (and had it work/upload)? IE: for some reason you didn't take the full-res object and decimate it somehow or other to get the lower-res version. B: Does the SL mesh importer stretch the lower-LOD models so that their bounding box matches the full-res model's bounding box, the same way it stretches/squashes the physics model? tl;dr------------------------------------------------------- i made a simple cushion/beanbag chair, and then i built a really low-res physics model for it. (if i had been older and wiser, i would have had the foresight to just have saved the original box model i started with, but. oops.) the automatically generated lower res versions were... crappy. and had more triangles. 'i know!' i said, 'i'll use the physics model as the lowest res model!' but all i ever got was 'material is not a subset' errors. and yes, i worked through all the fixes on this page: http://www.pader.world/fixing-errors-on-mesh-upload.html i took the physics model and i put the three materials of my object on it. my 'object' was also technically TWO objects in a linkset. (one with 2 materials, 1 with 1 material.) so i divided off the 3rd material's faces into a separate object, also. this is where i got the weird result of this square, which was supposed to be the flat bottom of the mesh, ending up as a diagonal plane through the seat of the chair. (leading me to suspect some bounding box thing was going on, though i could not find any reference to that, anywhere.) since i can't get, by hook or by crook or by ImportLegacyMatching, this thing to recognize my other model's materials as a 'subset' of the original model's materials (yes, the same exact materials, no .001s)... i'm starting to wonder if the actual VERTICES need to be... i dunno, actual vertices that were in the original model somehow. :/ OR... maybe it can just never work on two separate objects uploaded as a single mesh thing? looking for clues, so that's why i'm asking those with more experience in mesh than me.
  17. okay so... i have nPose, and i have AVsitter (version 2 and version 1), and i have SitTargetHelper.... but all i want to do is write a SIMPLE script that takes ONE avatar sitting on ONE thing, moves it around, and can save that as a new sit target. now, i can get the seated avatar's link position and rotation no problem. and i can change those and scoot it around. and i have scripts and functions that can get an ACCURATE sit target from the avatar seated on a TOTALLY SEPARATE prim/object... but i haven't found any that can get it from the avatar actually linked TO it. and im bad at math in general, but when you start mathing vectors and rotations and quaternions and radians... OMG! as for avsitter... it apparently doesn't even use llSitTarget at all, but grabs the avatar and sticks it in position based on stored settings. (and as for npose, my eyes were so bleary from peering at avsit code, i just couldn't... :X ) does anybody know this forumula? if it's not proprietary to you, can you tell me what it is? if it IS proprietary, how much you selling it for?
  18. tl;dr-------------------------------------------------------- once upon a time, i used to shop at north star av mall. and everybody had a vendor there! furries, ferals, strange aliens, cartoon creatures, chibi furries, tinies, robots, it was a smorgasbord of the weird and wonderful. but then north star gave out a notice it was 'relocating' somewhere. and... it never made it?? rocket city fur meet closed it's mall section, so now... i can't find one conglomerate location for non-human avatars. (and trying to search the marketplace... seems to NEVER work.) TL;DR------------------------------------------------------ so i'm trying to find a 'mall' -- a collection of different vendors in one place (also, i will want to rent a spot there). and it has to be not on an 'adult' sim. if you know of one, can you please throw me a landmark in-world if you have time? or if you can tell me here a store/place name i can find in search. anything! (or maybe they're just all on adult sims? :/) now, i know about Isle of Wyrms. i went there, and it seems to be in the middle of being under re-construction? i'm not sure they're taking new rentals, or if anyone is going there... and of course i know about grendel's. they have a TONNE (and i buy a bunch from them), but they're still just one vendor. (that i know of, unless they changed? no, they barely had room for their own stuff.) i did find a nice place for breeder's choice/teegle/waterhorse horses and rats, with lots of vendors and shops for rent, but most of those seemed to be add-ons for the horses and rat avatars... so that was kinda limited. thanks a bunch!
  19. wulfie is correct. the COLOR is white, the transparency is usually set to 44%. BUT the grey colour i'm seeing is in the texture swatch, when i'm editing. (and of course, also making the object 'dimmer'). and when i click the grey swatch and press the 'blank' button, it turns from grey to white. it is a DEFINITIVE difference, i mean from 50% grey to 100% white. as for the 3 reasons you cited... 1: the uuid is either A: what i got from reading the texture key or B: the constant TEXTURE_BLANK. 2: the blank texture loads. when i press the button. 3: mmm, no. ;D ...although if i recall correctly, i tried to get the uuid for the grey texture and it was the same as the white one. i'm gonna report this to LL as a bug. it makes no sense. ... of course, now i can't get it to do it today. thanks, guys!!
  20. heyas, guys! i was working on my mesh dolphin on the beta grid. i used a custom texture (95% white grey) in the "shiny" setting, so that i could access the shininess settings and tweak them. i came up with a good setting of 33 highlight and 33 environment for the skin. not SHINY, but... you know, wet looking, like a dolphin. when i went to the main grid, i uploaded everything (mesh, textures), and when i applied the 95% brightness to the shiny channel and set it to 33/33... it was barely shiny at all. so i cranked it up until it looked as it had in the beta grid, which was very high. then one of my beta testers mentioned that it was way too shiny. like eye-hurtingly shiny. my question is... what could be causing these discrepancies in the appearance of the shine? i'm using the firestorm client, on both grids. is it the client? is it the sim windlight settings? is it some preference about 'basic shaders' or something? (but i can still see shiny, so it's turned on.) are the custom shiny controls not actually active on the main grid? or something? i'm just confused, and now i don't know how shiny to make stuff.
  21. okay, this is weird. i'm making a texture applier, and if there is no texture, it of course uses the blank texture. but i have used both the default blank texture key, as well as the constant BLANK_TEXTURE (or is it TEXTURE_BLANK? you know what i mean.) when i'm editing the object, and i select the texture swatch, and click 'blank,' i get a blank white texture. (i'm using firestorm, if that makes any difference.) when i apply the blank texture from the script, i'm getting a middle-grey blank texture. when i go to edit this, and hit the 'blank' button, the texture definitely changes. when i set it to the white blank, and fetch its UUID from the script, and use that, i ALSO get the grey blank texture when i apply it via that key. i kinda need the applier to set the blank textures to a WHITE blank texture, so any colours/tints applied are correct, and not darkened by the middle grey. help?
  22. thanks guys! uh. i'm gonna go with wulfie on this one. link number for the win! you math gurus say the math is easy... hmmm... not for me! ;D
  23. so i have this swimming script, and it's using llMoveToTarget to make you swim around in the water. i want to be able to artificially adjust the height of the avatar/animations in the water, so i have a menu thing with the +++ and the -- and stuff like that, to dial in the water surface height. so that changes the depth by, say, 1 meter. and i want it to move the avatar up 1 meter.... so i can see where it is. the weird thing is, if i get in the water, and i'm standing (hovering? falling? technically, i'm 'inair' i guess) there, and i press these menu buttons... i don't move. if i swim forwards or around a little bit, then click the button for the menu and work on the menu... it works fine. so...??? what is going on? what can cause llMoveToTarget to fail? being in a menu dialogue?? already having an llMoveToTarget command on you? (i put in llStopMoveToTarget before the new call; no help.) you are in a certain minimum distance where llMoveToTarget thinks you're close enough to the target already? (how small of an increment can it move you. i started with .15 meter, but now i'm using .33 meter as the smallest increment.) the damping? do i need less? or more. i tried less, let me try more... no, no help. ugh.
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