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Bloodsong Termagant

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Everything posted by Bloodsong Termagant

  1. heyas; i'm designing some huds with multiple buttons made from a 2d texture, and i'm wondering which is more script conservative -- A: slap the texture on a prim, and use touched texture coordinates to figure out which 'button' image was clicked. B: slap a texture on a prim, stick invisible child prims over each 'button' and use the touched linked (i forget the exact names at the moment, it's been a few years. but i know there's a way to do that. i think.) C: construct a mesh hud with different texture faces for every 8 buttons, and use touched face. although if i have more than 8 buttons, i would have to use two mesh pieces, and that would be touching a linked thing anyway.... it seems to me that 'A' with fewer prims would be less 'weighty,' but i suck at math and hate figuring out coordinate systems : X thanks, guys!
  2. uhm... what jira, where? : / oh, i see what you mean about keys... uhhh, but as far as i know, you can't animate an avatar with an animation key, anyway? oh well, i worked around it anyway. QIE: i have a hud that is animating the avatar, and an attachment on the avatar that is creating splashes when it gets in and out of the water. the hud has to talk to the listener on the splasher. i was going to make the splasher do the work of figuring out which animation/which duration to use, but... since i couldn't... i had to put that code in the HUD script, which is already doing a lot of work, which is why... well. you work with what you got. thanks, guys! : )
  3. yeah, i was gonna see about creating a hybrid script, but... it is not worth it. i dunno, ALL my animations were cut off abruptly. but i'm using a non-human avatar. maybe it's not (as) noticeable on humanoids? does using the AnimationOverride stuff let the client stop animations in the middle of a loop or something? all my animations have a lead-in, loop, end-out, and they're all packed with easein/easeout settings, easing through all the same base position. llStartAnimation and llStopAnimation make them all blend together soooo smoooooothly. i also haven't had trouble with turning left/right. but in the instances i'm using it, 1: i actually use the default animation, overlain by my tiny lock animation and 2: the avatar i'm currently working with aint got no legs. ;D so whatever the legs are doing, i do NOT care! i'll keep that in mind, though, when i do finally make something with legs!
  4. i'm trying to synch my dolphin's jumps with splashing, but the different jumps take different times. i got the splash script to check for the animations running on the dolphin, but llGetAnimationList returns KEYS. i tried checking for the keys of the animations in my inventory, but they are apparently different than the keys of the animations in my object that is animating my dolphin, because i am getting no matches -- and i looked at the list that was returned. so, it seems i need the animation names. i found llGetObjectAnimationNames, which isn't implemented yet... but it only returns animations playing on an OBJECT that the script is in. i would like to pass the key of the owner to this function, and get a list of animation names running on my avatar. haha... i'm gonna guess there's some reason why i can't do that : ( oh well, thanks for looking! OH! um... where DO i post script function requests and suchlike? i keep trying to go onto the wiki discussion pages (or correct some grammar errors in the lsl wiki, or add my notes on the llSetAnimationOverride, but all the pages... i'm not allowed to edit. okay, but who do i talk to about it???)
  5. well, i didn't find any free ones, so i made my own. and, omg, who uses this? it is TERRIBLE! where are all my ease in/ease out? every animation cuts off abruptly. since the pre jump can't loop, it ends too soon and then stands there half a second, and doesn't mesh smoothly with the jumping animation... i can't even tell if it is playing the landing animation or not. i was going to try to make a hybrid new/old ao, but... it looks like i'll just stick with oldschool. which is a shame, because being able to do away with all the timer and control events would have been really great. : /
  6. heyas! so... yeah, i've been mostly inactive for a while, and while browsing the lsl wiki the other day, i discovered a "new" permission and command for overriding animations! wow. (that came out in 2013. :X) so i was wondering... has anybody released and open source AO script using this new functionality? you know, like franimation and zhao overriders of days long gone? or do i have to do it myself? also... i'm sensing... that it can't do things the old overriders could, like have several stands that could randomly be cycled through. and do i also understand that it doesn't play the built-in SL animations AT ALL? (my TAO2 ao for tinies uses a blend where some limbs are unlocked to just use the standard anims.) annnnnnd... i was reading that states like 'pre jump' and 'landing' etc can't be looped animations, or the avatar will get stuck in place. buuuut, i was just doing an AO for a new avatar, and it only worked right if they WERE looped. (of course the old-style ao uses llStopAnimation to change 'states.') if they're not looped, do i have to get the exact timing down on how long those should last? what if they're too short? i'd love to play and experiment, but i'm working on a project i need to get done. : / thanks!
  7. YEEEEEEEEEEEEEEEEEEEEEES!!!!!!!!!!!!! where'd you get it? do you have one? send me one??? ;D if you have time, and remember...! thanks!!
  8. so the other day, i was riding my horse on a riding trail... and i had a sudden nostalgia for the very FIRST freebie avatars i got from the newbie shop on help island. back in um... when was i rezzed again? 07! i dunno if anybody remembers... there was a really ORANGE triceratops headed avatar, a nice black cat anthro from malluch cleaver (which i still have), and some sort of green metal dragon. it had like jet wings when you flew. it was like SO cool, back in it's day ;D i was wondering... if i could contact some nostalgic linden or something... and see if that thing still exists, and if i could get one back...? or if it's consigned to oblivion.
  9. heyas guys! yes, i'm slow. starting to get into rigged mesh now. is there any in-world group for... teaching/learning bento rigging and suchlike? that wouldn't mind a noob asking a bunch of noob questions? also curious, because i didn't see it on the wiki pages... is there an illustration of the 'new' skeleton? there's a list of all the new bones, but not a diagram, ya know? just for... visually oriented people... i'm curious about animating attachments. i got the fantastic fuxywuxy fox tail that does contact juggling! and it has animations that animate anything you attach to it. is that a thing, or is that the thing that i've seen the wiki pages saying NOT to do, to animate an attachment or do a bone at an attachment point?? lastly... i've never done rigged face animations, only morphs. how DO you attach like cheeks and eyebrows to a bone?? (ears and tongues, even eyelids, i have done. but not individual parts of the face that are like embedded.) thanks a bunch!
  10. "a game, implemented through an Inworld object: 1) whose outcome is determined by skill and is not contingent, in whole or in material part, upon chance; 2) requires or permits the payment of Linden Dollars to play; 3) provides a payout in Linden Dollars; and 4) is legally authorized by applicable United States and international law. " okay, so any game RUN BY AN ACTUAL PERSON is in no way subject to any of this. is this correct? or is it that you can't answer that because "As each game differs in its operational functions, we are unable to provide opinions of whether a specific game would be subject to our Skill Gaming Policy via this forum. Each creator and operator of games will need to evaluate whether their game(s) would be subject to, and in compliance with, this policy." ? i'm talking like trivia games, primtionary games, building contests, hosted races, etc -- in which 1: if the person wins, it is because of their skill. 2: it permits payment of linden dollars (ie: tips). 3: it provides payout in linden dollars. 4: ??? i know everybody is talking about game machines and tables, which ARE subject to the new ruling, but i'm trying to determine if these other things definitely are not, or will be because there are loopholes that might apply to them. thank you.
  11. karu, are you using any specific tutorial/procedure to rig and export your poser files? i have poser pro 2012, and i don't need to import a collada dae. i just want to create a model as usual, rig it (as usual), and export it. are you trying to load the rig from the 'simplebot' dae? i would think you could just make a new rig, using the proper bone names. anyway, i'm getting ready to try to dive back into this myself. i'm going to presume the file will have to go through blender at one point for the final export, but i'm HOPING i can do all the work in poser and just transfer it to blender. i will take notes.
  12. heyas; is there (or can there be created, please) information on the specific DAE formatting that SL expects to read on import of a rigged mesh? i keep generating dae files where sl does not recognize it as having a rig, and i have no idea why. and/or why my dae files have different sections and codes than racush's simplebot.dae that is the only one that seems to work for me. the closest i found was this: http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format but it appears to be the format of the mesh file AFTER the sl importer parses it. i need to know this information, but what it expects in the DAE. oh, and this: http://wiki.secondlife.com/wiki/Mesh/Troubleshooting but it just says 'collada 1.4' which is not helpful. i need an analysis of what blocks need to be in the dae and how they need to be formatted. thanks!
  13. Asexual Awareness Week is Oct 23-29; and in honor of that, I will be hosting a live discussion/Q&A session about asexuality on Tuesday, Oct 25, 4pm SLT. "Asexual" is the fourth sexual orientation you may never have heard of. Instead of being attracted to the opposite sex, or the same sex, or either sex, asexuals are attracted to... well, NOBODY! Human beings who do not want or need to have sex. Sound crazy? But true! Meet a Real, Live asexual person and learn more about just what asexuality is and isn't. All orientations are welcome. Bigots will be ridiculed and ejected. Clothing is mandatory, and please leave your "bits" at home (especially if they talk!). If you don't care for sex and are confused what the big deal is about it; if you feel abnormal or out of place because you're not "just like everybody else," then I urge you to check out the concept of asexuality. Asexuals are NOT abnormal! The Asexual discussion session is hosted by Bloodsong Termagant, at the Rendervisions Isle Classroom Dome. http://slurl.com/secondlife/Rendervisions%20Isle/61/155/899 For more information on asexuality, you can read a week-long series on my blog (Starting Oct 24): http://bloodsongtermagant.wordpress.com Or Asexual Awareness Week: http://asexualawarenessweek.com Or AVEN (Asexuality Visibility & Education Network) http://www.asexuality.org Note: Bloodsong Termagant is not officially affiliated with AAW or AVEN. All opinions and viewpoints are those of the respective persons in the discussion, and not those of anyone or anything else.
  14. is there a file (ie a blender file) that has the skeleton to put the meshes on?
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