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Raena Parx

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Everything posted by Raena Parx

  1. lol yes I do have those button names. its the only way I could think to use the same animations with different names. For example, the button is [d1.f1_STAND]. As the menus progress the user would understand the d1.f1 is ignored and the STAND is the animation. As they go thru the menu they first choose the doctor avatar, then the patient avatar, then there is a list of animations. For example the menu items notecard would show d1.f1_STAND menu item which breaks down like this: d1. is for the first of 4 doctor avatars (d1. female classic, d2. female mesh, d3. male classic, d4. male mesh). f1_ is for the first of 5 patient avatars (f1_female classic, f2_female mesh, m1_male classic, m2_male mesh, b_baby/toddleedoo) I know its crazy button names but there's a lot going on and its hard to keep the animation names from duplicating. So I did decide to put each doctor type into it's own prim with its own MLPV2 and its working great. I made a 4-button control panel that doctor can choose from depending on what avatar type the doctor is. Its a few more prims but it gets the job done. And still leaves memory to be able to add more modules for future animation sets as long as I dont add too many lol. Thank you guys for all your help!!! It is greatly appreciated!!!
  2. Thank you. I will definately try that. I also read that shortening the pose and prop names may help save a bit of memory, so I'll be trying that also.
  3. Each notecard used the same animations but in different positions. In order to do this I renamed each animation with a prefix per notecard so they are all different. I wish MLPV2 could just release the prior configs and load the new configs when it reads the notecards, but guess it's not that easy lol.
  4. I attached a screen clip of the output just upon rezzing the table inworld. Based on that I'm pretty sure its the ~props and ~memory that are exploding. I will try the MemoryLimit commands you gave me when I get some time. Am hoping that may fix the problem. Thank you again for your help!!!
  5. Seems like the most efficient way would be for MLPV2 to just swap out the memory used for one set of poses to the next set of poses (clear and reload the next set). But no idea how to make that happen, so I think I'll need to use the 4 prims scenario. Thank you again for all your help. I greatly appreciate everyone's input!!!!
  6. Thanks for the suggestions guys. I did try adding the statement: llSetMemoryLimit(65536); into the Memory notecard, but nothing changed. Will have to try it in the script notecards also to see if it helps. Otherwise I think I'm stuck dividing the modules into 4 separate prims. AND that means having FOUR prims with duplicate poses, and props. Wondering what that's gonna do to the Sim's memory. Sigh. lol Thank you for all your help tho. I really appreciate it.
  7. I had read something about that in another post awhile back so I did check them. All the scripts are checked as Mono. Even if I separate them into separate exam tables, I'm still concerned that adding more modules as I originally intended may still overload. I like your idea of using additonal prims for adding modules. Do you know if MLVP2 can be added to a non-root linked prim if it already exists in the root prim? Or would it need to be an unlinked prim? I've never tried it. Thank you again.
  8. Thank you all for your input. I am not a scripter. I've worked a lot with the basic "out of the box" MLP and MLPV2 just using notecards for configurations. This is my first attempt to make a modular-style layout of configurations. Individually they work, but if it's reading the notecards I cant find where or why, and i'm sure that's why i'm running out of memory. I attached an image below of the output when the scripts load. It seems that if it was re-reading the notecards twice then ALL the notecards would show duplicates, but it's only these two notecards: .PROPS.V DOC1 and .POSITIONS.V DOC1. Each .POSITIONS.... notecard holds 40 pose sets. After all your suggestions I'm thinking I may be expecting to load too much into MLPV2 and may need to separate into 4 individual exam tables instead if it is a huge scripting task. Or do you think it could be made functional with just a few script customizations?
  9. That does make sense. However I made sure that each card has its own individual names of positions, props and menus. For example I would use the same positions but precede the names with d1.name, d2.name, d3.name, etc so each card has its own named sets. Am I overloading with too many? Or is there a better way to do this? If I need to reset the lists, can you please tell me how to have MVLP2 do it automatically? Thank you so much.
  10. I've worked with MVLP2 menus quite a bit but never had this problem... It appears the first menu notecard is being read twice. Then I get an error that there are duplicates. I have checked and rechecked every menu card, positions card and props card. There are NO duplicates. I have 4 sets of the cards (menu, positions, props) that I'm trying to setup as add-on modules. Each set (module) runs fine on its own, but when I combine them I get a heap stack error. I'm not sure if it's related to the first problem or if its a secondary problem. Does anyone have an idea what's going on, and how to fix this? Thank you.
  11. Just wanted to say thank you again. I used the llAttachToAvatarTemp and it worked perfectly!!! THANK YOU
  12. That sounds awesome. I like the Experience idea too. I'll try working with that. Thank you so much for your help.
  13. Thank you for your help. Although I like the idea, and it may be an option...I was hoping to not require to 'rez' the object first so rez permissions on land would not be an issue. Is there possibly another way?
  14. Hi All. I have an object that animates an avatar on attachment using attach(key id). Can someone tell me the best way I can remove and delete this object so it no longer exists after it's done animating? (Not on avatar and not in avi's inventory). I've tried a LOT of trial and errors, but I am NOT a scripter, just a builder, and have still not found the solution. Thank you so much.
  15. Sorry if i'm confusing. By "animated prims" i basically meant "animated attachments". For an example, when the avatar wears an animated bird attachment, the bird is animated, and the avatar also animates to hold the bird on his hand to eye level. Then the avatar wants to switch the attachment to a bunny. The bunny is animated differently, and the avatar also animated to hold the bunny in his arms. Because of the variations of attachments (number of prims, sculpt maps, textures, and built-in animations), i think trying to swap sculpt maps for this would be too difficult. The attachments are animated, and also have "animate when worn" scripts to animated the avatar. I'm looking for a menu-driven alternative of swapping out the attachments. Hope this makes sense. And thank you for your input!
  16. swapping sculpt maps may work the way you described it. Will definatley look into it more. But again, I'm not a scripter. But should I decide to animate the prims as well, swapping maps wont do it. I'd need to swap out the animated objects, and play the avi animation as well. The objects would each have different animations, so in that case I dont think prim/map swapping would work. But for non-animated prims, it definatleyl sounds like it would work. thank you!
  17. Thank you all for your suggestions. To give a little more input... I dont' believe sculpt-map switching would because the attachments not single-prim items, but multi-prim ones. Although RLV probably can do it, I know nothing of how it works and prefer not to require a customer to change their viewer just to make the items useable. Making the objects visible/invisible would not work because the owner would have to be already wearing all the items, and the animations are built-in to animate on attach. Unless there's another way around this? llAttachToAvatarTemp and Experience Tools seem promising. I need to study up on how it works. The biggest problem I have is that I'm not a scripter. I mostly build and use script clips for a lot of functionality. But I think this one would require some custom scripting. That's why I was hoping to find a prescripted solution similar to multi-love pose where all i'd have to do is configure the notecards and build the items and animations. I'm suprised someone hasn't already built a hud like this and be selling it like crazy to other builders. Looks like I'll be placing an ad in the help wanted - scripters section. lol Thank you ALL for your help. I greatly appreciate it!!!!!
  18. hello all. does anyone know of a set of menu scripts similar to Multi-love pose, but instead of rezzing props, being able to make the avatar wear the specific objects(animated props) at specific attachment points and positioning to the avi? For example, wanting the avi to swap out a worn hair brush in one hand to a mirror in another, etc. from a menu? The objects would already have animations built-in, I just need them to swap from a selectable menu, preferrably a hud. Thank you.
  19. Just wanted to say thank you! I hired a scripter, and all is working now. I appreciate the tip.
  20. Where would I find them? I did a search on the marketplace and couldnt find either. thank you.
  21. thank you for the tip! I'll definatley check it out. I always have need for a good scripter.
  22. After looking into PRIM_POSITION, I'm pretty sure you're on the right track. Problem is I think this scripting is over my head. I can use LPAL instead which leaves the script modifiyable (puppeteer does not), but I think I need to hire a scripter to add the final touches to make the avi move with the prims. Are you (or anyone else reading this) up for it? I'd be more than happy to pay. I have a new store location inworld and was kinda hoping to have the train running for my grand opening this weekend.
  23. I was using LPAL (an old animating program), but I liked the options in puppeteer to start animation by chat, or sitting, or several other events. But both record the moving frames while the root prim must be stationary. So, if the root prim is stationary, HOW in the world do we get the avi to move with the child prims?
  24. well, i wanted poseballs so people could see there are five seats on the train. the poseballs move with the train, but the avi doesnt. i also tried using antiposeball 5 just to test, and it did the same thing...the train took off leaving the avi behind. but i will look into the EasySitTarget Tool so see if that helps. thank you.
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