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MistressNocturne

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Everything posted by MistressNocturne

  1. Hi, sorry ifthis has been asked before, but wondering if anyone has any idea on how to properly make it so that a custom pair of hands follow the body sliders right? To explain, I've been making a pair of cartoon hands, and no matter what, when I test them, the wrists never seem to connect to the body, and it seems like an issue with the body sliders, for example one pair of hands I did for 9s Rhea would flip out when the hand size slider would be used, causingthe whole wrist to grow with it, similarly I feel like if I mess with the arm sliders or thickness or fat sliders, the wrists don't match... what am I doing wrong here? Hope I explained it well enough, and for refrence, I've been using the ebody, 9s, and the program I tend to use is Blender with the Onigiri add on (similar to bento buddy). Many Thanks in advance!
  2. Just to update in case anyone finds this thread, I guess the way I was doing it was correct? Lol. Hope it helps someone even if its vauge.
  3. Hi, just wondering if anyone knew how to make an object match the UV's object?? I can't seem to find a tutorial on this at all? I don't think I explained it well so here's an image of what I'm talking about: I'm trying to make a mesh foot match the UV so it can be BOM, but I'm having a hell of a time trying to get it to line up at all. Anyone have any tips on how to do this more efficiantly? I feel like I'm doing something wrong here.
  4. THANK YOU SO MUCH. It took a bit, but once I got it, it finally started working!, one quick question, does it matter where I place the LoopSound call at? Is it ok to place it in the second startParticle call or is it better to put it in the first..? Just making sure.
  5. Hey, was wondering if anyone had a tip on how to combine two scripts together? Trying to make it so when click my bomb or dynamite, a fuse hiss plays and a spark appears. Currently I have two seperate scripts inside the object, but I know its going to desync itself at some point. Was wondering if anyone had any ideas..? Here are the two scripts for refrence: PARTICLE SCRIPT- SOUND LOOP SCRIPT- I'm not good at scripting (I can replace stuff at times and do VERY VERY basic copy pasta stuff but thats it), so any advice is welcome!
  6. Yeah I figured out how to get all the weights in place, so both the outline and the head worked togehter, and when exporting them, it seems it just breaks the whole head and deforms it. Very odd..
  7. This is exactly what I was worried about with this. Sad to see that this isn't a glitch but an """upgrade""". pfft.
  8. I don't see anything named HEAD or mHead, but I do see stuff labeled mear and mface. (EDIT: Took me a bit but I DID find the head bone but I don't think things are weighted to it, the original head works with it, but not the outline!)
  9. Using the Utilizator Chipmunk head, and the dummy rig available for it, I think I did weight to the the head and neck bones, but didn't think about location rotation scale. I just followed a tutorial on doing the cel outline (seen here: https://community.secondlife.com/forums/topic/415015-cell-shading-help/ ). If you could help that would be lovely.
  10. Hi, sorry if this question is dumb, but I've been trying to make a celshade layer for a head, and I'm having trouble with the rigging and uploading the object itself. The weights match the original head (I even redid the thing just to check), and it looks like it reacts with the bones correctly. But when it gets uploaded, it looks horribly deformed. Maybe I'm doing it wrong? Is it supposed to be its own seperate object before its uploaded or no? EDIT: Should probably add that I am not using Avastar (I don't have the money for it at the moment). Would still like to know how to get this uploaded without it tho.
  11. OK so i really wasn't going crazy, and it isn't just me having this issue..
  12. I'm having this same problem as well! If I make a copy of a hud before hand, I at least still have a working copy I can use later. I've done everything, recompliked scripts, reset them, etc. They seem to work, but I cannot click them at all for some weird reason. Someone has to have an answer for this.
  13. Nothing has Happened when I did either. Does anyone know how to get it back? Thanks in advance. I need it back immidiately to help someone out.
  14. I can't find out why this happened. I logged on about a day ago to see that my favorites bar has gone missing. All it says is "favorites bar" or something like that. When i go into the land marks window, the favorites section just says "Searching..." I looked for this issue, and two others seem to have it. But there was barely any answers as to how to fix it. I have cleared the cashe, and logged in and logged out. I think some of the other items may have went missing but I don't know. My invetory number did look like it shrinked... Does ANYONE know whats wrong?? Or know a solution?
  15. Just one small question, how do you get the light to turn off as well? Sorry for asking so much >.<
  16. Thank you everyone for helping . About the timing thing, I'm just learning how to script, and the script had it set to 0.2 when I got it.
  17. float red=1.0;float green=0.0;float blue=0.0;vector startColor = <red, green, blue>;vector endColor = <red, green, blue>;default{ state_entry() { llSetTimerEvent(0.2); } timer() { if(red >= 1.0) { if (blue > 0.1) {blue = blue - 0.1;} else {green = green + 0.1;} } if(green >= 1.0) { if (red > 0.1) {red = red - 0.1;} else {blue = blue + 0.1;} } if(blue >= 1.0) { if (green > 0.1) {green = green - 0.1;} else {red = red + 0.1;} } startColor = <red, green, blue>; endColor = <red, green, blue>; llSetPrimitiveParams([PRIM_POINT_LIGHT,TRUE, <red,green,blue>, // light color vector range: 0.0-1.0 *3 1.0, // intensity (0.0-1.0) 20.0, // radius (.1-10.0) 0.0 ]); // falloff (.01-1.0) llSetLinkColor(LINK_SET, <red,green,blue>, ALL_SIDES); llSetTimerEvent(0.2); }} Its called Rainbow lights. I want to a way to put an on and off option on it so it isn't on forever.
  18. Copy paster from original question.10-01-2012 01:20 PM - edited 10-01-2012 02:27 PM Not sure if this is the right place to post this, but I wanted to know if it was possible to have a color changing light script that can be turned on an off instead of being on forever. I hope that makes sense, Scripting isn't my greatest talent. (EDIT) Okay thank you everyone below!! But I wasn't too clear. I have a script where it makes the prim light up and cylce through different colors. I want to have a script to make it turn on and off. I have tried to do this myself but I can't seem to make it work. I always have an error show up. Any suggestions?
  19. Not sure if this is the right place to post this, but I wanted to know if it was possible to have a color changing light script that can be turned on an off instead of being on forever. I hope that makes sense, Scripting isn't my greatest talent. (EDIT) Okay thank you everyone below!! But I wasn't too clear. I have a script where it makes the prim light up and cylce through different colors. I want to have a script to make it turn on and off. I have tried to do this myself but I can't seem to make it work. I always have an error show up. Any suggestions?
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