josjoha
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Hello,
In Singularity viewer there is an option under Advanced>Debug, by which you can change WASD to ZQSD. Type "wasd" in the search box, the option comes up: true/false on using ZQSD for movement.
I then have ZQSD remapped to "AOE," using the keys.ini file, or rather the keysZQSD.ini file. I don't know anymore if that was necessary, to remap ZQSD to "AOE," rather then remap WASD to "AOE," but in any case it works. It seems that Singularity has an easy option to use ZQSD, although I have not specifically attempted that without remapping to "AOE,". I don't know if other viewers have this option. Using Singularity Viewer (64 bit) 1.8.6 (6157) Sep 2 2014 15:52:42 on Linux, Debian 7 & 8, Dvorak keyboard layout and a keyboard without arrows (HH keyboard).
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When taking 'coalesqued' objects (that is objects that consist of multiple groups of linked prims), the 'root prim' is supposed to be the first one clicked (the opposite of linking objects, when the last one becomes the root prim, right ?). However when then rezzing this coalosqued object using a rezzer script and the function llRezAtRoot, the object often (perhaps half the time) fails to rezz with the correct root prim at the specified rezz coordinates. Sometimes another prim seems to be taken as the root, and sometimes nothing seems to be taken as the root. The rotation is also always changed, for example it comes out at 90 degrees, or another rotation. It typically keeps failing once it fails once until perhaps a day or days later when it suddenly works again for unknown reason. Sometimes it does work properly (perhaps in total half the time.)
For good order: I am building large objects that then have to come out of a 'rezzer,' then I take them with a 'special' prim as the root so that they always get rezzed correctly (if this function works that is). Sadly this fuction does not seem to work often, despite no different procedure being taken. Sometimes relogging helps, often it does not.
I am wondering why this is happening, if I am doing something wrong, or if this function has bugs, or something else ? If this is a bug in SL is there a known work-around for this ? Thank you for your help.
P.S.
Hello Rolig Loon, thanks for answering my question. I will probably be able to make it work with "CasperTech Rez-Free BOX v1.57" even better then i had.
The way I concluded it was the first one clicked of a coalesqued object was by trial and error. I have attempted to use the last clicked now as you suggested but this also did not seem to work. If it is the last one clicked that does make me wonder why it often worked with the first one clicked. Also the naming of the coalesqued object was sometimes not what was apparently being used as the root prim, even if it did work properly. Since I will try to use Casper's system (which seems to work correctly) this will hopefully not bother me though hopefully; Casper's system doesn't use coalsqued objects hence this will hopefully not be a problem then however it is caused. (I couldn't find a 'reply' function hence i put it here).
P.P.S.
This isn't relevant anymore for a potential problem with llRezAtRoot, but ... I switched to the builder-buddy system which seems to be more powerful in various ways. I'm glad llRezzAtRoot failed. One downside of these rezzers is that they seem to rezz either everything or nothing but that can be solved (I'll probably try having these rezzboxes in another rezzer and have each rezzbox rezz a part.) Thanks for your pointers.
P.P.P.S
I think the conclusion here is then that llRezAtRoot is unstable, because the suggestion is to not use it but use a builder packager. Perhaps this is something to be added to the llRezAtRoot manual (that it is unstable for coalesced objects).
How to: make your animations Petite Mesh Avatar Compatible
in Animation Forum
Posted
Hello,
I have just automated this process. Not sure how to give the program but perhaps I can just paste it here ? Note that this is C code, it is not LSL code (it does not work in second life itself). It is written on and tested with GNU/Debian/Linux, using gcc. Compile on a GNU/Linux machine: gcc bvh2resize.c -o bvh2resize ; Then to run and get usage message: bvh2resize --help. This code will likely work on other implementations of C, for example for a windos compiler. (I do not use windos and can hence not help with it, sorry.)
We resized a dance with FRACTION 0.30 for petite avis and it worked perfectly. Thank you Judith for providing the BVH resize methodoly. I hope the code is fairly bug free.
In the likely case you want to convert many animations at once, you can do so on GNU/Linux with the following Zshell script:
P.S. Isn't this weird: Judith post was on 08-28-2012 12:28 PM, my last (hopefully final) addition/revision on the programcode was on 08-28-2016 12:41 PM. That seems to be exactly 4 years (and 13 minutes) later. (aug 28 12:34 group-bvhresized.zsh)