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Sunbleached

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  1. i think its about the script. http://wiki.secondlife.com/wiki/LlResetAnimationOverride
  2. Hello! I'm trying to create a character animation in a blender. but the rotation of the bones occurs along the wrong axes when uploaded. everything works fine in a blender. What can this be caused by?
  3. Hello! Thank you so much! Finally i managed to upload my first bento! But something happened to it, some kind of deformation. Could you help a little bit more please? what is going on with it? And i still can see deleted bones names in the Vertex groups window. could this be the cause? how to remove them correctly?
  4. Hello! I'm trying to rig a bento hand for avatar, but every time unsuccessfully. Can someone give a link to a good non - Avastar tutorial or explain in your own words what I'm doing wrong? here is the process i use: -- downloaded bento workbench from this site. -- opened in a blender. -- I create an object (hand). -- I place the object and the skeleton on one layer. -- I select object, then a skeleton. -- I hit control + P. -- I choose the Armature deform -- With automatic weights. -- I check if it works in a Pose Mode. -- I export in a collada format with object and skeleton both selected. -- These are the settings I set when exporting. -- When uploading a model, this is the screen (weights and joints are not displayed). that's all. I do not use Avastar, because I am not familiar with it. can this be done without it? what am I doing wrong? With a regular skeleton rig, everything works out perfectly, the process is the same. How is bento different from normal besides more bones? And do i need to delete unused bones? Please, help!
  5. Thanks for your reply! There is a moment that is not very clear to me. Could you help, please? When I remove the line integer intSwing = 90;//opening angle and change the other line to float AXIS_Z = 90; the script still continues to work. So it looks like float HINGE_X = -0.5; float HINGE_Y = 0.1; float HINGE_Z = 0.0; float AXIS_X = 0.0; float AXIS_Y = 0.0; float AXIS_Z = 90; Can I leave it like this?
  6. Hello! Found this script on the forum. (Unfortunately I do not remember the author, I'm sorry, but thank you very much! I hope I didn’t spoil it.) And I am trying to simplify its configuration so that all changes are made at the beginning of the script. Did i do it right? What can be changed? How else can I simplify the configuration? Thank you! string door_sound = "736a1c0a-4749-e7e9-6d28-a95d7fc10068";//sound uuid integer intSwing = 90;//opening angle float HINGE_X = -0.5;//hinge position by x axis float HINGE_Y = 0.1;//hinge position by y axis float HINGE_Z = 0.0;//hinge position by z axis //choose opening axis: float AXIS_X = 0.0; float AXIS_Y = 0.0; float AXIS_Z = intSwing; rotation rotSwing; vector vOffset; default { state_entry() { rotSwing = llEuler2Rot( < (float) AXIS_X, (float) AXIS_Y, (float) AXIS_Z > * DEG_TO_RAD); vector size = llGetScale(); vOffset = < size.x * HINGE_X, size.y * HINGE_Y, HINGE_Z > ; } touch_start(integer total_number) { llPlaySound(door_sound, 1.0); list l = llGetPrimitiveParams([PRIM_POS_LOCAL, PRIM_ROT_LOCAL]); vector v = llList2Vector(l, 0); rotation r = llList2Rot(l, 1); llSetPrimitiveParams([PRIM_POS_LOCAL, v + (vOffset - vOffset * rotSwing) * r, PRIM_ROT_LOCAL, rotSwing * r]); rotSwing.s *= -1; } }
  7. @Rolig Loon @animats Thank you so much! I did like you advised, works perfectly!
  8. @animats Hello! Thanks very much for your hint! Yes, it happens sometimes. Could you give a little more detail on what to do, please? (camera and position both)
  9. hi! try "glam affair" or "the skinnery" skins.
  10. Hello! Please help to add idle engine sound to the hover board script. There are start up, shut down, jump, prejump, land, brake sounds in it, but the most necessary one is missing. Any suggestions how to do this? I would like it to sound when the avatar sits on it after the start up sound and off after the shut down when the avatar gets up. I would appreciate any help!
  11. Thank you again so i just added PING_PONG to @Wulfie Reanimator version and now no need to rotate texture! float start = 0.5; float length = 0.5; float speed = 0.1; default { state_entry() { llSetTextureAnim(ANIM_ON | REVERSE | SCALE | PING_PONG | SMOOTH | LOOP, ALL_SIDES, 0, 0, start, length, speed); } }
  12. @Wulfie Reanimator Wow! Thank you so much!
  13. Yes, texture rotation in a texture edit window seems the best way! Thank you!
  14. Hello! Thank you for your answer! Yes i did, replaced 1, -1, 1.0, 0.5, 0.1); value to positive and it inverted picture but it multiplies now... Is there another way?
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