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Sunbleached

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Posts posted by Sunbleached

  1. 1 hour ago, OptimoMaximo said:

    There is no difference as a matter of fact

    Yes, and that's why skin weights can't be imported: they exceed the limit for a single mesh total joints influences.

    However, you don't have to actually delete the bones from the skeleton: just remove the vertex groups that don't show any influence on the mesh. I don't know if there's an automated command in Blender to do so; however, doing it manually would be pretty easy. Go to weight paint mode and select the vertex groups in the list one by one. If they're not showing any color other than deep blue, you can remove the vertex group. Once done, export and it should work

    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?

     

    6b44023efb4c40f7942a9ebbdd216344.png.d6e95fc2e1e68ea22979f223762a6124.png5aa1008755a52d506d0745a58f1a1189.png8b1e857ad730ed0c46ee26ebc6bf78b0.png.c795ac0b0639f235e42f6c7d592bd1a1.png

  2. 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.

    1.png.1253e544e274153e896575b23e5e36c7.png
    -- When uploading a model, this is the screen (weights and joints are not displayed).
    that's all.

    2.png.63a0ba79d9f2f07088d77d59f7f8cc86.png

    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!

  3. 30 minutes ago, Rolig Loon said:

    That's someone's modification of the basic hinge script that Void Singer wrote and posted in the Scripting Library, here in the forums, several years ago.  It's possibly the most commonly used basic door script in SL. The best way to tell whether your own changes are "right" is to see if they do what you expected them to.  If so, you got it right.  There is no better test and no better judge.  Personally, I would just continue to use Void's original script and modify it on the fly as necessary, rather than trying to write a more complicated version that will look more like a Swiss Army knife, but that's my own personal choice.  We all learn by playing and testing ideas like this. Have fun with it.  😎

    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?

  4. 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;
            }
    }

     

    • Thanks 1
  5. 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!

  6. 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);      

        }
     }

  7. 55 minutes ago, Ruthven Willenov said:

    Try changing the negative values to positive?

    Negative values in the texture edit window will flip it, so that may be why it's doing it here as well. I never really mess with the zoom feature of this function, and not in world to look at it.

    Yes, texture rotation in a texture edit window seems the best way! Thank you!

  8. 2 minutes ago, Ruthven Willenov said:

    Try changing the negative values to positive?

    Negative values in the texture edit window will flip it, so that may be why it's doing it here as well. I never really mess with the zoom feature of this function, and not in world to look at it.

    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?

    Snapshot_001.png

  9. Hello! Here is such a script that allows to zoom in/out pictures, but there is a problem, it inverts the picture upside down. Is there a way to solve the problem, except how to turn the object itself?

    default
    {
            state_entry()
        {   
                llSetTextureAnim(ANIM_ON | SMOOTH | SCALE | PING_PONG | LOOP, ALL_SIDES, 1, -1, -1, 0.5, 0.1);  
        }
    }

     

  10. 21 minutes ago, Rolig Loon said:

    Apparently,  you missed requesting PERMISSION_CONTROL_CAMERA.  I suggest doing that when the driver sits down, as part of your startup sequence. 

    Thanks very much! I just added following lines to start up process and no errors now!

       else if((llGetPermissions() & PERMISSION_CONTROL_CAMERA))
        {
            llClearCameraParams();
            llSetCameraParams([CAMERA_ACTIVE, TRUE,
            CAMERA_BEHINDNESS_ANGLE, 0.000,
            CAMERA_BEHINDNESS_LAG, 0.10,
            CAMERA_DISTANCE, 8.29,
            CAMERA_PITCH, 7.000,
            CAMERA_POSITION_LAG, 0.00,
            CAMERA_POSITION_THRESHOLD, 0.00,
            CAMERA_POSITION_LOCKED, FALSE,
            CAMERA_FOCUS_LAG, 0.00,
            CAMERA_FOCUS_THRESHOLD, 0.00,
            CAMERA_FOCUS_LOCKED, FALSE,
            CAMERA_FOCUS_OFFSET, <0.0, 0.0, 0.0>
            ]);
            }

  11. Hello! I need to add a dynamic camera to the vehicle script. How to do it? When I just add the parameters I get an error Script trying to set camera parameters but PERMISSION_CONTROL_CAMERA permission not set!

    Thats the vehicle camera i have: llSetCameraEyeOffset(<-10.0, 1.0, 3.0>); llSetCameraAtOffset(<0, 1.0, 0>); (Do I need to keep it?).

    I need to make it:

    llSetCameraParams([CAMERA_ACTIVE, TRUE,
            CAMERA_BEHINDNESS_ANGLE, 24.00,
            CAMERA_BEHINDNESS_LAG, 0.10,
            CAMERA_DISTANCE, 5.00,
            CAMERA_PITCH, 18.00,
            CAMERA_POSITION_LAG, 0.00,
            CAMERA_POSITION_THRESHOLD, 0.00,
            CAMERA_POSITION_LOCKED, FALSE,
            CAMERA_FOCUS_LAG, 0.00,
            CAMERA_FOCUS_THRESHOLD, 0.00,
            CAMERA_FOCUS_LOCKED, FALSE,
            CAMERA_FOCUS_OFFSET, <0.0, 0.0, 0.0>
            ]);

    What did i missed?

     

  12. 12 minutes ago, Love Zhaoying said:

    See if anyone is “following” your thread. If so, they will get email notification of all posts, and may just be busy or in a different time zone. Anyone who previously replied, feel free to tag - they cared enough to reply once, tagging will notify them and perhaps they will reply again. Just don’t abuse tagging by using it in every thread, multiple times.

    the problem is that only one person answered. besides, quite a lot of time has passed, and it is doubtful that the old question would interest anyone else. Is it possible to simply create a new post and number them?

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