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lillypadgurl

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  1. Here is a simple example tutorial I did on how to make your first HUD. This is for beginners only :) Button 1 Download: https://www.dropbox.com/s/ox1dvy80a6uxpga/Button1.png Source Reference: https://www.dropbox.com/s/6nsa39aw2vnaab5/SimpleHUD.txt Pure Alpha file: https://www.dropbox.com/s/iqlj402gic8fpka/PureAlpha.png Hope you find this useful :)
  2. Here is a tutorial video I did for the community on making your first HUD: Hope this helps
  3. Hello stoplight, Make sure that you are using a hair texture that has alpha already instead of using the alpha on you entire texture / material in Blender. i.e. Erase the bottom of the hair texture to reveal alpha then smudge tool upwards in Photoshop or Gimp to create a thinning out effect. This way your eyes will not show thru the whole thing. Hope this helps
  4. Hello Spinell, Blender has a great snapping tool so I will outline the workflow for you. 1. Use use the Multi Resolution modifier on a base mesh head and scultpt to reference images 2. Use the Snapping feature in blender and extrude verts all along the completed high res sculpt following a good topology you can use the mirror modifier as well just make sure when you sculpted you used mirror on x axis to ensure your head is completely symetrical. 3. Once you created the retopologized head you can then add a subsurf mod to get the resolution you like. 4. If you are too lazy for doing your own retopology you could use ZRemesher with Zbrush
  5. Yeah it's a very interesting thing, I think I will stick to doing IPI's desktop mocap as well. I have that too and It seems to work just fine. Would be pretty cool to get it with Avastar right in blender because well just makes things faster not sure if NI Mate works with 2 Kinect's or not
  6. Hello harrutriegenn, The script from Talia Davidov will not work but here is one that does and I'll tell you why.... The listener needs to know the owner key of who is saying what you get this by using the general tab in edit mode and clicking copy keys. You will want to copy the keys from the HUD button or whatever is running the touch/sender script. Put the Sender script in the HUD button and the Listener Script in the listening object. I'm assuming you know how to attach a hud to your screen and will leave you with the keep it simple stupid code that took me awhile to figure this out too. Bringing something down to it's purest form is sometimes what makes things easy then I just keep them as templates for future use. Just a piece of advice Sender Script: default { //When someone starts touching the prim touch_start(integer num_detected) { llSay(-99, "Button 1"); } } Listener Script: default { // when the script has been saved (only in default) or when re-entering this state state_entry() { key owner = "xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx"; //Where the x's are put the key we talked about llListen(-99, "", owner, ""); } // when something has been heared listen(integer channel, string name, key id, string message) { if(message == "Button 1"){ llSay(0, "works"); //Execute your commands here } llSay(0, "Received: '" + message + "'."); } } Now since we deduced that the listener scrpt needs a UUID then lets listen to all then filter it to owner only Listener Script Revised: (Use this one) default { state_entry() { llListen(-99,"","",""); //listen to messages from anyone and anything on chan 99 } listen(integer channel, string name, key id, string message) { if(llGetOwnerKey(id)==llGetOwner()){//if the object sending the message belongs to my owner (or is my owner) //then its for me llSay(0, "Button 1 Clicked!"); } } }
  7. Hello everyone, I know I'm new to the SL scene so I would like to provide a few tools for clothing creators. You will need a little Blender knowlege first. Tools Needed: 1. Blender 2. Blend Project File 3. Photo Editing Software of your choice This tool allows you to paint directly on the default SL avatar in 3D. This will enable you to make perfect or close to perfect seams because manually uploading millions of times to get it perfect is annoying. This isn't meant for doing wrikles or things of that nature it's more meant to enable you to create an efective outline of the clothing you want. the rest can be done in Photoshop / Gimp. The textures you paint on are 100% alpha thus you can select your outline quckly in the photo editor of your choice. All png images are stored directly in the blend file making this easy to share with friends. Photoshop: Here is what the template psd looks like This template works with Photoshop CS6 Extended. You do need the extended versions of photoshop in order to use 3d files. Download PSD here I hope you enjoy these tools and find them useful. :) -lillypadgurl
  8. Wonder if any of you guys have any suggestions to get this working a bit better. 1. NI Mate from http://www.ni-mate.com/ 2. Blender from http://www.blender.org/ 3. A Kinect with USB connectivity 4. NI Mate Blender Plugin from http://www.ni-mate.com/use/blender/ 5. Blend File https://www.dropbox.com/s/cjf868zldy4dg6f/AvastarMocapRig.blend Still in early development so hope you can respect that :) Hope you guys will be able to help me get this working then everyone can enjoy making some quick easy animation -lillypadgurl
  9. I know this is going to sound strange but I cannot find any documentation as someone has sent me a rez group but cannot find where to receive this. Just asking for a little assistance. -lillypadgurl
  10. Hello, You do have a great point an I thank you for your point of view. Perhaps including an AO with the clothing that's optional also perhaps allowing tranferable animations so they can use their own AO and not limited to the one in which the clothing is shipped in. I have no difficulty making a perfectly quaded weight painted dress however longer mesh dresses do have tones of issues in regards to clipping. Also normal walk animations with frilly dresses where the hand will go through the mesh or when sitting the hands go through the mesh as well. Some of these things I cannot prevent unless I have control over the animation in which is playing. Including it as optional might be the better method and perhaps thinking from game design perspective it would be great but however this is SL and people need to have some level of control and I think you've made that clear. In regards to the code I will package the product differently now upon receiving your opinion which makes sense to me now. I still would like to package stuff with an optional AO do any of you know where to obtain a free AO which can be transferable that works? -lillypad
  11. Hello SL Friends, I'm having some issues with attaching a simple script to my clothing. The idea is to have the animation overrides right with the clothing this way the individual who purchases the mesh clothing can get the best experience out of it. I'm currently designing clothing using Marvelous Designer, Photoshop, Zbrush, and Blender. I get the modeling part as that's become pretty easy but still having an issue with the AO for this. I am running the ZHAO AO myself and can get this working just fine. I am willing to pay some L$ for some help in this matter as I want to get my store running and I would hate to lower the standards as I've always been picky and strived for perfection. Lets get this straight that Alphas are not going to be the entire solution to clipping with mesh clothing. This is the script I'm currently trying and it's not working I just need it to do the basics like walk, run, sit etc. Your help in the matter will go appreciated. :matte-motes-big-grin-wink: // :CATEGORY:AO // :NAME:SuperSimpleAO // :AUTHOR:Anonymous // :KEYWORDS: // :CREATED:2014-02-07 19:09:46 // :EDITED:2014-02-07 19:09:46 // :ID:1019 // :NUM:1583 // :REV:1 // :WORLD:Second Life // :DESCRIPTION: // A very simple AO using the newest Second Life commands // :CODE: // :Description: Super simple AO without timers can override the Sit, Stand and Walk animations // Override the Sit, Stand and Walk animations // 1. place this script and your animations in a prim // 2. edit the animation names in the script to your animation's names // 3. attach the prim to your avatar // From the Second Life Wiki // Copyright © 2009 Linden Research, Inc. Licensed under Creative Commons Attribution-Share Alike 3.0 //"Crouching" //"CrouchWalking" //"Falling Down" //"Flying" //"FlyingSlow" //"Hovering" //"Hovering Down" //"Hovering Up" //"Jumping" While still in the air during a jump. //"Landing" When landing from a jump. //"PreJumping" At the beginning of a jump. //"Running" //"Sitting" Sitting on an object (and linked to it). //"Sitting on Ground" Sitting, but not linked to an object.[1] //"Standing" //"Standing Up" After falling a great distance. Sometimes referred to as Hard Landing. //"Striding" When the avatar is stuck on the edge of an object or on top of another avatar. //"Soft Landing" After falling a small distance. //"Taking Off" //"Turning Left" //"Turning Right" //"Walking" string gMySit = "chop_sit"; string gMyStand = "FStand _02"; string gMyWalk = "Kort gang F v4.1"; default { attach(key id) { if ( id ) llRequestPermissions(id , PERMISSION_OVERRIDE_ANIMATIONS); else if ( llGetPermissions() & PERMISSION_OVERRIDE_ANIMATIONS ) llResetAnimationOverride("ALL"); } run_time_permissions(integer perms) { if ( perms & PERMISSION_OVERRIDE_ANIMATIONS ) { llSetAnimationOverride( "Sitting", gMySit); llSetAnimationOverride( "Standing", gMyStand); llSetAnimationOverride( "Walking", gMyWalk); } } }-lillypadgurl
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