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Sari6t

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Everything posted by Sari6t

  1. So far, the time I've spent playing with SL's implementation has not been wasted. The workflow will be much smoother coming out of Substance. When the FS people get their hands on this I'll be very excited. Mirrors are fun, sure they are far from perfect but MIRRORS lol. I made a test dance room with mirrored walls and lights, 3 hours later I left. I've read that LL water may not be as it was. Blake sea people - watch out lol. Alpha sorting is something I have yet to test. Metals look like they should finally. Any idea how long this might take before it gets rolled out? The adoption rate of PBR viewers will be interesting for creators. Base Color in a non PBR environment can look pre 2007. : ) Now if we could get an extra shoulder bone and erase sim crossings... one can dream.
  2. In defense of using Alphas, it is impossible to know what an end user will do to their avatar, how it will move etc. Making a swim suit isn't as hard as a pair of jeans or shorts where there are a lot of moving parts and no amount of posing your rig model will be able to ensure a perfect fit for everyone. Playing CyberPunk 2077 as an example showed that even at the top things poke through when you don't want it too. Not long ago, an outfit HAD to have an alpha for your SL avatar to wear anything. Remember socks? Is it a crutch? Not at all. We want you too look your best as designers. Last thing we want is your butt poking out on the dance floor in the latex outfit you have on. With everything we can do in SL it's quite something we have what we do. No other AAA game gives you this ability, everything in those multi million dollar titles are for THAT rig no matter what you do to it. Here we can get a mesh body, one of many, all different body weights, add AO's not made for it, add deformers, have breasts the size of cars and somehow expect a t-shirt to fit like RL. All at a cost of a cup of coffee. Alphas are great. Be happy you don't need socks anymore : )
  3. Hello, I have this happen from time to time. I work in Blender so if that's you then this might help. - Check to see if your model has UVs and a Material - Does it have more than 1 UV map? Object Data Properties > UV Maps if so get rid of the extra ones See if that helps. : )
  4. I didn't know that or that it was time coded. Thanks for sharing : ) Ah t=33s I see : )
  5. https://www.youtube.com/watch?v=IaEAdn4G0Mo&t=33s Fun to make this short film in Second Life. Hope you enjoy it. : )
  6. Sari6t

    SLUV yes, but how?

    SL has been a wonderful playground and one of the things I'm going to attempt is creating an Avatar. Creating the Avatar isn't the problem, it will be hard and painful, but I make something for sure. What I've not been able to satisfy is how it is that other makers, SLINK,Maitreya, Dev, etc. all have SLUVs. I've Unwrapped a lot of things and while there are a ton of things you can do to manipulate UV's , I'm not entirely convinced that the UV editor window is where you want to mess around. It almost seems like this would be part of an earlier process. Like you start with a SL avatar and go from there. However, I've tried that and its pretty awful to work with as it is. Enough people have done it for me to feel confident there is a little bit of knowledge swimming out there that could help. So, I'm casting my net and hoping to catch it from one of you talented, info sharing good people. : ) All the best, Scarlet
  7. No bother I figured it out.. : ) Yay fun times.. Tysm for your help
  8. Awesome...ty I got it working. Was easy once I knew it was possible and your schematic helped me think it through a little better. The only thing thats left is how do I make the STAND button appear to detach the object. The object itself isn't something you can click to detach. If thats not possible then maybe some command line /1 stop type thing.
  9. A friend of mine and I have been trying, with out success, to create something that seems easy enough. Using an SL EXPERIENCE on our region a person collides with an object, say a floor tile, that in turn attaches a, for lack of a better term , pose ball, that has an animation inside. The person has fun with the animation and when they are done they click stand and thats that. Getting the Experience to run is not problem, attaching is no problem, but there is something that we are missing or simply don't know when it comes to that attachment being recognized as such or having it run the animation. So is it even possible ?
  10. I know I am months late to this thread but when I forget what I'm about to share I will have a place to find it at the very least. : ) I've been fighting with making hair that works in SL as well for a few days, and thanks to the Covid thing, I've had time to test a zillion ways it doesn't work. Ok, enough rambling. 1. No blended mesh combined with Alpha textures. 2. Alphas don't cross each other to avoid the blinking effect 3. Use hair cards, duplicate the most visible ones and flip the normals so you have TWO sided mesh hair cards 4. Cool trick... Lay out your hair, on the ends you want to have the Alpha edges, try to keep them from over lapping. THEN, slice those ends and make a separate mesh object. If that's clear what I mean is this. Imagine a hair card two polys wide and eight long. You have positioned the hair card on your Head, its unwrapped and you have positioned it on your hair texture so that most of the hair is sold texture but you have those nice flyaway ends that occupy the last 4 polys. Vertex rip and make them their own object. In Blender you click V and it rips the vertex for you. Ok, now you have your hair, mesh strips that DON'T need to use BLEND, and the ones that do won't blink at you now. Hope that helps : )
  11. Hi ya, I seem to be coming out of my seat when flying various vehicles across sims. Just wondering if I have missed a super secret "Stay in Seat" setting in LSL or FS Viewer. If not, then I'll just try not to let go : )
  12. Woot, got one. I'm trailer trash and proud of it lol. Honestly, given the choices of them its really quite nice. Got me a pickup truck and a BBQ.. All set.
  13. That's very triggering. That should work, thanks
  14. Ok, simple question really. I have a working script that does what I want. The question is this. Is there a function that will trigger the particle effect over Prims like llWater and llGround does? I went through a lot of them but nothing seemed to me like llPrim lol. Cheers llAbs - is a function. I don't need to go to the gym anymore
  15. Well thank you Shield Markus for such a nice reply. Thoughtful , polite and informative... Thank you so much.
  16. Hey I was just wondering when LL does these releases, meaning what time as well as days? From what I've read here it feels like you guys know possibly. Thanks in advance,
  17. hi Erik im in the exact same spot with finger gloves for maitreya. I can rig them but they come out deformed. Did you solve the mystery?
  18. Thank you, I had read this a few times. Since there was no solution offered I thought maybe something had changed, for instance avastar has limited Bind Pose support now, more Jake users etc. Perhaps the opportunity cost is too high for Jake.... Thanks
  19. Hello, I have received the Jake Belleza Dev Kit from Belleza and am a Blender user. I have 2.79 and 2.72 for various needs and Avastar 1.7.1 for Blender 2.72 and Avastar Bento 2.3.2 for Blender 2.79. I have done my best following the instructions given by Belleza to convert the rig to Avastar/Blender and as far as the rig goes it is functional but the issue is with the mesh clothing floating dramatically away from the body, I've gone so far as to suck it up into the body itself and while it does get it closer the issues that creates moving forward are just silly and not useful. See the picture for what I am getting. I work with most of the other major Dev kits and while each have their own quirks this one is something special lol. If any of you talented mesh makers have over come this I would love to know how. All the best, Scarlet
  20. So this is the basic script cobbled from a few examples in the Wiki and it works a treat for what I need. Might mod it more but if someone needs something like this, then this works. float gap = 1800.0; // Send Message Interval float counter = 0.0; string wwGetSLUrl() { string text = "Located at ...."; string globe = "http://maps.secondlife.com/secondlife"; string region = llGetRegionName(); vector pos = llGetPos(); string posx = (string)llRound(pos.x); string posy = (string)llRound(pos.y); string posz = (string)llRound(pos.z); return (text + globe + "/" + llEscapeURL(region) +"/" + posx + "/" + posy + "/" + posz); } default { state_entry() { llSetTimerEvent(gap); } timer() { counter = counter + gap; key owner = llGetOwner(); llInstantMessage(owner,wwGetSLUrl() ); } }
  21. Hello, I have a flying machine I made and its lovely and public and it tends to get taken across a sim or two making it hard to find. I love letting people enjoy the ride but would like it to tell me where it is. Anyone ever see such a script? Ive tried the Market Place. nothing, well not from my searching anyway. So if I was going to try to make this Im thinking; timer() llBESTLOCATIONEVENT ( ) llGetOwner IIInstantMessage () the logic being, where am I ( sim and co-ordinates) who owns me send owner message with surl send every x minutes, say 30
  22. A little short for my sim....enjoy
  23. Oh thank you Optimo, I have used smooth but apparently can't read words like FIX DEFORMS lol,...I'll give it a shot and see. Thanks again
  24. I've been making mesh clothing for a while , about a year, and there is one thing that has been driving me mad the whole time, so much so that I generally avoid creating clothing that includes... shoulder straps. I see other creators make clothing with delicate shoulder straps that don'd distort like a runny pancake like mine do and I'm at a loss for how they do it. When I inspect the clothes I see they are very dense with Polygons or rather Triangles, are two sided and sometimes have a Li of a good sized castle. I hope that isn't somehow part of it. I use Avastar, and the work flow is to transfer the weights from the body to the mesh item then rig the item to the avastar rig "KeepIng" weights for other than the shoulders it's usually pain free. I smooth weights here and there, lighten in areas that don't need to crumple etc but no amount of painting seems to fix this or , more to the point, I've gone around in circles so many times I need to just ask. Below is a pic of what I'm talking about. This is shot from above on the left shoulder, head to the left of the image. Now I can tell that the shoulder bone is pulling at it but ...ya circles I go. So any help would be appreciated. Cheers
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