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Elfie Erin

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  1. Indeed ? but thank you for this, I get whats going on now! Simple and elegant, you deserve a medal ?! I'm posting an annotated result that does what I wanted here, so others who have the same issue can benefit from this as well ??! Sharing is caring~ This script lets you update textures on a link-set from an applier. Sender Place this script inside your sender. This is a simple example of an object you click on. integer MyChannel; key MyOwner; // Your texture UUIDs go here, followed by a space to seperate them at the reciever. // Add more textures here if needed, follo
  2. Thanks for all the replies. I've been trying to figure out how the mentioned solutions work for a day now and kind of get it, but my understanding of coding fails me again. What I have now, seems to me two lists, one with the 'tex_#' ID's, another with the corresponding UUID to that id, which is awesome! I just can't figure out how to manipulate the list and its contents now. My problem is I cant visualize where the list "exist" so to speak, so when I try to plug the ID or key in, I can only get the first in the list. integer MyChannel; key MyOwner; string EMPTY_STR = ""; string FUNC
  3. Thanks for the quick response. I'll try out these functions and see if I can get it to work like this! ??
  4. Hello I've been working on a texture applier for a while now and I've hit a wall, so I figured I would ask for some help here. My plan is to have a script that holds texture UUIDS as so, string tex_1 = "3d80799c-de95-11e8-9f32-f2801f1b9fd1"; string tex_2 = "3d807c12-de95-11e8-9f32-f2801f1b9fd1"; Then once triggered, it sends a message to a receiver containing the UUIDs llWhisper(MyChannel, "tex_1 "+(string)tex_1 + " " + "tex_2 "+(string)tex_1); The reciever then hears the string (cleaned it up visually here) tex_1 3d80799c-de95-11e8-9f32-f2801f1b9fd1 tex_
  5. Alright thanks, that gives me an idea to go on!
  6. Hello I am working on making avatars and would like to add some animation functionality to them. For example, I'm trying to create a head with a movable jaw, controlled by a slider that goes from closed to fully open. The head is rigged to the bento bones, so what I'm trying to find out is if it is possible to control an animation in-world, frame by frame, or if I would have to cut the animation into individual animations for each frame, toggling between several animations along the slider to open and close the mouth (The latter option seeming quite wasteful). Secondly, I am slightly
  7. That actually did the trick! Thank you very much. The problem was my bones were not aligned to the T-pose on export, and when I adjusted them, the problems went away!
  8. Hello! Lately I've been trying to learn how to make custom mesh avatars for SL, but I've run into a problem I can't seem to figure out on my own. As far as I know, it should be possible to do what I am trying to do, so hopefully someone can share some much needed knowledge about the subject. The issue I'm having is editing the SL armature to to fit my mesh, which possible, results in some weird bone deformation/offsets in SL on import. Judging from the picture i've attached, the problem seems to be the edited bones not storing rotation in world, where scale and position seems to func
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