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LexxiXhan

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Everything posted by LexxiXhan

  1. It's not that difficult! The position and rotation of the "frame" and "filler" prims should be the same (unless you actually want a slight offset) and you probably want the filler to be a fraction bigger than the hole anyway so no need for 100% precise measurements. The easy way to do it: Copy.drag the frame prim Type Ctrl+Z to snap it back into place Close the hole, resize and retexture If you want a precise fit, use the build window's math function. If for example the hole is 80%, add *0.8 at the end of values of the x and y dimensions of the filler prim. And this what I'll be tackling next time I have a tweaking session. I already tested replacing the roof with just the frame prim. I used stretch though, which seemed to work fine, and resized the hollow to a different percentage. But I'll look into using copy.drag/snapping back into place..
  2. Thanks for the explanation! And this, below, makes a brilliant homework list for me to get stuck into I reckon I'd score between 7 and 13 out of 18 if this was a test! I'll start with the things I know how to do, figure out some I haven't tried yet, and maybe start new threads on a couple of others if I feel the need..!
  3. I'm not usually drawn to masculine images but....wow! ...is my ideal avi look! So much so that I happened to 'click' at the right moment a couple of weeks ago, quickly saved a copy of my bento head, and haven't dared touch a bento AO ever since...!
  4. So, this prim: is where the window Texture Change Menu Script turned out to be! is the one I'd like to use for the whole roof after deleting the others. I'm happy to reposition the hollow based on percentages. has a hollow in it for the skylight, which I'd like to reinstate after resizing of both the prim and the hollow.. has a hollow in it in which I'd like to insert the skylight prim, despite the align tool not being accomodating to a perfect fit... has a hollow with a need to be filled with a skylight prim that I may have to 'align' manually and makes me wish there was a 'make new prim from hollow' button, or somesuch...
  5. It's not just me then In the meantime, that (original) roof-prim with the skylight is taking up all my attention...(will comment when I know what I want to say )
  6. Yup, having experimented with this earlier today, I can confirm it's a complete pain in the [insert preferred bento bone position]. I could possibly spend time figuring out and editing the script (I know enough to write 'if' statements etc in Java, but that's about it..), but it looks like it'll be quicker, and less painful, to start from scratch with the Texture Change Menu scripts I have in my inventory
  7. Aha! Yes, from 2009 or so, apparently. As packaged it's linked as one object with a LI of 65. Just editing the roof (7 prims) down to 2 prims (roof plus skylight) reduces the LI to 50, and there are still plenty of multi-prim walls and internal floor levels and dividers to tinker with yet.. In the meantime I got it down to 25 LI with convex hulling so I'm pretty optimistic I can still make it a lot more efficient... Thank you for explaining that (and the pics!) =) And yes, the doorway consists of separate prims on four sides, which will still be pretty logical and efficient once I've finished with prim-reduction. By coincidence, I was experimenting with the Nautilus houses and convex hulling a couple of days ago and got to experience not being able to enter through the door in the process Now that I know about the 10m limitation I might have another play with them sometime to see what is or isn't possible in reducing LI - those houses are huge..! Oh, that's a relief. Interestingly, unlinking and relinking had a curious effect on the scripted door: by design it slides open sideways as if retracting into the adjacent wall prim, but after relinking it started sliding open outwards, like this: Unlinking it from the rest of the linkset returns it to normal operation. Oddly though, I have textured versions of this skybox where I've also unlinked/relinked and this has never happened before...
  8. Noted. I'll double-check next time I'm inworld, but I'm fairly certain even the script and textures are copy+mod, just like the skybox itself. It might take a but of trial and error, but at least I can rez a copy of a recent edit of the box to try a few permutations. I'm not sure which would be more annoying: not being able to get it to work, or getting it to work without knowing why...
  9. Oh, I stopped by your place the other day! It really is a lovely spot and well-suited to 'no drama' Personally, I'm about to try renting a bit of sky for the first time to see how I get on keeping within 150 prims (I'm sure I have 'no idea'!). But I'll pass this on to any good eggs I know who might be interested
  10. I'm working on reducing the LI of my favourite skybox (C and M permissions) and have some questions. I've already reduced the LI from 68 down to 36 by linking *everything* and changing the physics shape type to convex hull. And I can still get in and out through the door! However, before I repeat this on a new copy....many of the large walls and ceilings are made up of three or more sections, for no reason I can guess at (although it's been handy for trying 'feature wall' ideas while texturing the interior). Is there any practical reason why I shouldn't delete two out of three sections of a wall and simply adjust the size and shape of the remaining one to fill the gap? Next: the skybox originally came with a script for changing the texture of the 3 large windows via a menu which pops up every time I click anywhere in the skybox (which gets pretty annoying!). I can remove the script, but it means sticking with just one window texture choice. Is there a way to keep the script but not have it somehow linked to every other part of the skybox? Would it be possible to have the menu only pop up when I specifically click a window? Maybe with the 3 windows linked as one object and the rest of the skybox linked as another? I have the texture menu script from the skybox content in a folder in my inventory, if that helps. And back to convex hull conversion: Is it better to: - unlink everything, convert each prim to convex hull, and then relink? - unlink, select everything in one go, and convert to convex hull? - select the whole linkset as is and convert? Thanks in anticipation of any advice
  11. Great tip, thank you I do creative work in RL and this is so easy to overlook, especially when it comes time to give time estimates to clients
  12. And FWIW, I'm in no hurry. I'd rather take the time to learn things that are worthwhile before going straight to working with appliers or mesh clothing, if that is the case.
  13. I have no idea! I was using as an example: is it worth spending time creating system layers or am I just as well off going straight to making appliers?
  14. Ultimately, I'd like to learn how to make clothes, layers, skins, makeup, tattoos, eyelashes, nails (have I forgotten anything?!) for mesh/bento avatars, including but not limited to specific brands/heads/bodies. I appreciate this will involve a LOT of learning, and that the limited skills and knowledge I've acquired so far barely scratch the surface. So, for example, is it worth me spending more time making and texturing clothes using system layers? Are there things to learn doing that that would be transferable to making applier layers for mesh bodies? Or should I try jumping in more ambitiously and avoiding timewasting? Are there any particular tutorials, sites or resources that you've found gave a good heads up to get going?
  15. Not answering your question as such, but Bare Rose has a huge selection of flat-chested femme outfits. Apologies if you already know the store
  16. Yeah, I spent ages dithering over it (as a relative newb), expecting it to be horribly complicated. I was so wrong And now that I think of it, I might start using it as my main AO again (I currently just use it for auditioning purposes), and reduce the load on my Bright AO..
  17. If you like tinkering or don't want to spend much, you can always get copies of the many and various free AOs out there, rez them one by one, copy their contents into inventory folders, and then audition the animations from each to find your favourites. Once you've got a shortlist, load them into an AO Hud and edit the notecard to reflect your choices. Incidently, if you're using Firestorm, it has a built in AO that's easy to edit (no notecards!), causes zero lag, and works perfectly in a set-and-forget manner (although you can also create alternative 'sets' of animations that you can choose from using a dropdown menu). I chose the free 'Bright AO' in the end, as it has extra sections for things like facial animations and 'favourites', which none of the other Huds I tried provided. Oh, and Firestorm also has a 'groundsit' button in the toolbar options which you can stick handily somewhere round the edge of your viewer
  18. Oh, and here's one of my system head watching me edit Giselle (from another window) : I can't help think she looks slightly teary-eyed..
  19. So, I've been driving myself up the wall trying to edit a shape for the Giselle head that doesn't make me want to go running back to my much-loved system head/shape/skin combo! Progress so far: My system head and shape with WoW Skins Katty Bronze. Giselle with the same skin and (the most recent) edited shape. My system head and shape with my usual skin (LAQ Camille). Why did I want a mesh head again??
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