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Raven Huntsman

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Posts posted by Raven Huntsman

  1. I was hoping someone could point me to any stores that sell high quality flexi hairs? Particularly for caucasian hair styles, there seem to be many that cater to the african american hair styles, but I've had no luck finding any outside of those styles.

  2. // Quick script example of how to rotate some wheels on an attached vehicle.
    // Usage: name your linked wheel object(s) 'wheel'. Drop the script in. Attach and then use left and right turning keys. 
    // For a quick demo, create 3 prims, resize two of them to be thinner/more wheel like and name them 'wheel'. Space them out. Link those two to the third prim. Drop this script into it and then attach the whole thing on avatar center.
    
    list wheelLinks; // List of links for wheels because I assume you're wheels are separate link objects.
    
    rotation defaultRot; // Default wheel rotation. // Whatever they start at.
    
    float wheelTurnAmount = 40; // Degrees to turn the wheels.
    
    default
    {
        state_entry()
        {        
            integer i = 0;
            integer len = llGetNumberOfPrims();
            
            for( i; i <= len; i++ ) { // When the script is first dropped into the attachment, we loop through all prims looking for any with the name 'wheel' and save their link numbers.
                string linkName = llGetLinkName(i);
                
                if( llToLower(linkName) == "wheel" ) {
                    wheelLinks += i;
                    defaultRot = (rotation)llList2String(llGetLinkPrimitiveParams(i, [PRIM_ROTATION]), 0);
                }            
            }
        }
    
        control(key id, integer level, integer edge)
        {
            integer start = level & edge;
            integer end = ~level & edge;
            integer held = level & ~edge;
            integer untouched = ~(level | edge);        
        
            
            if( start & CONTROL_ROT_RIGHT ) { // Turn wheels right
                integer i = 0;
                integer len = llGetListLength(wheelLinks);
                
                for( i; i <= len; i++ ) {
                    integer wheelLink = (integer)llList2String(wheelLinks, i); // Link number of a wheel
                    vector wheelAngle = <0,0,-wheelTurnAmount>; // Vector for turning the wheel
                    wheelAngle = wheelAngle * DEG_TO_RAD; // Turn euler angles into radians.
                    llSetLinkPrimitiveParamsFast( wheelLink, [PRIM_ROTATION, llEuler2Rot(wheelAngle)] ); 
                }            
            }
            else if( start & CONTROL_ROT_LEFT ) { // Turn wheels left.
                integer i = 0;
                integer len = llGetListLength(wheelLinks);
                
                for( i; i <= len; i++ ) {
                    integer wheelLink = (integer)llList2String(wheelLinks, i); // Link number of a wheel
                    vector wheelAngle = <0,0,wheelTurnAmount>; // Vector for turning the wheel
                    wheelAngle = wheelAngle * DEG_TO_RAD; // Turn euler angles into radians.
                    llSetLinkPrimitiveParamsFast( wheelLink, [PRIM_ROTATION, llEuler2Rot(wheelAngle)] ); 
                }                  
            }        
            else if( end & CONTROL_ROT_LEFT ) { // Reset wheels
                integer i = 0;
                integer len = llGetListLength(wheelLinks);
                
                for( i; i <= len; i++ ) {
                    integer wheelLink = (integer)llList2String(wheelLinks, i); // Link number of a wheel
                    llSetLinkPrimitiveParamsFast( wheelLink, [PRIM_ROTATION, defaultRot] ); 
                }                
            }                
            else if( end & CONTROL_ROT_RIGHT ) { // Reset wheels.
                integer i = 0;
                integer len = llGetListLength(wheelLinks);
                
                for( i; i <= len; i++ ) {
                    integer wheelLink = (integer)llList2String(wheelLinks, i); // Link number of a wheel
                    llSetLinkPrimitiveParamsFast( wheelLink, [PRIM_ROTATION, defaultRot] ); 
                }              
            }
               
        }  
        
        attach( key id ) { if( id ) { llRequestPermissions(id, PERMISSION_TAKE_CONTROLS);  } } // On attach, request permission to 'take controls'
        
        run_time_permissions(integer perm) { // When take controls permission is granted, we take control of the avatars left and right turning.
            if(PERMISSION_TAKE_CONTROLS & perm) { llTakeControls( CONTROL_ROT_LEFT | CONTROL_ROT_RIGHT, TRUE, TRUE); } // Set last value to FALSE if you don't want normal avatar rotation. I assume you have other vehicle scripts that will handle this.
        } 
    }

     

    • Like 1
  3. 2 hours ago, NevaehHeartstrings said:

    Please do not let that be your only metric, Inworld we have Hundreds and maybe even a Few Thousand Brands not on the MP who sell millions of transfer only yardsale/event stuff , many stores are now events only. also many higher quality fashion gear can only be found inworld. Marketplace is easy and fast but for Rare/Ultra Rare stuff your only going to find it shopping in person, you will also find many of these brands often have support for lessor supported bodies that's the little extra many are looking for.

    I only shop on the marketplace if i need something generic like landscaping or a house. when it comes to fashion I find the best prices/deals including expanded body support at inworld shopping at events.

    It's a metric that gives you a pretty valid result. Ignoring 'rare', transfer only items which are kind of a niche that shouldn't be included in a generic metric, in world events are advertised pretty well online, though not present on the marketplace, these events contain a lot of big name brands who cater to the popular bodies. The same popular bodies that you can easily discern via the metric I described. That's not to say some niche body X isn't used, it's just extremely clear which ones are the most popular due to the supply of apparel. 

    • Like 2
    • Haha 2
  4. Hello, I'm in the process of putting together an environment within SL. I'd like to have weather effects like rain present, but my parcel will have interactive areas and purchases where people would need to touch/interact. This makes the use of better looking large mesh prim effects difficult because they block alot of touch and camera interactions, is there any way around this without sacrificing these large mesh effect objects?

  5. 21 hours ago, Quistess Alpha said:

    I don't see coming to a stop after walking working out too well, given you won't know what stage  of the walk they'll be in after stopping, but good luck finding someone who can work with you on it!

    (If it were my project, I'd just set the ease_out on the walk rather long.)

    My long term plan is have a clever overlapping ease in/out combined with a script that effectively replaces an AO to trigger these states based on input and possibly other, non-input based movement. I have already successfully achieved this and it looks really good, almost as though SL had a modern animation system in play, but the animations I used were from a pack designed for a fantasy game, and therefore not to my liking. Sadly, it's pretty hard to find animation sets/packs that include these transitional animations for starting and stopping an action.

    • Like 2
  6. What you probably need:

    • Keyframe animation experience.
    • Experience working in blender.
    • Knowledge of the SL Bento rig. This knowledge is helpful, but the animations that I need themselves don't need any bento bones to actually be animated.

    What I require:

    • I require 2 custom made animations, made on the bento rig. 
    • I intend to heavily modify the final product for my own needs (priorities/file types/animation and deform tweaks) therefore I need the animations to be provided as individual blender project files (one for each animation).
    • The first animation can be described as 'Walk start from standing still'. The second animation can be described as 'Coming to a stand still from walking'. Effectively, they would transitional animations in and out of a walking state. 
    • Both of these animations need to be based on a walk animation that I will provide. I can provide this as a blender project file or any other exportable animation format.

    Payment:

    • I'll pay at your standard rate, feel free to contact me in world with a quote - Raven.Huntsman
  7. If it's affecting your body animation then this sounds more like a bug or similar issue. Was your client minimized? I've had similar issues jumping between furniture, it seemed as though whenever I minimized my client, my animations would break for my partner, leaving the client in focus seemed to do the trick. (This was in Firestorm viewer though).

  8. 14 minutes ago, Rolig Loon said:

    On a whim quite a while ago I made myself a "vehicle" that is basically just a transparent prim that I can sit on and move around with my arrow keys. I made it as a photography aid, so I could "sit" on a bunch of places, the way you are describing.  It's not hard to make something like that, and you can load it with a selection of sit animations.  The only real problem is that I have to find somewhere to rez the thing, which can sometimes be a challenge. Still, the basic idea is simple and it solves the problem.

    ETA:  Oh, one of the "sit" anims is my normal walk anim, so I can wander around a lot while wearing the thing and nobody knows that I am sitting down.

    I may be misunderstanding but how would that solve my provlem for ann animesh character? They are effectively just prims so they don't function like an avatar that can simply 'sit' on an object etc

  9. I'm trying to get my animesh character to fake sitting on a arbitrarily selected seat/chair/surface. Wondering if anyone has any ideas or possible solutions to this problem that I can't come up with on a friday night.

    The primary issue is a method of finding a 'seat' position that works on most seats, and an orientation. From what I can tell there's no way to query an object for it's sit target even though this is labelled as a 'prim property', I guess it's not exposed. I've tried an oddly shaped array of raycasts for finding the 'seat' and then the backrests but had no luck with that. (One down, 4 in the cardinal directions). I know it's quite an out there problem given the lack of support and data but I think it's one that could be solved with a reasonable level of complexity.

  10. key sitter;
    
    float sequenceDuration = 4.0; // In seconds.
    float distanceToElevate = 3; // In SL meters.
    vector defaultPosition; // Reset script with 'bubble' positioned to set this.
    vector elevationEndPos; // The position where we elevate to, calculated using 'defaultPosition' and 'distanceToElevate'.
    integer sequenceRunning;
    StartSequence() {
        sequenceRunning = TRUE;
        llResetTime();
        llSetTimerEvent(0.04);
    }
    default
    {
        state_entry()
        {
            vector sitEuler = <0.0, 0.0, 0.0> * DEG_TO_RAD;
            llLinkSitTarget(2, <0.0, 0.0, 0.1>, llEuler2Rot(sitEuler));
            defaultPosition = llGetPos();
            elevationEndPos = <defaultPosition.x, defaultPosition.y, defaultPosition.z + distanceToElevate>;
            llOwnerSay("Default position reset.");
        }
    
        changed(integer change) {
            if (change & CHANGED_LINK) {
                llSleep(0.5);
                if (llAvatarOnSitTarget() != NULL_KEY) { 
                    sitter = llAvatarOnSitTarget();
                    StartSequence();
                    //llUnSit(llAvatarOnSitTarget()); // unsit him or her
                }
            }
        }
        
        timer() {
            if( llGetTime() >= sequenceDuration ) { // End sequence
                if( sitter != NULL_KEY ) {
                    llSleep(0.5);
                    llUnSit(sitter);
                    llSleep(1.5);
                    sequenceRunning = FALSE;
                    sitter = NULL_KEY;
                    llSetPos(defaultPosition);   
                }
                return;
            }
            
            vector newPos = defaultPosition + ((elevationEndPos - defaultPosition) * (llGetTime() / sequenceDuration));        
            llSetPos(newPos);
        }
    }

    Here you go. Threw this together in a few minutes, should behave as you described. To get it functional, create a spherical prim, and a cube prim. Link the cube to the sphere so that the sphere is the root prim. Position them so they're in the same position, maybe scale the cube down and hide it with transparency (the cube is the sit location). Then make your sphere bigger/bubble-esque and drop the script into the sphere. Then just sit on it.

  11. Thank you for the suggestion, I've checked out most of the popular animation stores including Oracul. I'm hoping to find something more catered to actual crawling, as opposed to the random throw-in crawl animations you sometimes find in normal AO's, I think Oracul has two that I've come across, both very sort of.. 'if someone just got down and crawled randomly' vs 'crawling for RP purposes'.

  12. I've tried a lot of crawling animations/ao's from the marketplace but they're all quite apparently handmade/jerky. Was wondering if anyone has come across crawling animations that are of a higher quality/mocap?

    Thank youu 

  13. On 4/15/2022 at 4:34 PM, Exavor Diesel said:

    I am human behind the screen, so what's the big deal? Surely in today's world we should be accepting of others and their choices, as long as they're not hurting anyone else?

    Would be good to hear from others and see their perspective

     

    So how come you're not accepting others and their choices to prefer human avi's/want only humans/ or some specific type of avatar on their region? No offence but as a bird you'll have to accept all that comes with being in your desired minority.

    • Like 4
    • Confused 2
  14. The Work: I have a set (2) of large .fbx files containing various animations for human locomotion. I've been unable to import these successfully into Blender 2.79 and Blender 2.83. I'm looking for someone to get them into blender and motion transferred/retargeted on the standard bento rig for further animating and exporting/importing into SL. The version of blender you use is up to you/whatever you can make work.

    The Expected End Product: A workable .blend file containing the animation data, retargeted/motion transferred onto the standard bento rig.

    The Pay: While I don't consider this challenging work, it's certainly potentially tedious and time consuming given the difficulty of importing .fbx into blender and preserving animation data. And also with the prerequisite of having the skillset and/or tools required to achieve the end result. Therefore I'm happy to pay for your time at your standard and reasonable rate.

    Notes: The .fbx files are roughly 20-30mb each, I couldn't tell you what .fbx format version they are but they do work in standard game engines (UE/Unity). I DO NOT expect any sort of tidy up work on the animation data itself as I'll be handling that myself, only importing/motion transfer.

    Please contact me in world with your rates and quote. If you need to see the files first for a quote, that can be arranged.

    Raven.Huntsman

  15. Small piece of advice, don't buy full perm clothing items on the marketplace unless they provide a demo. Generally speaking, a 'no demo no buy' is a good approach to everything, but particularly so with full per mesh clothing. If it doesn't fit well, neither will your end goal/product.

    • Like 1
  16. On 1/26/2022 at 4:04 PM, Xzotique Imari said:

    Personal Assistant, Willing to assist with Family duties, Work duties, or just someone who can assist with your daily duties. Contact me if you have inquiry questions.

     

    On 1/30/2022 at 10:24 PM, fxndibae said:

    hi, im intrested .

    Wait… What Does That Mean?? – The Daily Chomp

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