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Tinkarbell

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Everything posted by Tinkarbell

  1. OK. Thanks. I was hoping to have 38 regular attachments and 4 temp attachments. wow you guys know a lot about this stuff.
  2. thanks wulfie, just so I'm clear. If I'm already wearing 38 regular attachments, I cannot put on any temps?
  3. read that already. none of the answers are in there. you you have any answers or no?
  4. Hello! I'm trying to find some information about temporary attachments. Does anyone know how many an avatar can wear at once? Also how long they can be worn? (maximum time limit) and how that is determined using lsl? Finally what are their limitations? Will they stay attached when moving from one region to another. Thanks in advance for any info you might provide. T.
  5. It looks good thanks. would you be able to translate it into English?
  6. ok thanks , I'll give it a try.
  7. Reviving an old thread I know. Could I use on_attach instead of on_rez to use this for clothing demos?
  8. nope. actually it works pretty good for heads with deep eye sockets like system default. doesn't work for heads with shallow eye sockets like leLutka
  9. You are a genius! I'm really blown away!
  10. That's ok with me. I have settled for just getting this working with free cam / alt cam
  11. The developer of this product has made it "no mod". So the eyes will be pointing in the wrong direction. Does anyone here think they can code something similar?
  12. I like this idea since you are thinking outside the box. But I'm not sure if you can attach particles to your avatar. Let me know if it is possible.
  13. There might still be a way... Here is a product of an eye that looks in the same direction as the users ALT camera. https://marketplace.secondlife.com/p/Camera-following-EYE-silver/4431915 So if we flip the xyz coordinates to negative, it should be looking in the opposite direction as the ALT cam. Therefore when the user is looking at it, it will be looking back at the user. Does anyone know how to "script" this so that I can throw it into an eye and give it a try?
  14. this might be the way to go . thanks again for your help!
  15. it works for me also, until I turn my AO on.
  16. ok. thanks for taking the time to explain it. I guess this is kind of the effect I was looking for: a little creepy , yes but maybe the lindens will make a way to look at an object and then we could simply attach it to another avatars head. but don't worry. I'm not holding my breath.
  17. here is the script: default { on_rez(integer param) { llResetScript(); } state_entry() { llSensorRepeat("", "", AGENT, 15.0, PI, 10);//scan for nearby avatars } sensor(integer total_number) { integer distance = (integer)llVecDist(llGetPos(), llDetectedPos(0)); llLookAt(llDetectedPos(0) + <0.0, 0.0, 0.5>, 0.2, 0.3);//look at detected avatar if (distance <= 10) { llSensorRepeat("", "", AGENT, 15, PI, 0.1); } else if( distance > 10){ llSensorRepeat("", "", AGENT, 15, PI, 10); } } } the only problem is, when the head rotates the eyes don't account for the additional rotation. My proposed fix is to attach a box to the head and get x,y,z rotation of the box. this value would then be subtracted from the rotation of the eyes. so if box rotates 12 degrees on x axis then eye rotates -12 degrees on x axis. this should keep them looking in the correct direction.
  18. True, but you can attach an invisible box to your head and use the x,y and z rotation coordinates. It doesn't mater where your avatar appears to be to someone else. It's about where your avatar appears in relation to them. I just tested it with a different laptop, third account. it is working. the calculations for eye angle seems to happen on the client computer, which is good.
  19. I'm not a programmer so I will leave it open for others to figure out. My offer stands. Quote me a price and I will pay once the requirements outlined in the first post are met.
  20. I made a basic 2 prim black and white eye for testing purposes. basically it over rotates. maybe there is some script like: current position = rotation - 20% also when the head moves it throws off the eye rotation angle. maybe there is something like this: current position = rotation - head angle so that if the head is at 0,0,0 the eyes are at 0,0,0. but when the head is at 45,0,0 the eyes are at -45,0,0
  21. we are so close... I'm making a video for you...
  22. thanks so much for doing this. you are awesome. the only problem with the code is that when it it attached, it thinks that myself is the closest detected avatar. if there was only some way to get it to ignore self, or focus on the second closest avatar then we would have a winner.
  23. syntax error line 0, column 13. I don't think it knows what gChannelRange is
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