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Ivanova Shostakovich

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Everything posted by Ivanova Shostakovich

  1. I believe when you upload an animation into SL, you have the option, if you want part of the animation to loop, of specifying 'loop in' and 'loop out' points in your animation. The wiki has a pretty good explanation of it here:http://wiki.secondlife.com/wiki/Animation_Upload_Loop_Controls
  2. What size is the texture when you save it from Photoshop? Is the viewer forced to resize it when you upload it? The maximum is 1024x1024 and dimensions need to be multiples of 2 or some kind of resizing will occur.
  3. I'm curious about how you will combat it. Even if a mathematical solution can be found, applying it seems problematic. If you intend a solution beyond mere manual adjustment, how will you detect, other than visually, that drift has occurred?
  4. Perhaps you could try turning all your graphics preferences to minimum, and then stay logged in long enough to do a character test.
  5. The first thing I learned, the first friend I made, the first limitation I discovered. The first time someone said 'I love you.', the first time I said it. The first griefer, the first argument, the first ex-friend, the first strike of a forum match. The first creation sold to someone I didn't know. The first inventory loss. The first broken toy, the first real crush, the first 'SL break'. The last thing said to a friend now gone. I love it all.
  6. I've had recent practice house building. Having found nothing in the Marketplace that I really liked, I realized that I would have to make what I wanted. When modeling something that was simply too large and detailed to be done justice with eight materials, I created my house in two parts. For one of the parts, I'll call it the 'main' part, I created the physics shape that would serve for the entire house. To make sure the physics shape retained the desired shape and size, I also created a 'bounding box' of six triangles, meant to be transparent in-world, to define the dimensions of the whole thing. Then, I uploaded each part separately, the main part with the physics shape, and the second part, just letting the uploader create the simplest possible physics shape. With the two parts then linked in-world, I set the main part (ensuring it was the root) to 'physics type prim' and the second part set to 'none'. The physics shape I created lets me walk around just fine. So... I probably make it sound like a mansion, but it's not. It's just right.
  7. I'm seeing some yellow and blue highlights in the image of the in-world rezzed house. It may be that the mesh you uploaded consists of two (or more) unjoined meshes, which would result in your upload rezzing as a linkset. If this is the case, that can cause your physics shape to become deformed. Specifying your own physics shape for a multi-part mesh dae file causes the physics shape to 'attach' to only one part of such a file. That would cause the physics shape to scale to fit the bounding box of that one part, possibly causing the symptoms you describe. Instead, in your modeling program, join all the parts into one object (materials count permitting), then upload, using your physics shape.
  8. I have a friend who advised me to make the physics shape from cubes. Approximate the whole thing from cubes for the walls, floor ceiling, everything you want to be solid, without getting fancy, make sure none of the cubes are touching each other and only make them approximate the general shape of the building. Remember, the physics shape will be invisible, it doesn't have to be pretty or fancy. Think about the level of interactivity you want to have between your avatar and the walls and such. Really, the only place where good accuracy is very important is the floor.
  9. This sounds like the beginning of a fashion klatch.
  10. I think there are more settings in the upload window. Something like a 'Skin Weights' by something else called 'Joint Positions'. I think Skin Weights must be checked in order for the rigging to be included in the uploaded mesh.
  11. Ok, I have to chime in here. I have three friends in SL who fall into this category. They are my inspiration, my confidants, my raison d'être. My heart lifts whenever I see one or more of them log in. I treasure their ellipses. They listen to me and I listen to them. In my every interaction with them, I feel I receive gold for giving silver. They are special to me.
  12. "... for instance I blieve mine is like 32,000 and that's by no means large for sl." Phew!
  13. Have you emptied your trash folder?
  14. I'm actually quite surprised there aren't more replies for you. What you seek is so much fun.
  15. It can produce odd results. There are other attachments I have that positively glow in the dark when under light projectors, as if they were full bright.
  16. 1. Do you have shadows turned on in your viewer? If so what do you think of the shadows that your viewer displays in SL? I will often have shadows turned on. I like to use point lights with projectors in my builds. I like shadows as an ambience, an extra environmental element that makes the immersivity deeper (for me, anyway). As such, I don't closely inspect them. They do have a bit of pixellated fuzziness around the edges. They could be better, but at an additional expense of computing power I'm sure. 2. If you were to buy a tree or chair today, would you want or expect a ground shadow texture (on a prim/mesh) to be included? I have built shadow prims into the things I have created, but have included the ability for someone to turn them off. Not everyone can use the viewer shadows. Generally, I like things to have options like that. 3. What is your opinion about textured shadowing inside buildings? For example should the shadows from the window frames be built into the floor texture or do you think the viewer should be rendering all shadows nowadays? While baked on shadows in a house are an artistic addition, and helpful for someone who cannot use viewer shadows, they are not dynamic and, especially in the case of those that simulate light coming in through windows, will conflict with viewer shadows. 4 Any other opinions or issues you have with shadowing on textures or shadows rendered by your viewer? I like the viewer shadows. But sometimes, due to poor builds, many high poly meshes, lots of high resolution textures; rendering shadows on top of everything else within draw distance just isn't feasible.
  17. Well www.neckbuddies.com is an available domain. Quick, someone pick it up!
  18. That attachment point is handy. If you want an attachament that makes little birds fly around you, or whatever, attach it to Avatar Center and the rotating birds axis doesn't swing wildly away from Z while you move around. It was something I wished for five years ago.
  19. I notice there are no sensor events in any new state in these examples. Would they not be required in order to definitively confirm the sensor has stopped?
  20. Employers can already find a lot of information about someone in their social media activity. "We do appreciate your interest in our company Miss Jones... or shall we say Miss Resident, but your propensity in the Second Life forums for casting aspersions on others based upon their lifestyle choices is not a quality we would value here at Company X."
  21. I prefer the LL viewer for uploading meshes. Perhaps it is my set up, but Firestorm doesn't let me set the various options for Physics Analyze (method, quality and smooth), and Simplify (method, passes). They show either Default or nothing and I am unable to change those settings. I will say that the error messages one can get while uploading a mesh file that has problems are cryptic. They do not offer a lot of meaning for the average user who is new to mesh creation.
  22. Under what circumstances would a mesh object have no one listed as its creator? I have been interested in the ratio of creators of unique mesh objects vs. builders who use full perm kits. I bought some flats and when inspecting their mesh parts they have no discernable creator. What does this mean?
  23. I have had problems using llSetPos() for adjusting the position of an attachment. The script would execute without errors but my attachment would not move. I have never found a satisfactory answer for this, nor a solution. What I have read suggested that the viewer is not updating the change when it is under a certain value. In any case, I hope you meet with success.
  24. If a rp attachment could take over movement controls and force crouch walking, that wold be slower. I don't know if it is possible.
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