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Sabrina Tamerlane

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Posts posted by Sabrina Tamerlane

  1.  

    On 10/11/2020 at 10:01 PM, Oz Linden said:

    At the very least we would have to add a different asset type because formatting would confuse scripts

    There is an alternative format named  markdown that could be easily added to viewers...

  2. 7 minutes ago, OptimoMaximo said:

    I assure you that per bone priority works for a single fact: there is no global priority in an animation. All joints in the list need to carry their own priority in order for the system to accept the animation, what the bvh uploader in the viewer and other external tools do is to set a priority that is being applied to all joints, regardless. That is how a global value is being set in the software to simplify the process of creating general purpose animations. 

    Back to the OP question, what they're seeing is the result of the animation priority war i mentioned a few days ago in another thread. People produce animations with the intent of stopping other makers animation with the idea of their work being the protagonist, forgetting the principle behind content creation for a platform that allows and encourages customization. 

    This is an anim file, in red you can see the global priority, in orange the priority of a bone. I set them to be the same but definitely both exist, it's not only a BVH thing.

     

    image.png.27af346ebd9e910a4cec7e1c8f80b02c.png

  3. ooJenny is right when she says that many places are empty...

    What happens typically with clubs is that someone creates a new club, hires staff and when the staff members become experienced they think they can make their own club and leave so the number of clubs grows steadily. Many clubs are also empty most of the time because their owner only hosts events at specific hours or only the weekend...

    • Like 1
  4. integer Running = FALSE;
    integer delay = 60 ;
    
    integer lastCount = 0;
    
    default
    {
        touch_start(integer total_number)
        {
            if (Running) {
                Running = FALSE;
                llSetTimerEvent(0) ;
            }
            else {
                llSetTimerEvent(delay) ;
                Running = TRUE;
            }
        }
        timer()
        {
            
            vector currentPosition = llGetPos();        
            integer count = llGetParcelPrimCount(currentPosition, PARCEL_COUNT_TOTAL, FALSE);
            integer max = llGetParcelMaxPrims(currentPosition, FALSE) ;
            if (count != lastCount) {
                lastCount = count ;
                llOwnerSay( (string)count + "/"  + (string)max) ;
            }
        }
    }
    
    

    You can do it like so.. it will check every minute if the prim count is different and then update you...

    • Like 1
  5. This is not my best script but it should do what you want!

     

    default
    {
        touch_start(integer total_number)
        {
            vector currentPosition = llGetPos();
            vector color = <0.1,0.2,0.8> ;
            
            integer count = llGetParcelPrimCount(currentPosition, PARCEL_COUNT_TOTAL, FALSE);
            integer max = llGetParcelMaxPrims(currentPosition, FALSE) ;
            string title = (string)count + "/"  + (string)max ;
            //llSetText(title, color, 1.0) ;
              llOwnerSay(title) ;
            }
    }

     

    For a HUD you will need llOwnerSay() rather than llSetText()

  6. They can use the DAZ exporter that I'm selling because there are several options to export from Poser to DAZ but the simple BVH export works the best. DAZ Studio is free so that should not create any issue.

    The main difficulty with DAZ and Poser is that they don't import very well. This is why I'm using the Genesis skeleton and remap the bones to Bento, but if it recognizes a Bento skeleton then it would export without remapping. Also using the Genesis skeleton allows the use of Animate 2 aniblocks.

     

     

  7. When you create an animation, there is an option to adopt a facial expression, with a Catwa head it should do nothing and only work with an old avatar head like so:

     

    image.png.9cd7b962004140e67abc0d6e3cc87eb6.pngimage.png.867a8038a3c364c0a474d2af76ba1cb3.png

     

     

    I have a Catwa head too and i simply don't see this expression... Maybe this particular animation is very high priority or your Catwa head needs an update, maybe you could just check the animation HUD that comes with it?

    • Thanks 1
  8. You are surely right. The untold truth is that DAZ and Renderosity do not make their living from their animation software but by selling 3D models and related products.  I will certainly use that plugin I have made to make poses and animations but I am unlikely to sell it. Besides everybody use Avastar with Blender and seem happy with it.

  9. 8 hours ago, FridayAfternoon said:

    Oh, this is pretty disappointing news on not being able to use my own rig. I guess I have no choice but to try and make it work.

    Im guessing I need to use the same bone hierarchy as well. 
     

    sabrina thank you for the suggestion o; the fingers.

    I think at this point what you need is to experiment. You could make a very simple rig with 6 legs and try some combinations of bone names and see if they animate correctly in Second Life?

  10. 9 hours ago, Mollymews said:

    Sabrina, is not a simple task to port the viewer to another render engine. If it were simple then any number of TPV devs would have done this already, just because they could

    the viewer codebase has been opensource for over 12 years now and in all this time nobody has done it and released their effort publicly, not even a port to DirectX

    Actually you are right, the proof of concept would be a working viewer. Some work has been done between Unity and Opensimulator but it has been abandoned I think?

     

    https://blogs.unity3d.com/2010/06/30/making-history-with-unity-and-opensim/

  11. 2 hours ago, Lucia Nightfire said:

    AFAIK, .bvh can use any of the bones a .anim file uses, it's just .bvh does not have the priority, ease-in, ease-out, looped, etc. parameters pre-specified in-file like .anim does and must be set up at upload time.

    .anim also allows individual priority values per bone

    Absolutely, but you really need to have the mPelvis in the bvh while an anim file does not require it.

  12. 1 hour ago, Lucia Nightfire said:

     You can only use the bones and hierarchy the bento skeleton offers/allows.

    .

    There is some freedom with the hierarchy when using .anim files. While a BVH requires the hip (mPelvis), an anim files can use only the head bones for example. I think it's worth testing further.

  13. While you can create an anim or bvh file with different bone names, the viewer won't upload it. So, it has to have the same bone names than the skeleton.

    Maybe you can bypass this by editing the xml files? It is something I have never tried.

    Another solution could be to use the 2 arms and 4 legs and then maybe use the fingers? Maybe that would work...

     

    image.thumb.png.0470d15af31c3fea431a34dd55e35c54.png

  14. When you import a BVH with Second Life Viewer, it makes an anim file out of it. Anim files are interesting because they let you animate only specific bones, for example not the head or the head only while the BVH files follow a hierarchy that starts with the hips. That way you can make for instance a walk animation that  will mix well with Bento heads since it won't interfere at all.

    I have created 2 anim exporters, one for Poser that I am not willing to share at the moment, and one for DAZ Studio that I have just listed on the marketplace. They don't work at all like Avastar since they don't need a Bento skeleton to work but rather remap the bones of the native DAZ/Poser skeleton (Genesis). This makes it possible to use several content like DAZ Animate 2.

    The Poser team did not like this at all and wrote to me that it was forbidden bv their ToS to export content from Poser into Second Life because Linden Labs claims ownership of any content uploaded on their servers. While I don't even know if this is true, I think that releasing this exporter for Poser would only create issues. I have also discussed with DAZ team and they didn't make such difficulties.

  15. I have visited Sansar and Sinespace and they are far from having SL's capabilities. For example, as far as I could see they have no Animation Overrides so people stay idle or with a basic animation, the scripting is also very limited.

    If Sansar and Sinespace wanted to provide SL-like features then they would have to go through a lot of pain and testing because when you add features then things may gone wrong, and with SL we have been through that, for example LL has put throttles in place to prevent the servers from being hammered too much. Perhaps will they add these features in the future? Maybe, but they have not crossed the river yet...

    It is also a philosophy, whether the devs want or not to give power to the users. It's more comfortable to limit the users to the strict necessary, but that does not make SL.

  16. 58 minutes ago, heygeeksandgamers said:

    I could never understand business in a million years (I have a functioning moral compass) but I'm curious what on earth the goal could be, whether there's enough in LL worth sucking out.

    They may be after profit, technology, or influence, or some kind of mix of the three. If they are after technology they might just want to take Tilia and let the rest crumble. If they are after influence they will want to make SL grow.

    Microsoft has bought Nokia phones to get rid of a competitor and get some patents but that did not help them that much. Facebook has bought Instagram because it had a lot of users. There are many possible goals.

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