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Strider Kling

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  1. Thank you for replying! Will it ever be possible to import different skeletons? For example, something with a tail that can be animated, or extra arms (from what you said that doesn't seem possible now).
  2. I'm sure this has been answered before, and I apologize for that. I consider myself pretty good with Blender 3D, and honeslty hate the default rig secondlife has on it's website. If I made my own rig, would secondlife let me use this and animate with it? Thank you!
  3. Hi, I modeled and textured a mesh in blender 2.61, and when i render it in blender it looks fine. However, when I import in to sl, only the right side of the mesh is properly textured. The left sides uv coordinates are completely off and thus display the texture in a strange way (similar to if i had applied the texture to a cube). Does anyone know why this is happening, and how it can be fixed?
  4. I know this is starting to move more in to blender (which i apologize for), but for some reason I'm not able to select anything in the file i opened up from 2.5?
  5. When i export it now, the upload says missing required level of detail???
  6. Alright, i deleted my version of blender, downloaded 2.49b, and downloaded the python version that goes with it. when i go to export, it offers two different collada versions. which do i choose? They also both have a bunch of options for each version of export. How should i export it?
  7. I did what you said, but it still didn't work. It did change the way the mesh looks when i wear it, but its still deformed and mangled. i don't understand why it isnt working. i changed the debug settings, its connected to the rid, and poses normally in blender. *EDiT* also, now when i wear it and walk around, it crashes second life.
  8. I tried rotating it so that the arms were on the y axis. Unfortunately, it didn't make a difference. Also, if your asking if its the right size, then it was about the same size as the simplebot (not exact, because of different proportions).
  9. Hi, i've had this happen with all of the rigged meshes i've tried. After making a human/humaoid mesh, i attatch the rig from simplebot onto it, and weight paint it so that when i go into pose mode and move the bones around, the mesh animates as i want it to. Then when i upload it to sl, it looks fine in the normal T pose, but when i wear it, it becomes mangled and deformed. Any ideas why this is happening???
  10. Thank you so much (again if you saw what i deleted before), i'm guessing you meant to put (string)orange.x (as well as for y, and z so please correct me if im wrong). This was really confusing me!
  11. I know it'll spam, but is there any way to make it do something like this? how else can they communicate their x,y,z
  12. Hi, what I've been trying to do is make it so that when one object collides with floor or an object, it becomes locked in place (which is done in a seperate script) then says something on a hidden channel. another object then responds, and the initial object uses llGetObjectDetails to make it so that when bumped into bya person, it says the information of the second prim in the form of: region/x/y/z The second prim as a clone of this script with the words orange and blue inverted, so it can do the same thing. My problem is that when i bump into it, what i get is region/// im not even excited about the region part since their in the same region so i just had the object detect its own region. so, sorry for the long explination, but can anyone help me solve the problem? (A formatted version can be found here: http://s1038.photobucket.com/albums/a469/buddy65/?action=view&current=Bluescript.png , ignore the highlights, i didnt realise i had done that) key owner; list parts; string regionName;string name;string orangeX;string orangeY;string orangeZ; vector portalLocation;vector v; default { on_rez(integer s) { owner = llGetOwner(); regionName = llGetRegionName(); } state_entry() { owner = llGetOwner(); llListen(4,"",NULL_KEY,""); } listen(integer channel,string name,key id,string message) { if(message == (string)owner + " orange") { vector v = llList2Vector(llGetObjectDetails(llDetectedKey(0), [OBJECT_POS]),0); v.x = (float)orangeX; v.y = (float)orangeY; v.z = (float)orangeZ; llSay(4,(string)owner + " blue"); }}land_collision_start( vector pos ){ llSay(4,(string)owner + " blue");} collision(integer num_detected) { if (llDetectedType(0) & AGENT) { llSay(0,regionName + "/" + orangeX + "/" + orangeY + "/" + orangeZ); } else { llSay(4,(string)owner + " blue"); } }}
  13. Thank you, the second way was a much easier way. For future people with this same problem, heres a simple script I set up (it could probably be done better, but yah...) string owner; string db1; default { state_entry() { owner = llGetOwner(); llListen(0,"","",""); } listen(integer channel,string name,key id,string message) { if(message == owner + " db1 in") { db1 = "on"; } if(message == owner + " db1 off") { db1 = "off"; } } touch_start(integer total_number) { if(db1 == "on") { llSay(0,"on"); } if(db1 == "off") { llSay(0,"off"); } } }
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