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buubbleguum Emerald

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  1. You could also try looking up "motion paths" and "Curve extrusion"
  2. I'm not sure how useful this is but if it is the same armature you may just be able to export the clothing item as a Collada, import into the file that has the different body and mesh fitted to that body, then use the transfer weights option in the weight paint tool and touch it up afterwards. May not be a perfect fix but at least you won't have to redo the rigging from scratch.
  3. I would definitely study the shoulder topology as Arton suggested. I'm not sure if you are already aware of this or not but I know the frustration of constantly going back and forth from the same project for over a year so I thought I would throw this out there in case. Most tutorials in blender only really cover the weight paint tool, but if you go to the Modifiers tab in properties and then allow the armature modifier to be active in edit mode, you can assign weights the old school way by typing in numbers manually or using a slider. Sometimes it works better that way when there are a few verts that are causing all the nightmares. Also, make sure you normalise all your weights as from memory I don't think that blender does this automatically.
  4. Sorry for the delayed response, I've had a crazy week this week. When I logged on today, the script I posted worked and resized both the boots. I'm guessing that perhaps the prims just needed to reset. However, I'm still grateful that I posted and for all your responses as I can now make sure I'm using the best practice and make them as user-friendly as possible. Thank you so much Innula for taking the time to help me out I've tested out the script and it works beautifully. Understand completely, the forum has been a huge help. Thank you very much for the advice otherwise I would have overlooked this. Will definitely be keeping this in mind for future listeners. hehe no worries hopefully we'll both be confident scripters in no time
  5. thanks for the tip, here are two photos, one showing the dodgy LOD and one of the same mesh with same LODs but scaled up slightly
  6. Thank you for the information I think that those options will come in handy for a script I'm working on at the moment using dialog menus with listen channels so that they are not constantly running. I appreciate the input
  7. Thank you for your responses. I think I understand what you are saying Innula about to create a separate listen. I'll have a look on the LSL portal and see if I can work something out otherwise do you mind if I send you a PM to clarify further if I run into trouble? Berksey, I'm a complete noob when it comes to scripting actually I hadn't thought of adding a script clean-up option but have included a listen remove. From what I understand from the wiki adding the llDie() will delete the script but not the attachment itself whilst it is attached? Tbh I was hoping to sell the boots once I had worked out how to create a stable resizer so I'm not sure if it would be a good option for customers if they weren't able to resize them again after purchase, though at the same time I wouldn't want to have any unnecessary lag caused by them. I hope I've understood what you were trying to say correctly. Here is a copy of the script without the changes suggested by Innula: integer dialoglistener; vector DefaultSize = <0.279,0.146,0.589>; default { state_entry() { } touch_start(integer total_number) { dialoglistener = llListen(16584,"","",""); llDialog(llGetOwner(), "Select an option", ["Default","+0.1","+0.05","+0.01","-0.1","-0.05","-0.01"], 16584); } listen (integer channel, string name, key id, string message) { if(channel==16584) { if (message == "Default") { llSetScale(DefaultSize); } else if(message == "+0.1") { llScaleByFactor(1.1); } else if(message == "+0.05") { llScaleByFactor(1.05); } else if(message == "+0.01") { llScaleByFactor(1.01); } else if(message == "-0.1") { llScaleByFactor(0.9); } else if(message == "-0.05") { llScaleByFactor(0.95); } else if(message == "-0.01") { llScaleByFactor(0.99); } llListenRemove(dialoglistener); } } }
  8. I'm new to scripting so I'm not really sure what the best way to do this is. I'm trying to make a resize script for a pair of boots, but can only find examples of scripts that resize link sets. I have a llDialog and llListen function set up so that I can resize the boots and also return them to the default size. I copied the same script into the other boot so they are both listening to the same channel. When I click on one of the boots it resizes as expected but the other boot remains the same size. Is there a function so that they both react to the same function when an option is selected from the Dialog menu? Any help would be appreciated
  9. Thanks for the responses :), I changed the channel integers so they are smaller and it worked. I'm very new to scripting so I'll have to look over the lsl portal and try and make sense of what Rachel has written but will definitely give it a go.
  10. Hello I am new to LSL so I'm not sure where I am going wrong. I'm trying to create a colour change hud for an outfit I've recently created. I have written two scripts, one that is in the object I want to change and another which is the button to change the texture. In the hud you can change the colour of 3 separate components of the outfit, top, skirt and boots. Here is an example of the script inside the object: integer ch=46879421563; default { state_entry() { llListen(ch,"",NULL_KEY,""); } listen(integer channel, string name, key id, string msg) { if (llGetOwner() == llGetOwnerKey(id)) { llSetTexture(llGetSubString(msg,0,-1),ALL_SIDES); } } } and the one in the button integer ch=46879421563; default { touch_start(integer total_number) { llSay(ch,"6de65ebe-5fef-7f52-dd05-da49df98833c"); } } Each separate item has their own unique number in the integer "ch" but for some reason, some of the buttons end up changing more than just the object with the same channel. any help would be appreciated
  11. I have created an entire rigged outfit using blender. I have created different LODs for this outfit which are mostly working fine except for the top. When I zoom out it is severely distorted. I'm confused as to what is wrong as I have made the top in several sizes and only 2 of the sizes seem to be distorting, the rest look fine. Here is a screenshot.
  12. FIXED: I feel a bit silly now but I believe it's because I had made some changes to the topology and forgot to update the uvs Hi, I have tried looking on the forum and I just cannot work out why I am getting this error. I created a skirt in blender, which I have uploaded to second life multiple times for testing and all times it worked fine. Today I have been getting the DAE Parsing Error while uploading. I have the same mesh in a few sizes, the xxs small version was giving me the same error but I somehow managed to fix it (no idea what I did). Now when I try to upload the same mesh but scaled up I get the error. Second life will also let me upload my other LODs fine. I have tried applying scale and rotations in blender, changing the name of the file, exporting it to desktop and I have checked that all the normals are facing in the right direction. I know that exporting it as a .obj then to a .dae will fix the problem but I don't want to have to rig my mesh all over again. I've included a photo of the skirt in blender
  13. Hello, I am looking for a download for the avatar skeleton including the collision bones. I have tried the link on the wiki site in multiple browsers but the link appears to be broken. Does anyone know where I can download the mesh with all the bones as a file that can be imported to blender? thanks
  14. Hey, I was looking at Annalecea's wordpress and I found a photo of a hair that I've really liked. I've been looking for one similar to it for a long time. The problem I have is I think the link on her blog is outdated. Does anyone know where I can get this hair, or one similar to it? Here's the link: https://annalesca.wordpress.com/2014/06/16/down-and-lonely-your-eyes-are-broken/#more-4535
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