Jump to content

Laura Demme

Resident
  • Posts

    19
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi Rahkis. Just to clarify, the mesh dislike I was refering to related only to some members of the fashion-oriented community, specifically regarding garment fit. And you're absolutely right about the superiority of mesh re: looks and land impact. I didn't even realize there were people that didn't care for mesh in other uses. I can't imagine why anyone wouldn't see the benefit. As you said, misinformation must be the reason there. I own an absolutely gorgeous living room set that is only 9LI for 4 detailed pieces. Most of the furnishings and decor of my flat are now mesh, and I think it's fantastic!
  2. I know I'm late to this thread, but considering the topic's importance to so many, I don't think this qualifies as "necroposting." I've been following this project from the very beginning (/me grins mischievously but good-naturedly at Nalates), and, while I'm not a programmer, I would like to throw my two cents into the discussion. It was mentioned earlier in this thread that there are many who don't even like mesh, which is true. But I'd be willing to bet that the majority of those who don't like it feel that way because of the currently implemented version of mesh. I feel the deformer would win most of those people over. As has also been stated, the deformer is as ready as it's going to be. It should be released. If the Lab has reservations about releasing it, they should make those concerns known. Their continued silence isn't helping anything. If they open up and people complain about their reasons...well some people are going to complain no matter what they do. If anyone expects the community to ever be 100% satisfied, that's just not realistic. If the project is simply waiting for people to become available to do the implementation work, then please just TELL US! As a clothing designer, I've held back from mesh solely because of the current implementation, and I know I'm not the only one. As a clothing buyer, the standard sizing system is ridiculous, mostly because it's not "standard" at all. There is considerable variation in sizing from designer to designer. My avatar is "realistically" scaled and I have to wear sizes ranging from XS to XL, depending on the garment/designer. I've even run into XL items that are still too small. I know the fashion community is not the entirety of SL, but it IS an awfully large part of the economy. I find it really hard to believe that releasing the deformer would cause more trouble than it's worth. If there's a downside to releasing it now, I'm not seeing it, and from what I can tell, the many programmers and developers that have worked on this project (and who are FAR more knowledgeable than I) aren't seeing it either. I don't feel we should have to speculate. But if it would cause problems, the Lab should tell us what and/or why, especially given how much time, work AND money the community has put into this project. Are they obligated to tell us anything? No, but it's the right thing to do.
  3. I personally don't know anyone who is happy with the standard sizing system. Mainly because it's not really standard anyway. My avvie is a petite, but realistic height of 5'9". And I've had to wear sizes from XS to XL depending on the maker. And quite often none of the sizes fit. I've tried on XL skirts that cut right into my waist. The deformer would be absolutely huge for the fashion industry in SL.
  4. I think there may be more to it than invisiprims. The same thing is happening to me, and no invisiprims are involved. Certain eyebrow shapers cause it, as does every single system skirt I've tried; even the ones that don't use an alpha channel. If I turn off atmospheric shaders, the problem goes away.
  5. Thanks to you both! Chosen, I promise never to use the term "Alpha Layer" again. :matte-motes-kiss: :matte-motes-wink:
  6. Hi all! I have a full body alpha that renders my entire avvie invisible. I'd like to achieve a sort of "Invisible Man" effect, such that while the avvie is invisible, the clothing is not affected. Just simply wearing the alpha removes the avvie AND the clothing. Is this something that can be done? I was thinking there might be some way to "stack" the alpha so that it's underneath the clothing layers, and would leave those layers visible. Is this even possible to do? I know I could make custom alphas for specific outfits, but would prefer an all-in-one solution, if it exists. Thanks! Laura
  7. Rufus Darkfold wrote: Can you push it off-world? Rufus, I think I missed your response when I first posted this thread. How is this done?
  8. Well, it was more than a few days, but I'm back to this project. I did get that last line of code working (thanks again, Rolig!). Then as I was re-reading this thread, and I thought about your (Rolig) comment about notecards. That might be a better way to approach this. I found a couple of notecard scripts and have been working with those. WHEN I get stuck again (and I know I will!) I will be back for more guidance. Thanks to all! I don't post very often, but I read the scripting threads a lot, and it's always been a huge help!
  9. Thanks for the encouragement, Rolig! I'll keep trying. I do think I need to step away from it for a few days, though. I'll try your latest tips, and I promise to report back. :matte-motes-smile:
  10. Hi Rolig, The script you posted woked perfectly. Unfortunately, after several hours of tinkering, I couldn't get the rezzer script to react to it. I keep trying, but learning LSL has been quite a challenge for me. I think I've reached the point of exasperation with this project. I may have to contract someone, or I don't think I'll ever finish. Thanks so much for your help! :matte-motes-grin:
  11. Thank you so much, Rolig! I'll try this and let you know how it goes.
  12. Hi all! I've been working on a freebie rezzing script, trying to adapt it to my needs. Here's my latest issue: This script gets the location/rotation for the rezzed object from lines of code within the script itself, that must be entered by hand. I'd like the script to be able to recognize and update the position of the rezzed object, like when re-arranging furniture in a room, etc. Currently, when the rezzed object is moved/adjusted, then re-rezzed, it returns to its original location. Is it possible to have this single script update positions all by itself? I think a second script (for the rezzed object) may be needed, but I'm not sure. If this is the case, how would I get the rezzed object to report a position change to the rezzer, and get the rezzer to recognize and update the objects position? I've searched the LSL Wiki, and see that there are ways for scripts to communicate with each other, but I haven't a clue how to make this work. Can anyone help? Thanks so much!
  13. Oh well, back to the drawing board then. Thanks so much for the quick reply, Rolig!
  14. I've searched everywhere for an answer, but no luck so far. Is it possible (using llDie, temp_on_rez, or any other scripted method) to "de-rez" a no-modify, multi-prim linkset, in which I am the owner, but not the creator? Besides selecting and deleting the object manually. :matte-motes-smile: I suspect it's not possible, but would like to be sure.
×
×
  • Create New...