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Medhue Simoni

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Everything posted by Medhue Simoni

  1. Perrie Juran wrote: "Just let the market decide." But they did let the market decide and what did we get back then? Ad Farms, Land Cutters, Resource Hogging Clubs that renderred Sims useless for anything else whether it be commercial or residential. Are you saying that nothing is better than something? Cause, I think you just proved yourself wrong. That said, I don't think it would be quite the same.
  2. Good idea! I should let the fly hand out fly swatters.
  3. Pamela Galli wrote: Aethelwine wrote: The 40 avatar limit and lack of Control to do things like restarts makes mainland a bad option now. If it wasn't for the transport routes and ability to explore sim to SIM there would be nothing going for mainland. They should think about pricing and do more rezoning. There are at least as many redundant water Sims where no one can get without living on the adjacent SIM as there are blocked or effectively blocked routes that could be fixed by moving Sims around. You can get around three quarters of the Atoll before you meet an impassable corner. It would be easy to move a few Sims so you can get around Nautilus or the continent to its south. Good ideas -- they should leverage the advantages mainland has going for it -- or could have. Otherwise they can probably expect a mass exodus. Rezoning is a controlled solution, which requires the people in control to be right, which isn't likely. Just let the market decide. I'd even be for letting the market decide the upper limits. I could easily see prime land go above $200/month. Why limit the potential of the market? Yes, in the beginning, there will be lots of great deals for everyone wanting a sim. I bet a sim might go as low as $10/month. Again tho, something is better than nothing at all. As the market evolves tho, prices will rise overall, as residents start to actually compete for land. To me, a market solution for mainland would double LL's profits. I know that is bold to say, but I follow the Austrian School of economics, and this is a prime example in economic terms. It could be compared to breaking down the walls that separated east and west Berlin. The economic boom would be massive.
  4. Duh! Where did I say they did said that? What LL is going to tell us, is the far end of the spectrum, just so they can say they didn't say 1 day. Again, Duh! The reality is, if it's not under 1 day, all this BS is just that, BS, and all LL did was charge us more for a less crappy system.
  5. I just cashed out about 9 minutes ago. It's definitely not instant. I'll give an update when I get the money.
  6. Pussycat Catnap wrote: A tier reduction would not help mainland. A lack of good zoning policies and the lack of a need is what hurts mainland. If you explore mainland you will see that the good land is selling for prices now that are not that different from many years ago. But the land in between is getting dumped. Hence why I said LL should hire an ecnomics guy. The premium Mainland regions should stay at the $195 price, and the rest of the regions should be priced according to the market, not some set price. LL still has costs to maintain those regions, and they might as well take something over nothing at all. The mainland being priced in this way would bring back those people who can't afford to own their own sim. It would especially be good for merchants who would want their own sim to create on. It would also make mainland more appealing as more and more of the spaces get filled, driving up the value again. Like I said tho, with the mainland regions adopting a market based model, there will always be cheap land for new start ups to buy. Even residential landbarons would jump back into the Mainland market.
  7. Well, at this point, I think keeping my land is more about having my own space to create on. Yes, Bento has pulled me back into SL, but last year I made 4 products for SL, and that says alot about what I'm working on, cause I'm always making something, if not working on many things. Even a $50 cut on my mainland sim would have been a nice cut that softens the blow of paying $195/month for virtual land. Plus, there are tons of abandon mainland sim. LL should be lowering the mainland tier, not as a promo or grandfathering, but just economically being smart and trying to get people using the land again. Seriously LL, get someone who understands basic econ. My girlfriend thinks I'm crazy for paying that much for virtual land, and it's hard to argue against that very basic logic.
  8. Rya Nitely wrote: There are many people like me who will be paying $15. My old pattern was to cash out twice a week. So, $2/week. If I'm going to get the money right away, then I would cash out less. The point of cashing out twice a week, was to always have funds going into my account, to pay for things. For me, it all depends on how fast LL actually is at processing things. If it's instant, or same day, then I don't give a crap about a few dollars, or even $15/month. If I remember correctly. Xstreet charged more for instant payouts. I'll likely cashout today, to see if the system is live yet, as I do have a decent amount I could send.
  9. Notice how everybody was trying to cash out yesterday. Heck, I forgot all about this and was just cashing out on my normal days. Seriously people tho, all this just to save 2 dollars? Get over it. 2 bucks isn't going to change your life. Now! Where's my money LL? lol
  10. ReneeThesium wrote: Honestly if they deleted all posts regarding the mesh vs classic avatar and the mythical 'Avatar-2' they would be justified. Baby steps people. Project Bento. Skeleton. If it's not directly about that, it needs to be somewhere else. Although, for the most part, I agree with you, I still think talk about a new default avatar is warrented. What I don't like seeing is the negative speculation. If a creator is worried about something, then get in there and test it, and then you can talk about what you see. Negative speculation is just pointless.
  11. Not to put any pressure on the Machinimatrix team, but do you have any idea when the Avastar version with the new collision bones will be available? LL just updated the viewer, and I can't really do much until I have a working skeleton. Heck, there are jiras I still need to create, but I can't really give test content to test these things until I have a fully working avatar, as well as testing these new features.
  12. Pamela Galli wrote: This thread is to determine whether my impression that a higher percentage of creators than overall users use Mac, is correct. It seems to be. But it has really been a relief that LL made the decision about going to Sansar for me. It would have been a terrible amount of work for I suspect no commensurate reward. Well, I mentioned educators. They are why Macs are used more by artists than the general public. Most schools actually have school programs to buy a Mac. My sister, nephew, and neice, all in different art fields, were all pushed into buying Macs. Ultimately, I have no real opinion on whether an artist should or should not buy a Mac. It's like saying horse hair brushes are better than pig hair brushes for painting. It's mostly all opinions and style now. All that said, there isn't a Mac available that could compare to my Windows PC, and what I want to do would be impossible on a Mac.
  13. Of course, I'm just stating what I've heard, so take it with a grain of salt. Macs will not support VR, or AR, and there are no plans to do so. I think this is exactly why Ebbe said what he did. Personally, I have always used a Windows PC because I have many more options for software, and I'm a software whore. Plus, I don't like Apple's business practices, especially in the educational market.
  14. OzwellWayfarer wrote: Note the caveat that "a minority of transactions may still take up to 5 days." A "minority". Mmmmmmhmmmm. That's just it. I'm sure LL is just being cautious, saying that most will only take 2 days. Looking at the old standards tho, this isn't really an improvement at all. Before it was 3-5 days. Now it's 2-5. Big deal! Again tho, I'm sure LL is just being cautious with those numbers, and I hope most will be handled the same day. If they are not, then this is not really an improvement, and we are all paying more.
  15. To me, whether this is good or not comes down to how fast I get the money. LL says 2 days. Ok, but that isn't all that great. Why would I pay more for that? Now, if we are talking same day, then it is worth it. Right now, I cash out twice a week. If most cashouts were same day, then I'd only cashout once a week. My cost only increases 1 dollar a week. Personally, I just don't like the minimum. All that said, WHY AM i PAYING FOR PREMIUM? Heck, at least give premium members a break on the new fees.
  16. Sorry, I don't have that much experience with giant avatars, as I wouldn't really do it that way to begin with. That said, if you want them to work with normal animations, then this is the way to go. I think the problem comes into play because you are scaling the rig. Then, when you add the skirt, the rig is already scaled, but the skirt is scaled in a completely different way. Again, let's remember that I have little to no experience with giants, so take what I say with a grain of salt. Ultimately, I think you need to put that skirt on before your set up is scaled, and then it will be fine when you scale all of it together. So, if this is the case, I'd keep 2 versions of your giant, 1 before you scale, and 1 after.
  17. You really have to go vertex by vertex in those areas, adding or substracting the weights on each vert to get a smooth bend. Be sure to actually bend those joints in blender to replicate what you are seeing in SL, and then adjusts the weights on each vert.
  18. Zhannika wrote: Is moving the mpelvis the only situation to my problems? And if it is the only one, any tips on how should i start to rigg my skirt (or any lower clothes) with the mpelvis so close to my feet? Thanks in advance! You are getting into some touchy areas here, and it is hard to say how to handle it "correctly". No, that is not the only way. You can also set an offset in the mesh uploader.
  19. The weights just need some minor adjustments.
  20. Gaia Clary wrote: The problem seen in the video seems to be caused by the bleeding in of the default stand pose when a script switches to another animation. Then you see the default stand pose for a split second (and so your quadrupeds front legs cross). By the way: We have asked ages ago if it may be possible to select user specific poses for the SL Importer so that we can better control if a mesh is ok before we import it. But for some reason this request has been overlooked although it obviously would make life easier for everybody who works with joint positions... I just want to explain exactly what I think is happening with the arms crossing. Let's take note of https://jira.secondlife.com/browse/BUG-11194, altho I'm not going to reference it exactly in my explaination. I should first say, as my disclosure, that I have no idea, for sure, what is exactly happening, and this is all just a guess, based on our specific rules, environment, and my experience in SL. Not overriding the specific AO states properly allows many different underlying default animations to play. If a creation goes into the Advanced settings inside the SL viewer, we can turn on Animation Info. This tells us what animations are playing, and their priorities. When using an AO, like the ZHAO, you will still see these underlying animations playing, and this might be a very good thing, if that is what you want, for and upright human avatar. If you wear an AO that overrides the different default animations properly, you will see that many of the default underlying animations are disabled completely. In this case, we don't see the arms crossing, or don't notice it as much. My guess is that, with an AO that doesn't override the states properly, these underlying animations are screwing up the system knowing what animations was last played, causing the next animation to blend from the wrong animation, resulting in the crossing that we end up seeing. I'll just add that overriding these actual underlying animations, like breathing and walk adjust, would likely solve this issue, but SL doesn't allow us to do that, which doesn't make much sense to me. If SL has default animations, then we should be able to override them all. This would also eliminate some scripts that creators need to write to do these things ourselves. The same goes for giving us access to how the viewer switches the default standing animations. If SL is already doing this, why are we running separate code to do the exact same thing?
  21. kayla Mekanic wrote: Will that function be extended to also override lipsync/face animations so that custom meshes can use them? (If that hasn't already been done) If you want to your custom avatar to be animated to your voice, then you need to create SPEECH GESTURES for them. See, the default avatar doesn't even have a jaw bone, and the lip sync feature is simply animating a Blend Shape. That said, voice can also trigger gestures. It is quite tricky to create and set up these speech gestures, but it's the only way if you want your avatars to animate to your voice.
  22. I did a quick video explaining the problem of using common AO's with custom 4 legged avatars. I explain the importance of overriding the default animations properly.
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