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Cerise Sorbet

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Posts posted by Cerise Sorbet

  1. It's probably better to avoid billing it as compatible. What you have going is the "sort of fits" that mesh body users already expect from things not made speciafically for their bodies.

    You could still mention in the decription that you had good luck with the combination, after a bit of tweaking, but yeah, point them to the demo in the same breath to prevent misunderstandings.

     
  2. For an object to go phyical, its physics weight that you can see in the editor has to go down to 32 or less. It's Ok now if the rest of the land impact goes over that, though it will limit where you can rez it.

    The easiest way to fix up many vehicles is to select any child prims in the linkset that aren't going to be important for physics, and set their physics type to "none".

    If your item is a single mesh, you can link it to something simpler, like a plain old transparent prim, make that the root, and set the mesh part to physics type "none". Or, if you get lucky, setting the physics on the mesh to convex hull might be enough.

     
     
  3. (On request, copying to here from JIRA, so it can show up in the answers search.)

    Highlight does do something, but it's a little obscure with the CSS used by LL. What it does is change the link to the top of that post in the thread, so that by default you would scroll there (provided the thread is long enough to make your browser scroll). The URL in your browser's address bar will change to match, you'll see the address has something like #M123456 appended that changes when you highlight different posts in the thread.

    It can be useful, if you want to share a link to a specific post in a thread.

    Visually, if you look really really closely, the border around the highlighted post gets a faint squared edge added to the normal rounded one.

    You'll also see links on the left, as "Message 3 of 5" and so on; clicking the first number there will do the same as highlight.

     

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    Back when this version of the forum was new, I made this thing which makes the highlighting more apparent, among other tweaks. It still works, if you'd like to try it.

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  4. BabyGia wrote:

    So basically what you are saying is that it can be done? Right?

    I'm saying that there is room for a little more customization or better facial expressions (a few heads already use this stuff), but you'll never see a mesh head in Second Life that can use all the shape sliders. They simply weren't made to be used that way in the ancient times.

     
     
  5. Mesh heads can be rigged to use head size, head stretch, head length and face shear, none of the other sliders affecting the head are avaible to meshes.The unavailble sliders don't touch the skeleton, they only run morph target animations on the legacy body.

    It is also possible to borrow some of the attachment points in the head for animations, and if those animations are static poses they can be used as proxies for shape changes.

     
  6. If that's a mesh head then about all you can really do for the moment are hacky things like select the head, which usually makes it finish loading after a few seconds, or try camming far away then snapping back.

    Some patches for this have been winding their way through LL, and those patches do seem to improve things a lot, but they haven't made it to released viewers yet.

     
     
  7. You can sort of do this, but you will need the skin textures to pull it off. If you cut transparent holes in the skin to match what the alpha wearables would use, then upload the merged results, you can wear those custom skins to fit outfits better.

    If you are dealing with a no-mod body, you will need to make sure that the skin layer can have its alpha mode switched to masking (or is already set that way), to avoid alpha glitch problems.

     
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