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Creative Starfall

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Everything posted by Creative Starfall

  1. Hi Galaxy Littlepaws, thank you for reply! Yes, it would great if you could help! Thank you for help!
  2. Hi: I'm looking for someone that works with sculpted objects! I need this mesh object into a sculpted object (same shape and texture) : Can anyone help? Thank you.
  3. Hi KillaMaaki: Where this software can be downloaded? Thank you!
  4. Hi: I need to make a some particles editing! I use the Firestorm viewer, and I use the Particles Editor of it! The problem is, the Particle Editor doesn't allow to save values, in order to load the same values again! (like a save/load preset)! There is anyway to save/load values in the Firestorm Particle Editor? Or maybie there is any viewer that can do the job? What you recommend in theis case? Thank you for your help! All the best.
  5. Maybe you could do it tomorrow? It would be very helpful! Thank you so much Tessa!
  6. Oh nice! Ty for share Tessa! Its possible to include these variables? float Velocity = 20;integer CurveAfter = 4; // secsinteger DieAfter = 7; // secs It needs to die right after the arc (some seconds after falling)! Also, the object is rez with this line code: llRezAtRoot(OBJ, pos, <0, 0, 20>*rot, rot, 7);, so it has a velocity when rez! I'm not sure if it can interfere with you code!
  7. Ty for share! The object seems to floating instead move straight!😛
  8. Thank you for your help! I'm trying to get somewhere with Velocity, CurveAfter and DieAfter variables!
  9. Thank you for your help! I tried this code: It gives an error 😞
  10. Hi Wulfie, I'm trying to make a similar movement! Are you able to share the code? Where do you call "while (TRUE)", and what are the turn_rate values? Ty & Hug
  11. Hi Jenna, thank you for your reply! I used the following: Honestly I didn't like the result! The object comes out with a lot of speed, and if I put a low speed the object doesn't go up, well, it's a real stress! Also, the object dont rotate correctly when it starts fall Hence having to find out another solution, where the I can control better the movement using some variables values!
  12. Hi: I have an object that I rezz it using llRezAtRoot! The object is rezz in a certain position/rotation! The object should start moving (after is rezz) accoring its position and rotation in a linear/smotth movement till certain point, where it should start to make a smooth curve and then it shold down and die (according a time variable)! I made an image that exaplains better: Does anyone knows how to make this script code? Thank you so much for your help! Sincerely, Creative
  13. Well, the 1st and 2nd avatar can sit with a simple click in the object! But, the avatars 3, 4... have to click all over the object to try to sit in the object! In these "try clicks", the avatars gets the messages: "There is no suitable surface to sit on, try another spot.""No room to sit here, try another spot." I'll try to find ETA MollyMews posts! Thank you for the help!
  14. Thats the point! What you described its already done! I used a list to keep all the records (positions and rotations)! Everytime an avatar sit or stand, the llSitTarget is updated for the next free sit (position and rotation - in the list)! It works good for 2 avatars without any problem, but sit more than 2 avatars in not so easy! Profaitchikenz, thank you for try to help with this issue! Big hug!
  15. Hi Profaitchikenz: Thank you for reply! I can´t find old posts about sitting more than 2 avatars and physics! Are you able to share a link please?
  16. Hi: I'm trying to sit more than 2 avatars in a object (multiprim)! The avatars should sit in the same child prim! Sitting 2 avatats works well, but when I try to sit the 3rd one I'm getting the following messages: "There is no suitable surface to sit on, try another spot." "No room to sit here, try another spot." llSitTarget is changing accoring each avatar... in other words... every time an avatar sits/stand the llSitTarget changes! I was wondering if you know a solution for this annoying issue! Thank you for the help!
  17. I found the problem! Some poses causes minor deformations in the avatars, These minor deformations made the avatars not match! So it was necessary to "Undeform" each avatar before proceeding to the next pose/animation! Each Viewer interprets the deformation differently, hence the differences between the viewers! It's strange ... but it seems to be true! Thank you all for your help! God bless you!
  18. I found the problem! Some poses causes minor deformations in the avatars, These minor deformations made the avatars not match! So it was necessary to "Undeform" each avatar before proceeding to the next pose/animation! Each Viewer interprets the deformation differently, hence the differences between the viewers! It's strange ... but it seems to be true! Thank you all for your help! God bless you!
  19. Hi: I bought a pose/animation that deforms a little the avatar! I need to run a pose/animation, using script (not a gesture), to undeform the avatar! Does anyone knows where Its possible to get an undeform pose/animation? Thank you!
  20. Ty for reply Rolig! Can you please tell me if this code is ok? I'm not sure about / or * signs!
  21. Hi: Can you please help with these calculations? Thank you!
  22. Both avatars are sitting in a multiprim object! Both avatars have HoverHeight 0.0, and are not using any AO's! The poses are static! There is no movements! Each avatar have a different pose! The picts shows a unique uuid pose, because I sit one avatar then stand, then I sit the other avatar and stand again!
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