Creative Starfall
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Posts posted by Creative Starfall
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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.
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On 5/16/2018 at 9:02 PM, KillaMaaki said:
(by the way: scanning the forums, I was not sure if this should go here or someone else... so I apologize if this is technically the wrong place and would like to know for future reference if so!)
So this is a little thing I've been working on...
I've got a bit of a background in traditional game engines, and using more complex tools for designing visual effects in those engines. One thing that I immediately noticed coming to SecondLife was that creating visual effects is a little more painful than I would like - I constantly have to keep the scripting wiki open, I have to wait for scripts to recompile, it's harder to rapidly preview different textures and materials, and in general iteration time is much slower than I think it ought to be.
I know there's already existing in-world solutions for creating simple individual particle effects, but I felt that I could go further. It's very rare in games that the complex visual effects you see are made of just one or two simple emitters. They're layers of several emitters, sometimes all carefully timed with each other to provide just the right effect. I felt that the particle designer I would want to use should be made to make this in particular very easy to do.So I started working on a standalone particle designer. It attempts to replicate SecondLife's particle engine and provide a WYSIWYG editor for particle effects, with the goals in mind:
- Effects are grouped into project files which contain as many individual emitters as you desire.
- Editing particles is instant, you can tweak parameters while it's running with no wait times and no lag whatsoever.
- Individual effects can be assigned a pre-delay time to allow for control over particle sequences.
- Swap out as many textures as you want quickly and easily with no upload time.
- Enable/disable individual effects to make it easier to focus on specific effects when needed.
- Timescale control
- Gizmo previews of the emitter shapes (explode, angle cone, and angle)
And here's what I've got so far:
The idea is you can put together your effect in the designer, and then once you're done you export an LSL script and a notecard. The LSL script, the notecard, and all of the textures used are placed into the inventory of a special builder object in-world. That object will then construct the effect for you, setting up all of the scripts, textures, and link sets required for the effect.
Things still left to do:
- Ensure that all currently supported behaviors match SL as closely as possible. For instance, currently the "Follow source" property ("move with emitter") has a few visual differences which need to be resolved esp. when combined with emitter rotation / omega.
- Add undo/redo support
- Add option to gather used textures into a folder for easier bulk upload
- Implement wind preview (figure out SL's wind algorithm?)
- Implement glow and add glow start/end
- Implement lighting for better preview of the "Full bright" option (add day/night preview slider?)
- Add support for ribbon trails
- Fix a few gizmo rendering bugs in angle cone when angle min/max >180
- Fix general UI bugs
Thoughts? Concerns? General feedback?
Hi KillaMaaki:
Where this software can be downloaded?
Thank you!
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15 hours ago, Quistess Alpha said:
As this is the LSL scripting forum, I have to obviously recommend just writing the script yourself, that way you can save al the different script files you like.
Hi Quistess, thank you for your help!
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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.
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1 minute ago, Quistess Alpha said:
Yes all of that is possible, no, I don't feel like doing it. I didn't sleep well last night, and am grouchy.
Maybe you could do it tomorrow?
It would be very helpful! Thank you so much Tessa! -
1 minute ago, Quistess Alpha said:
Oh nice! Ty for share Tessa!
Its possible to include these variables?
float Velocity = 20;
integer CurveAfter = 4; // secs
integer DieAfter = 7; // secsIt 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!
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5 minutes ago, Quistess Alpha said:
integer gAccumulator; integer gGravityPoint = 14; default { state_entry() { llSetPhysicsMaterial(8,0,0,0,0); // 0 gravity. llSetStatus(STATUS_PHYSICS, FALSE); // llLookAt is Z-forward, axis crossing example is X-forward. //llSetRot(llEuler2Rot(<12,0,0>*DEG_TO_RAD)); // specific initial orientation for testing. llSetRot(llEuler2Rot(<292.5,0,270>*DEG_TO_RAD)); // specific initial orientation for testing. llSetStatus(STATUS_PHYSICS, TRUE); //llSetVelocity(<0,0,1>,TRUE); llSetVelocity(<1,0,0>,TRUE); llSetTimerEvent(0.2); } timer() { if(++gAccumulator==gGravityPoint) { llSetPhysicsMaterial(8,0.1,0,0,0); llSay(0,"Gravity on."); } //llLookAt(llGetPos()+llGetVel(),0.2,0.2); rotation rot = llGetRot(); vector X = llVecNorm(llGetVel()); //vector Z = <0,0,1>*rot; // different order seems to givve a slightly nicer result: //vector Y = Z%X; //Z = X%Y; vector Y = <0,1,0>*rot; vector Z = X%Y; Y = Z%X; llRotLookAt(llAxes2Rot(X,Y,Z), 0.2, 0.2); } }
The bouncing box after it lands is actually kinda fun. . .
Ty for share!
The object seems to floating instead move straight!😛
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Quote
float Velocity = 20;
integer CurveAfter = 4; // secs
integer DieAfter = 7; // secs
integer tTDie;default
{
state_entry()
{
llSetStatus(STATUS_PHYSICS, TRUE);
llSetTimerEvent(1.0);
}
timer()
{
tTDie=tTDie+1;
if (tTDie>DieAfter-1) llDie();
llLookAt(llGetPos() + llGetVel(), 0.5, 0.5);
rotation rot = llGetRot();
vector X = llGetVel();
vector Z = <0,0,1> * rot;
vector Y = Z%X;
Z = X%Y;
llRotLookAt(llAxes2Rot(X,Y,Z), 0.5, 0.5);
}
}Thank you for your help!
I'm trying to get somewhere with Velocity, CurveAfter and DieAfter variables!
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4 minutes ago, Quistess Alpha said:
Ugh, fiiine, I'll go debug it.
Thank you so much Quistess!
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23 minutes ago, Quistess Alpha said:
Gravity is modifiable per object. in this case, setting it to zero for the projectile is probably what would make the most sense.
llSetPhysicsMaterial(8,gravity,0,0,0); is preferable to llSetBuoyancy in pretty much any circumstance I can think of.
llLookAt(llGetPos()+llGetVel(),0.5,0.5);
or
rotation rot = llGetRot(); vector X = llGetVel(); vector Z = <0,0,1>*rot; vector Y = Z%X; Z = X%Y; llRotLookAt(llAxesToRot(X,Y,Z),0.5,0.5);
in a timer (untested).
Thank you for your help!
I tried this code:
Quoteinteger TDie = 7; // secs
integer tTDie;default
{
state_entry()
{
llSetStatus(STATUS_PHYSICS, TRUE);
llSetTimerEvent(1.0);
}
timer()
{
tTDie=tTDie+1;
if (tTDie>TDie-1) llDie();
llLookAt(llGetPos()+llGetVel(),0.5,0.5);
rotation rot = llGetRot();
vector X = llGetVel();
vector Z = <0,0,1>*rot;
vector Y = Z%X;
Z = X%Y;
llRotLookAt(llAxesToRot(X,Y,Z), 0.5, 0.5); <------------------------------- ERROR
}
}It gives an error 😞
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On 3/31/2020 at 11:15 PM, Wulfie Reanimator said:
Incidentally I'm working on something like this right now. It's not necessarily applicable to the original question, but I rez a physical object (with 0 weight so it's unaffected by gravity) and use llSetVelocity and llRotLookAt to keep the projectile moving at constant speed while slowly arcing towards the intended target.
The core code is essentially:
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
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4 minutes ago, Jenna Huntsman said:
This should *probably* be on the wanted forum, but using llRezAtRoot with a velocity applied would do the trick. Add a PRIM_TEMP_ON_REZ to the projectile, then you're golden (Note that it wouldn't guarantee the prim would be removed at the 7 second mark, instead it gets removed whenever the region next does a garbage collection cycle (usually a couple times per min))
As for making it rotate when it falls - Linden vehicles do this, but I'm not 100% sure on how to get a non-vehicle object to do that.
Hi Jenna, thank you for your reply!
I used the following:
QuotellRezAtRoot(OBJ, pos, <0, 0, 20>*rot, rot, 7);
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! -
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
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Just now, Profaitchikenz Haiku said:
Ah, so just as was suggested at the head of this post, you're running into a bounding box/physics problem, the avatar clicks are meeting something else other than the object containing the script. Turn on physics shapes and/or bounding boxes in the rendering info and take a good look at what's happening.
There are no other objects arround! The avatars clicks directly in the object!
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5 minutes ago, Profaitchikenz Haiku said:
So are you saying that it won't work for the third or fourth avatar, or that it's getting complicated to implement it?
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!
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1 hour ago, Profaitchikenz Haiku said:
Your requirement is slightly different in that you have a multi-prim object on which you wish to seat several avatars, all apparently on the same prim.
Thats the point!
1 hour ago, Profaitchikenz Haiku said:What you are going to have to do is work out where each new avatar should be seated and calculate in advance the local pos and rot for them, in effect, you are working out sit positions and rotations. But as it's a multi-prim build, you will be easiest working out these positions and rotations relative to the root prim.
Avatar 1 clicks to sit and is momentarily seated at the sit-target pos and rot for the linkset. You then, in the changed event, detect a changed_link has occurred, work through the link set to see if the number of prims has increased or decreased, if increased, get the uuid of the addition, look for the first vacant set of pos and rot seats you have worked out, and move that uuid to that position. A second avatar clicks to sit, you repeat the procedure but now use the next free seating coordinates.
Now comes the difficult part. An avatar previously seated gets up. Changed_link is registered, but now the number of prims has decreased, and your task is to work out which of the seated UUIDs at such and such a position is no longer there, so you can release that set of coordinates for the next sitter. So if there had been four avatars seated and number three does a runner, you have to work this out, and free up the third entry in the list of possible vectors and rotations for the seated.
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!
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20 minutes ago, Profaitchikenz Haiku said:
Short answer: a physics shape from the prim in question or a nearby prim is enclosing your prim and preventing anything other than a single scripted sit on the sitPos.
Look back through some of the older threads in this forum, it's a physics issue that ha been explained by quite a few people, Wulfie in particular gave an exposition of the physics shapes and how they tend to stop a second sit.
I also recall this topic in the building thread, it crops up from time to time.
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?
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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!
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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!
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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!
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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!
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1 hour ago, Rolig Loon said:
Well, first use legitimate rotations. The values you are using are all vectors. So, either replace them with rotations or use llEuler2Rot to convert them.
Ty for reply Rolig!
Can you please tell me if this code is ok?
Quotevector t_Pos = (((llList2Vector(PosInit, i)-llList2Vector(AdjP, i))-llGetRootPosition())) / llGetRootRotation();
t_Pos = llGetRootPosition() + t_Pos * llGetRootRotation();
rotation childRot = llEuler2Rot(llList2Vector(RotInit, i) * DEG_TO_RAD) / llEuler2Rot(llList2Vector(AdjR, i) * DEG_TO_RAD);
rotation t_Rot = childRot / llGetRootRotation();
t_Rot = t_Rot * llGetRootRotation();llSetLinkPrimitiveParamsFast(llList2Integer(BDLnk, i), [PRIM_POS_LOCAL, t_Pos, PRIM_ROT_LOCAL, t_Rot]);
I'm not sure about / or * signs!
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Hi:
Can you please help with these calculations?
Quotevector localPos = <0.13982,-0.02822,1.79004>;
vector localRot = <0,0,22>;vector AdjustPos = <0.0,0.0,0.5>;
vector AdjustRot = <0.0,0.0,-6.05>;HOW TO MAKE THESE CALCULATIONS? <-------------
setLocalPos = localPos - AdjustPos;
setLocalRot = localRot - AdjustRot;llSetLinkPrimitiveParamsFast(linkNr, [PRIM_POS_LOCAL, setLocalPos, PRIM_ROT_LOCAL, setLocalRot]);
Thank you!
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On 11/21/2020 at 1:28 AM, Lucia Nightfire said:
Some questions:
Are both avatars sitting on a pose stands which animate both avatars or are any avatars standing and using an HUD to animate them?
If both avatars are sitting, please do the following test with only 1 avatar on your pose stand per viewer:
Do not detach anything while sitting on the pose stand else you risk triggering a bug that stops animations.
Turn off any AO's. Make sure hover height is 0.0.
Go to Preferences > General > My name (to hide your name tag)
Go to Developer > Avatar > Animation Info (to display all currently playing animations and priorities)
Take a picture of the animation list for each viewer and post here.
Other questions you might not have an answer to:
I assume this post stand is playing animations per joint you want to move, but is it playing an override animation for both the torso and chest? If not, the "breathe_rot" system animation will cause your avatar to move. "body_noise" may as well.
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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Simple Sculpted Object request!
in Inworld Employment
Posted
Hi Galaxy Littlepaws, thank you for reply!
Yes, it would great if you could help!
Thank you for help!