Jump to content

Loraan Fierrens

Resident
  • Content Count

    25
  • Joined

  • Last visited

Everything posted by Loraan Fierrens

  1. Oh nice! The Web Storage API works now. That should open up some possibilities. I was actually just tinkering with that in the current viewer for a HUD idea and was disappointed to see it wasn't supported in the current viewer. It's good to see you all making this effort, it should help head off some security issues by getting us away from plugins while keeping MOAP capabilities up to date with where web development seems to be headed. Out of curiosity, is there any work being done to provide some sort of proxy layer for viewer doing MOAP? I've seen many comments since MOAP came out concerne
  2. Well, good luck and keep at it! I don't know what more to suggest (maybe someone else has some ideas). If you'd like me to take a look at sample blend file, feel free to send me the URL in an IM or something. I can't promise I'll see what is wrong, but I'm happy to be another pair of eyes.
  3. I got your IM Parker, unfortunately I'm pretty busy in RL today and can't get in-world until late afternoon or early evening. Looking at your picture, one possibility is that you need to apply scale and rotation to your model in Blender before you export (in Object mode, Object > Apply > Rotation and Scale). I'm not 100% sure what this option is doing mechanically (I think it is pushing the scale and rotation transformation on the object down to all the vertexes in some manner), but what it does operationally is to make it so that your object is considered to be at unit scale and non-ro
  4. This may not be a terribly helpful answer, but it is all going to depend on the process the designer is using in making the clothes. The order in which you do things and the techniques you use are using will change how things map to you textures. For example, let's say you are using the Solidify modifier on a model. If you UV unwrap the original model first and then apply the modifier to get the full mesh, then the inner and outer faces generated by the modifier will map the the same area in the UV map. Essentially the UV mapping you did on the original mesh gets inherited by both sides of th
  5. I'm not sure what this would have to do with turning on Skin Weights necessarily, but that last picture looks like your normals are reversed (the far faces are rendering while the nearer faces like the front are not... if you were to move the camera around to the back a little, the front face would proabably pop into view). Blender renders both sides of a polygon (well, at least in object and edit modes), but Second Life renders only the "front" side of the polygon. Check in Blender which directions your normals are pointing. In edit mode, bring up the properties panel with the N key, under M
  6. A couple of things. Have you looked at Avastar? It's an addon for Blender that makes several things a bit more stream lined for Second Life use... especially in the area of rigging, importing avatar shapes, and exporting the DAE files you need. Avastar costs money, but it is not outrageously expensive and it's under active development. Also, they have a number of tutorials on how to use the tools. Also, have you been looking around on YouTube and so on for tutorials on how to make mesh clothes for Second Life? There are a number of helpful ones out there, as well as a number of helpful resou
  7. There is no way to be 100% invisible, in the sense of your status being shown as offline. There are a couple of options in the viewer that get you part of the way there, but there are limitations. First, in the Privacy tab on the preferences panel, there is an option "Only friends and groups know I'm online". As the name suggests, if you check that, only your friends and member of any groups you are in will be able to see that you are online. The general public will not see your online status in the viewer (more on the emphasis in a moment). If you don't want your friends to see that you are
  8. Yes, you can use this to make an in-world web server, but there are some serious limitations. First of course is the memory limit of the LSL scripts (for someone used to server coding in PHP, 64kB can be tiny). Second, your server cannot send HTML as a response (more precisely, you cannot set the content type of the response as HTML) to the client unless the client is the Second Life viewer and is owned by the same person who owns the server (see the comments on llSetContentType). Finally, the actual URL allocated to the script can change during the life of the script (e.g. sim restarts or the
  9. I haven't been there in a while, but you might check out Kannonji (https://secondlife.com/destination/kannonji-zen-retreat). I believe they have regular meditation sessions scheduled throughout the day and at least used to have recorded guidance playing on the audio stream during the session that you could listen to or not as you prefer.
  10. Ave, Rodvik (would the vocative of "Rodvik" be "Rodvike?") and welcome to the insane asylum. I hope as you settle into the day-to-day at Linden Lab that you will be able to continue exploring the grid. I am always amazed at the creativity of the residents; there are so many strange and wonderful people, places, and things out in the grid. I hope you will be able to continue exploring and seeing some of the wonderful, odd, and crazy things people are doing here.
  11. Thanks for posting this Torley. Sadly, my old Mac seems to be a bit too old to see the effect. Is there any information on minimum graphics card capabilities needed to see depth of field? For instance, if your graphics card is too weak to render shadows, you can't see it? Or is it that some other option needs to be turned on (like antialiasing)? Regardless, shadows and depth of field are starting to make me think it's time to splurge on a new graphics card!
×
×
  • Create New...