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Nalates Urriah

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Everything posted by Nalates Urriah

  1. Rowan is right. It looks like you have added an Applier enabled body and the Classic body is showing through. You will need to add system alpha layers, which should be in the body's folder. You can see what is going on by removing and adding the mesh body. All avatars have the Classic body. It is built into the viewer. We cannot remove or replace it. When we add a mesh body it fits over the Classic body... sort of... In your case some parts of the mesh body seem to be smaller than the Classic body. Thus the Classic bigger parts poke through the mesh body. We can hide the Classic body so the parts poking through disappear.
  2. There are two ways to hide the Classic, aka System, body. If you use an applier body then you use a system alpha layer to hide the classic body or parts. If you are using BOM enabled body the Classic body is hidden automatically. If you wear system alpha layers with a BOM enabled body you get red, yellow, and blue skin. Applier style bodies and heads come with their own alpha layers. These are ONLY for hiding the Classic body and have no affect on mesh clothes.
  3. I think you are missing what a mesh body is. Mesh bodies are sculpted in 3D modeling programs. You can pres Ctrl-Shift-R to enter wire-frame mode and see the mesh. Each body has a unique set of vertices. The vertices are arranged to make better and weaker joints along with smoother and curvier shapes. The modeling sets the distance from the bone to the vertex. The Shape settings will move those vertices in a limited way. But, the overall relationship of vertices remains the same. So copying shape settings from one body to another won't give you the body for free.
  4. If you look at video card promotions you will find they have moved away from advertising how many polygons per second they can render. Do some research on graphics card benchmarks and you'll learn why they have moved away from polygon optimization to other metrics. The TL:DR is the polys per second was hitting hundreds of millions per second and headed toward billions. So even adjusting for polys per frame time in SL newer cards can render a whole sim in a single frame and have time left over. The number is just not a good metric of performance. Basically they have optimized polygon rendering to the point it is not a bottle neck. They have moved on. Polygons per second is about as helpful as ACI/ARC... Yeah it a number and it has some meaning but for optimizing games there are better metrics in both cases. If you watch your GPU performance with HWMonitor, you'll find even in a laggy region the GPU is only running at 25% to 50%. It's not the polys that are bottle necking the FPS.
  5. Do you dare tell us all where you are exhibiting? Or if you make personal invitation only... that works too. Either gets you out there. ...and Congrats.
  6. That not a sentence... Avatars use different numbers of and weights of scripts. The lowest script weight avatar is the Classic aka System avatar wearing only system layer clothes, which is ZERO scripts.
  7. I suppose some may think so. But, there is a setting in Preferences where you can increase or decrease, even turn off, the jiggle.
  8. Slink was an early adopter of BOM. They labeled that BOM version Redux. Their Redux bodies are WAY lower in script use than their Physique models. Plus the Redux version does not use an onion skin body, which greatly reduces the polygon count. You can get demos of the various bodies and check the ACI and script weight for each body. I haven't done a check like that in some time. The last time I did, Slink came out toward the low end of ACI and Script weight. But, other brands have released new versions since I did a comparison. Slink may not be the lightest now.
  9. Using my laptop with CPU only graphics and my desktop with NVIDIA I get different vales for ACI. I disagree that it is worthless system. Those ACI and ARC systems got people thinking about the complexity of their avatars. That has value. If you mean it is an imprecise system, then yes, it is that. But, it is something.
  10. Texture animation: https://wiki.secondlife.com/wiki/LlSetTextureAnim Scripts: http://wiki.secondlife.com/wiki/AS_Texture_Animation JIRA Feature request: https://www.youtube.com/watch?v=QMi8iEXizSg Tutorial (basic to advanced): http://www.templarcreations.com/?p=71 (2009) Texture animation in SL hasn’t changed much since I came to SL. The single change I remember is the addition of blending modes. Most of the texture animation features in SL is covered here: http://wiki.secondlife.com/wiki/Category:LSL_Texture Most of the above information is about animating on a 2D surface. The same functions work on 3D mesh. Flying butterflies are made by creating a circular mesh strip with polygons for up and down wing positions. The texture animation is a simple scroll. If you have butterflies, as I do, you can press Ctrl-Shift-R and see the strips and how the strips are animated. Other motion illusions are created in similar ways. It is also possible to use animated mesh (aka animesh) and texture animations at the same time. Often the way I figure out what someone did to create the art when I visit a gallery is to switch to wire frame. I’ve found most “ART”, via search in SL is 2D images. On the other hand, a search on ‘sculpture’ gets into the 3D art and 3D animated art. Try the ANV Gallery. Some of the 3D art uses the nature of SL to allow us to walk into it. In other places textures and projection are used in the art, here (walk around in there). And texture, glow, and shapes are used in some 3D art like here. There is some similar 3D animated art on the 3rd floor. There I see some layering of prims with various blend modes for the animated textures to create the art. The kaleidoscopes are nice. Unfortunately, I have found over the years that few artists making novel 3D art provide tutorials as to how it was made. Or… I just haven’t found it.
  11. ACI/ARC is an arbitrary number. It is also variable depending on your computer. Variable in the sense you will get different values based on your hardware. So my ACI for an outfit can be different than the ACI you viewer calcs. The idea being that your computer calcs the ACI and limits what it will render. So, it makes sense it should be based on what your computer can handle. It does get more complex as now that information is sent to the servers and the servers give your viewer a hint on how to calc ACI... at least that was the direction is was headed. Thinking that you need to have a low ACI for the benefit of others sounds noble. But, if someone sets their ACI limit at 4,000 ... and if lots of people do that because they have lame computers then do I need to keep my ACI <4,0000? I don't think so. ACI is so I can adjust my appearance to what I like and people with weak computers can avoid rendering me by setting their ACI limit. We both get what we want. But, trying to make others happy is not mandatory and is a practical impossibility. Average numbers for SL are hard to come by. Occasionally the Lab will publish numbers. Otherwise there are very few numbers you can count on. Most are opinions based on small samples. Many opinions are way misleading. I find it pretty easy to stay below 120,000 and have a good number of <80,000 outfits. While I used to set my ACI limit at 150,000 now I usually leave it the max 350,000.
  12. Firestorm and Black Dragon and the Linden viewer still allow you to capture a depth map.
  13. @bluelacroix What you are running into is the viewer reformating an image into the SL storage format, which is JPG2000. Those images are limited to power of 2 dimensions. The max size is set by Linden Lab. But the dimensions of a JPG2000 are controlled by the JPG2000 software (Kakadu for SL and Firestorm). The only store-able images are 1024x 1024, 512, 256, 128, 64, 32, 16, 8, 4, or 2. If the uploaded image is not using those dimensions, the viewer (or server, I forget) resizes the image to the nearest power of 2 dimension. So, a 1024x768 image gets resized to 1024x1024. As long as the dimension is greater than 512 it gets up sized to 1024 to avoid data loss. Any size <512 and >256 gets resized to 512. And so on... You can upload a 10x10 image. It will resize to a 16x16. To get the best quality images into SL users have been working the system for over a decade. What we have learned is to make our image a size that the system will NOT resize. That gives us the best quality. For odd aspect ratios we shrink or stretch images before uploading. Then put them on a prim and adjust the prim size to correct the image.
  14. User friendly... I think Black Dragon is as user friendly as any viewer. If we dig into it, I would have a hard time debating someone that said BD is user friendly. We would have to have a good definition of user friendly. I find learning where things are in BD is a challenge. If we learn the SL Viewer or Firestorm first and then change to Black Dragon, we have a learning curve. But is we would have learned BD first, we would have the same challenge with SL Viewer or Firestorm. In our first learning would it be easier in the SL Viewer or Black Dragon? I can't really answer that question. I think they are similar. But, I am inclined to give BD a small edge for first-time-SL use learning. The basic stuff I do is similar enough between BD and other viewers that I can use BD without trouble. It is when I start to change things I change now and then, I have to stop and search for the setting. The settings in FS' Phototools and BD's settings are in radically different places. So I tend to tweak Windlight/EEP in FS and import the settings into BD. But the Poser in BD is totally awesome. If I plan on taking photos, I start with BD. Try it. You may like it.
  15. What are you talking about? When an item is created and uploaded into the SL Asset Database, that is it. No new copies are ever created. Unless a new revision is uploaded, which isn't actually a copy of the uploaded item but a new item created outside SL. If one makes a copy of something in inventory, what is made is a new inventory entry. Which consists of a UUID and set of parameters. For instance if you use an applier to place a skin on a mesh body then make a copy of the body and use a different applier to put a different skin on the copy... there is no new copy of the body or skin added to the Asset Db. What is new are entries in the inventory system. Inventory Item UUID#1 says use Body-UUID1, Skin-UUID-A and all these other settings. Another inventory item UUID#2 says use Body-UUID1 and Skin-UUID-B and these other settings. (I have over simplified. But this is the idea.)
  16. I think Maitimo's idea that it is a landing-spot-sweeper is probably right. Most regions use a simple Landing Spot setting. This funnels all arrivals to the same spot. If an arrival stands there waiting for the area to rez, then avatars arriving after land on top of the earlier arrival. That can create problems. The sweepers push people off the Landing Spot. I think most of us that have been around for awhile know to move away from the Landing Spot as soon as we land. SL is getting lots of new people so the problem has gotten worse. Thus the sweepers are popular with land owners.
  17. People are inconsistent. People think what they think. Few actually have reasons for what they think. Most can't even give a coherent and reasonable explanation for what they believe much less why. If Alwin thinks you look child-like and owns the region... it is his right to kick you out. There is nothing you can do about that. On the other hand, if you own a region, you can kick Alwin out just because you don't like him or want to get even. There is nothing he can do about that. Leaving people alone to do what they do and think what they think seems a lost art. Making Alwin conform to your thinking is an authoritarian behavior we label fascist. Attempting to control what anyone thinks is considered fascist. Attempting to talk the world into having Alwin conform to your wants is an exercise in either democracy and legitimate debate or a pull to authoritarian rule and propaganda. If one is into freedom they simply acknowledge someone is a bigot, ignorant, or whatever and moves on. Everyone has the right to be stupid. The chaos of the free-market will solve the problem. It is fine to be disgusted with bigotry and ignorance. Its what you decide to try and do about it that decides if you are a libertarian or a fascist.
  18. You provided a reasonable and specific answer to the OP's question. Nothing more was required. I think it was an incomplete answer. I added the information new users are not likely to easily find. Which leaves them out of a grassroots movement in SL to get things to scale. I think it is smart to inform the new about what long time users have learned. Especially when it can be tied to their immediate need. Part of that effort comes from our experience with Oculus and other VR in the Lab's experiment with it. Then Yo Yardley, of 1920's Berlin fame, ran into the problem of out of scale avatars and buildings not looking right in VR. She ended up rebuilding her Berlin. She quickly adopted Sansar for its VR capability and adherence to scale. With the uplift to the cloud and the aging of OpenGL in the face of the new and upcoming Vulcan there is a decent probability the Lab will end up with a VR feature. At some point the viewers will have to move from OpenGL to Vulcan or other newer render engine. It seems very probable VR will be a serious consideration.
  19. There are also various tools and guides in the marketplace for getting proportions correct. I make one for the body and another for the head. You can also upload a nude of a person about the size you want. Put it on a prim and size that to get it the right height. Then adjust your shape to get similar proportions. PS: Visited Proportion Park. The heights shown as Small, Normal, etc. are all the old, not to scale heights. Normal women are not 6.5ft (1.98m) tall. In the USA the average is just under 5'-4" or 1.63m. For those that don't know, there is a difference in actual height as measured by the system and as measured by a prim. We have been aware of this problem for a decade. Penny Patton has written several articles on why one would want to go with 'to-scale' sizes in SL and what you can do with your avatar to improve your viewer performance and get more stuff on a region.
  20. With the information you provide I doubt anyone can help. Unless they recognize the cap. You got it so long ago the store is not likely to still have it up. The chance of the store still being there is slim too. You can look through the 26,000+ caps for sale in the marketplace. I suggest you check her account for a bug that causes inventory to not show in the viewer. Firestorm Missing Inventory. If this doesn't reveal it, it is probably time to go shopping.
  21. To understand skins consider that they are not just one color. Also they are flat (2D) like a sheet of paper and the avatar is like a ball (3D). This texture is what the skin for the head looks like. With the body nipples, navel, and genitals all have to be painted on in the correct places. If you press Ctrl-Shift-R you can toggle your viewer in and out of Wire Frame mode. Each of the triangles (polygons) you see has to be colored. To do that well we unwrap the avatar, or whatever we are coloring, and flatten it. The result for the upper body looks like this: Notice in the top image the shadows in the ears are painted on. The same is done for the rest of the body. It is more efficient to paint in details than to build them into the model and hope the system makes the right shadows. If you have hung around here you will have seen PermaRuth. The skin he uses is a single color without the shading that fools the human eye into seeing shape and details that really aren't there. His is not a realistic look that most of us want. It works for him. The better the artist is the more real the skin makes the avatar look. You can completely change the look of a face just by changing the skin. If you have been to Disney Land you have seen faces projected on plastic heads that are all pretty much the same shape. But, they look like different people. It is an illusion made by how they paint in the shadows and highlights. Color matching is complex. You have three colors that make up all the colors in SL: Red, Green, and Blue. The skin has those colors in some mix and the light in the region is some mix of those too. Both interact and you see the result. This is why we do color matching in a neutral Windlight (CalWL) setting so we have as little distortion from the lighting as possible. While the skin has its color, the system allows us to "tint' the skin. Often we use that tinting to match skins that are not the exact same color. While bodies generally use one skin your choice of skin for the head usually adds another. It can be a tedious process to get a good match. To reduce the pain some skin makers make body and head skins. They give you a skin with all parts color-matched. The problem is different makers use different layouts for their polygons. So, skins are not completely interchangeable between brands of body and head. Some are. Most aren't. Which is why we say DEMO everything. Some skins include a painted in texture (pores, wrinkles, etc.) and they provide a 'bump' map to make the light reveal those imperfections in the skin. Without them the avatar would look like a plastic doll. So some skins include SL Materials to make the skin look even more real. All of this leads to numerous possibilities for skin makers. Also, people like unique looks which means people want different looking skins. There is no "One Size Fits All" in SL.
  22. The tech for using BoM is simple. Mesh bodies are a type of prim and can therefore use SL Materials. Either an applier or the body's HUD sets the 'material' for the skin; texture (diffuse), bump (normal map), and shiny (specular map). With BoM we put a skin texture on the classic avatar using a system layer we call skin. The server-side BoM engine takes the texture IDs from the system layers and bakes a composite temporary texture and returns the UUID for it. Any prim (the body) set to use the returning texture UUID shows the newly baked texture. Something has to tell the body which texture to use. Either the raw texture supplied by the skin maker or the system layer with that same texture in it. Because most bodies are No-Mod, we can't do that manually as we would any Mod-OK prim. We use appliers or the built-in applier in the body's HUD. Once BOM is enabled we see changes to the system layers reflected by the mesh body as the BoM system makes the mesh body changes for us. If the body is set to use an applied texture then changing skin using a system layer skin will have no effect. You can change the system skin but since BOM is off, the body will not use the system skin aka the temporary BoM texture. Somewhere along the process something has to tell the mesh body to change textures. That is an applier, BOM enabling applier, or the body's HUD enabling BoM.
  23. Between Blueberry and Addams you should find about everything. Scandalize tends more toward WAY SEXY wear. Very trashy. Search the web for Second Life Fashion. There are a ton of blogs doing fashion. For an overview look at https://iheartsl.com/. They aggregate the fashion blogs. You can find blogs you like and follow them.
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