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Crubo Carver

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Everything posted by Crubo Carver

  1. I'm encouraged to read that the Space Mouse supports SL navigation - do you know if that extend to the compact Space Mouse? I have been reluctant to buy a current model - it used to be called Space Navigator but several years back it stopped working as a joystick and I could never get it to work again.
  2. To me the SpaceMouse/Navigator is more of a game-changer for SL - Fluffy's analogy to putting down your brush is perfect. As KT points out, it's mainly sold as a CAD tool. Maybe I'll try a $20 Switch controller first, before plopping $149 for the SpaceMouse. Thanks everyone!
  3. Greetings, driver updates no longer support my (very) old Space Navigator so I can't use it. Before I buy the "new" visually identical SpaceMouse, can any users confirm that SL and Firestorm releases support it? I miss joysticking! Thank you
  4. I'm trying to obtain an object key so I can add it to a particle script. I want the particles to follow the object. My problem is obtaining the key. I create an object, for which I have full perms. When I right click in inventory, "Copy Asset UUID" is grayed out. I rezzed the object, inserted a new script, and pasted this into the script (courtesy of Maya Remblai in 2006): default{state_entry(){objectkey = llGetKey();}touch_start(integer total_number){llSay(0, objectkey);}} The first time I pasted this text, it was instantly replaced by the object UUID. However, I then made a typing error and lost it. OK - no problem, I'll just repeat the process. And now it doesn't work.I have tried duplicating the entire process, even creating entirely new objects and scripts (as if the previous ones were contaminated). No UUID -instead a get a line 4 and 10 error: "Name not defined within scope." As this account may suggest, I'm a novice scripter myself. Any help, whether obtaining key or some other way of directing particles to a defined point, would be greatly appreciated.
  5. One last comment - it is very Big Brotherish and annoying that LL decided to impose region settings. Thanks for the help!
  6. I totally agree the Slat interface is confusing at first because there are TOO MANY ways to look at the animation - icon frames, blue anims, red anims, plots, edit circles, framebars . . . but after seeing Medhue's tutorial I persisted and the workflow difference for some functions is HUGE. For example, smoothing is MUCH easier - in Q I have learned some tricks to do it but Slat is way faster and simpler. Also slowing and speeding up by adding frames, cutting and pasting frames between anims, so many things are faster. I now use QAv as a kind of sketchbook because the interface is simpler - like a pencil and paper. Once I have keyframes in place I deploy Slat. Medhue's right it's a half-finished app, but it paid off for me big-time. In addition to Med's tutorial, the in-app notes are pretty good, but incomplete. If you're interested, I can send you extensive notes on learning Slat. Just message me inworld or via My Second Life. I also tried Daz once and never got anywhere, but if Medhue uses it that's enough recommendation for me to try it again!
  7. Very good point to make - I must admit I just made some simple 5-second looping anims at 30fps out of sheer habit. I will give that a lot more thought in future
  8. I just learned about U-Poser and the pose platforms under Any Pose. They are at The Gadget Store in Aglia and on Marketplace. My question - has anyone got experience with the workflow for animations (not just poses)? Inworld could have some definite advantages, I'm esp interested in how they compare in flexibility with Qav and in speed with slat.
  9. It took me awhile to understand slat and get used to it. Totally worth the effort! I was sticking to Qavimator too, out of habit and that feeling that it's more intuitive, but slat does so many super-useful things. I have several pages of systematic notes that I assembled and I would be glad to share them if you if you PM me. Also go thru the help notes in slat topic by topic, and once you have some familiarity with the tool, watch Medhue's youtube tutorials, very helpful.
  10. Thanks I'll try that utility - my gpu probably COULD use a cleaning
  11. Qavimator has been my primary tool since I came to SL but, as we all know, it has major limitations, such as inability to select multiple frames, inability to confine an operation to an axis, etc. For that reason I spent many hours learning slat, an old open-source tool. I consulted the tool's help sections and Medhue's tutorials until I could use it, and it does certain things FAR faster and easier than Qavimator. However, I just encountered what seems to be a major glitch, and wondering if anyone else has seen it. I like to create the basic pose sequence in Qavimator, then pull the bvh into slat for extreme time-savers like one-axis blending, multiple frame insertion, etc. However, I have discovered that when I import a Q-created bvh into slat, NO hip translation data (that is, all x y z positioning - not rotation) is imported. I have to zero the y axis completely because Q creates at y=41. The av completes all the movments - but with no lateral or vertical position changes. So why not just code translation in slat? Because it has no floor mesh, but uses a system of inserted markers that I find very hard to use for fine-tuning position. For a simple horizontal or vertical motion that's fine, but for subtle stuff like walks, where you shift the hips to match phases light weight transfer, it's very hard to use. If I import slat into Qavimator, any slat-made translation is lost and a y-position=zero puts the av waist-deep in the floor. This is even worse because the only correction is a y-axis adjustment one keyframe at a time. Am I missing some import step? Or am I doomed to yet another set of laborious workarounds made necessary by LL's lack of interest in animation tool support? I know this is lengthy and technical but hey, it's an animation forum!! Thanks!!
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