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EnCore Mayne

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Everything posted by EnCore Mayne

  1. "NFT holders will be able to wear NFT digital wearables across 1,400 partner platforms, including Somnium Space, Pixelynx, and others." -MSN -emphasis added according to everyrealm:
  2. in case anyone's still interested in how this metaverse event plays in the media take a look at the organizer Everyrealm's page. that should lead you to OceanSea's site where 6 NFTs are being sold. hurry and get your crypto wallets out. going bids seem to be from 0.08 Etherium ($260us) to 1 ETH ($2709.55us). quick while quantities last....
  3. #1 the model is way outside the limits of tris (65Kb)
  4. well, that wasn't unpleasant. i remember runway shows back in the day. (still hunting around for those pictures and vid clips.) so, all in all, i'd say we've progressed exceptionally well as to stability and viewability. no crashes, good frame rates, everything rezzed perfectly fine (without advanced lighting tho). if anyone's interested i'd recommend taking it in. use the landmark from the official post otherwise you're likely to land in the canals (no flying out allowed). there's 4 regions, 1 reserved for the performers. i'm assuming the scripted bot models take to the runway as per the schedule. 1, 2, 3, 4pm SLT but you can take in Liam Cole's build, listen to the droning stream loop, and inspect Blueberry's outfits. the bots are stationed inside the pavillion when they're not programmed to walk the runway. and, they're all locked into a walking animation lined up so close it's difficult to zoom into one without getting another model in the way. i would have preferred Ashur Constantine's scripts to include a static pose at rest. maybe a slow 360 turn. the Vista Barnes animations are nothing to write home about. kinda stiff, but i guess that's the NY style they were going for. when the bots actually do come out to walk, one follows another way too fast. i would have liked to have supped in one model on the runway at a time. and, as others commented, it would have been nice to have some audio announcements giving a description of what design was up or indeed when they were walking. i suppose having a speaker would entail someone being scheduled to actually attend. that's not always possible for a prolonged committment every hour on the hour even though it only took five minutes for all of the models to do their walk. i hope i'm not coming across as a *****. i'd really like for fashion shows to come back, be they rl designers or sl's. it used to be a thing. maybe treating the fans to special events like this isn't in the cards (budget). i guess events like C88, uber, Access, and Equal10 command the designers agenda for an outfit or piece on a monthly schedule. it'd be nice to have designers adopt real life fashion house lines but i guess the organizers for those events went the way of the dodo. alas.... i'm still in it for more, more, more. Paw Paw has a YouTube stream on the event
  5. i see the Lab as more of a tech company. marketing its product has never been a concern. ("build it and they will come.") their stand off approach to directing anything its residents may take an interest in really leaves it up to the residents' initiatives. aside from supplying the islands, or whatever other considerations that may have been arranged with the Lab, i'm thinking it's pretty much all Mishi (Blueberry). hell, i can't even find the event on the lab's destinations page. aside from the direct link to the event given out on the announcement, it just can't be found in any category. it's not like they can't push it, it's just no one told them exactly how and what to do to promote it. if i'm right about this entire thing being Mishi's baby, we shall see just how accomplished her businesss acumen's become when the doors are open to the regular SL public. i'm really looking forward to the eventual (inevitable?) merging of real world fashion to sl.
  6. and in that article, Inara states that there were guests inworld who previewed the collection Blueberry made. "The items were presented to an invited audience of models, influencers, celebrities, and journalists from the fashion, technology and lifestyle industries. " so where were/are all the articles from the selected few extolling the virtues of SL fashion? i saw nothing from any SL fashionistas or bloggers. does anyone have the guest list? who's the coordinator in the Lab? why no hype, or even a hint this was going to be taking place? i can just imagine how overwhelmed real world newbs would be were they thrown into an inworld event without any hand holding. i don't think the Lab has the personel for this sort of liason. they SHOULD. our 3D fashion designers are world class. from what i've seen in the brief time i've researched it, the rl fashion industry isn't really interested in realizing their designs if they're attracted to platforms like the low rez decentraland. that's gotta be just plain embarrassing for any real arteests. of course, the industry is corporately run and the circus barkers want exorbitantly priced blockchain NFTs to fool the masses. has anyone of the movers and shakers ever thought of how all these competing platforms are going to be sharing assets?
  7. mayhaps you could provide us a glimpse behind the vogue business paywall article where they mention the unmentionable SL?
  8. as far as i can tell, it's all about MONETIZING the metaverse. never heard of any of the corporate players. V-Gather, Queendom, decentraland, Boson Protocol, ... good article here: https://fashionunited.uk/news/fashion/digital-fashion-week-new-york-concludes/2022021461323 nice to see Blueberry helping out. should be an interesting event inworld.
  9. this may be another fundamental i'm missing from my stupid column BUT can i rotate the root prim of a primset without moving any of the other prims in the primset? the script is for a posestand so an avatar will be sitting on it.
  10. here's something unusual not found in any documentation: in my llSetCameraParams() for my HUD i've got ALL the listed rules coded. as in, whether i thought they were in use (like CAMERA_BEHINDNESS_ANGLE or CAMERA_BEHINDNESS_LAG) they were there if i needed to tweak them. i zeroed all those non used ones and went on with my day. UNTIL i decided to comment out all the ones not being used. whoa! that changed everything. i don't know why, but the precise and repeatable views i've been sweating blood over to get were no more. removing the commenting slashes allowing those seemingly unused rules to be read put things right again. sheesh. i tell ya, what a game, what a game.
  11. i like the llDialog idea. saved.
  12. yup. logged off, took a break, came back, sat on the exact same stand and every damned view is wonky. i didn't calculate the variances. i'm done. it's not possible? someone tell me it aint so. the best precision we can hope for is a yard?
  13. as far as i've observed over the span of time i've played with Second Life, we're all very lucky that anything works. with that being said, i coded up this little setup where my HUD changed the coordinate values of llSetCameraParams([CAMERA_POSITION]) to what appears above the white sorta cone thingies. can anyone tell me just why it is that the apparent calculated camera center is off by 0.951 on the X axis and 0.369 on the Y? there was no OFFSET input. CAMERA_FOCUS was constant at <0,0,1.1>. which reminds me, i never calculated the Z offset in the picture since i don't know where its origin is. 1.1 from the inworld positions would make it 163.197. the avatar center? i forgot to measure the height above the stand her center was. nonetheless, i'll keep plugging in some numbers to get a consistent placement. and then, i swear, it'll be completely backwards for no apparent reason whatsoever. don't ask me how i know.
  14. well...near as i can figure from my extreme lack of spacial orientations my mind conceived of all sorts of evil coding anomolies in the setup i have at present. so to simplify the problem i coded a standalone HUD (no attachment scripting [the one i'm building has some wonky workaround Perm situations]), sat the avatar on a plain jane no camera settings stand (no AVSit scripts), oriented the stand to world axes orientation and it still doesn't make any mathematical sense. i've only got CAMERA_POSITION, and CAMERA_FOCUS set by the HUD. <0.0, 0.5, 1.1> and <0.0, 0.0, 1.1> respectively. my tiny brain assumes that those coordinates would put the camera half a meter away from my right shoulder ( positive Y local and world axes) and pointing to the right side of my face. of course, with that being said, it's nothing like that in practice. i have no idea why the camera goes where it goes and why it's pointing where it is. the numbers just don't make any sense. i set the stand to a round numbers location, and as far as i'd like to believe, the camera should be offset from there by the coordinate amounts i plugged in. as i'm gradually losing my mind plugging in coordinates i'm assuming are relevant to my desired outcome there's really no way to sufficiently describe what's happening. at this point in taming the beast (i'm committed to making this work AND make sense) i'm building a setup so i can SHOW what's going on. from the ignorant to the wise kinda illustration. should be fun for everyone.
  15. okay, so llGetPos() refers to the avatar's position since the script is attached to them? now here's the kicker. i puttered about getting the camera views as accurate down to nano particle precision. then, when i relocated the chair to a different place and orientation everything's gone wonky. is there some script voodoo that allows the code for one place to work everywhere?
  16. well, that worked a treat Molly. i hadn't put in the llGetPos() + onto the coordinates i was trying, and yes, i had the LOCKED to FALSE. not sure if NOT having a llSitTarget in the HUD that sets the camera had any affect (the initial sit position is from the seat script) but i threw that in too. on tweaking those coordinates, it doesn't seem to have any affect on, off, or altered. another question that might help my ignorance/avoidance of learning the fundamentals. instead of my trial and error process, what does the llGetPos() actually refer to? the position of the script affecting the camera positioning? since that script is in a HUD, i've fiddled with the HUD's X coordinates (inout) but doing that doesn't change the camera's placement inworld.
  17. just finished "trying" all that. hours later, here i am. i eventually got close but when i had to raise the Z height or Y distance (world axes) it shot below me a couple of hundred meters. i've made it work fine and have products on the Marketplace with it. if the camera is following a moving avatar, all good. one that is sitting (with camera set) is a whole new bag a poo. excuse my profanity.... if anyone's made llsetcameraparams work under my use case condition i'd sure like to know how.
  18. i'd like to know if there is any way to change the camera position and focus once it's been established. i've got a sit pose that uses llSetCameraEyeOffset, and llSetCameraAtOffset setting the camera on sit. all good. problem is i'd like to have 2 other viewpoints in the same script, or another. is there any way to reset those functions to another position/focus without reseating?
  19. it was seriously emotional viewing your get away party on the Lab Gab. feeling the genuinely loving sentiments your leaving had on the few speakers brave enough to risk totally losing it (i'm glad i'm able to hide behind this keyboard) reflects well on your immense impact. there are people who come into your life for who knows what purpose. as you get to know them you enjoy their unique and formidable character and go about your life relying on their gifts. and when the time comes and they are gone you suddenly feel the void in your life. i don't mean to get all sappy. who knows, another brilliant representative may rise and breath fresh life into the old rickety ship we all sail in making our fantasies come real. you played your part well Sir, and won more than anyone could have imagined. your real and virtual presense made a giant impact in many lives, Lindens and Residents alike. you will be profoundly missed. God bless your journey onwards.
  20. as long as you "initialize" it by clicking any of the graphic arrows, then, and only then, will the keyboard arrows work to smoothly transition the worls's sourcelight. clicking the graphic sphere's representing the sun, earth, and surrounding box won't initialize your keyboard arrow's functionality. THAT is a defect in design. otherwise, it's genius. cudos to the poor hapless nameless developers who came up with it.
  21. works for me. up is up till you hit the lighting limit of the sphere then the sun appears going down the other side (in an enhanced transparency noless). quite nifty really. i'll have to play around with it more now that i know how to use it.
  22. who'da thunk it? selecting any of the N.E.W.S. arrows allows movement by the keyboard arrow keys. without selecting the graphic arrows, the keyboard arrows do nothing. thanks Mollymews for learning us.
  23. upon further study, the 5LI object was not set to physical. when i set it to physical the LI changed to 14. why? the uploader doesn't indicate there will be any change to the LI if i turn the Convex Hull to Prim? i uploaded it with a physics model. how do i know what the REAL LI is from the uploader?
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