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EnCore Mayne

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Everything posted by EnCore Mayne

  1. when i rename an outfit in the Appearance window, either the Outfit Gallery tab or Outfits tab (My Outfits in the SL viewer) the title of the outfit changes in the Edit Outfit window but the listed name in both gallery and outfits tabs stays the same until i relog. bug or feature?
  2. you've been holding out hope for some time now indianwifecute. what you're asking for will take a considerable amount of time for someone with the requisite skillsets to 1. create a unique oneoff customized mesh model to fit your real world shape (or the illustrated Daz3d model), 2. create a UVmap of the mesh model head, 3. texture the UVmap with customer supplied photographs, 4. rig the head for SL use. that's a tall order, and would take frequent collaboration as is needed between artist and client to satisfy whatever quality you expect. instead of shooting for the moon, have you thought of applying real world photos onto an existing head? CATWA supplies a developer kit that anyone can use to apply whatever texture they have onto her heads. it would just take some time in Photoshop to blend all the images into a useable texture. quite a lot less cost and you might be happy with the results. knowing the real life limitations your dreams may have on your SL i'm not sure you'd be as happy with it as if it were your ideal offworld model. unfortunately, as far as i know, Daz3D models can not be legally imported into SL any way.
  3. well, for heavens sake. i knew it had something to do with Animesh. that's when the warnings started to appear. hopefully my ancient version of Avastar won't be completely broken before i can justify buying the new version every year.
  4. and the reason you ask is: ...? i actually stole some edges from another design i'd made before i installed Avastar. that was when the avatar skeleton front to back was oriented along the X axis. but that shouldn't matter since when i brought it into Avastar (skeleton front to back aligned along the Y axis) i rotated it, modded it, and weighted it from the beginning. since my post i've not had it go wonky (90° rotated) again. mayhaps, in the battle i had not applied skin weighting? i'm not sure, my routine was getting overridden with frustrations. still, in a new and calmer instance, the warning persists, but only when the skin weighting checkbox is checked. everything so far now, after a good nap, is working as it should (save that annoying warning). not sure if i'd done that initially but the next go round i made sure i did.
  5. what's with this message (topic title)? i'm trying to upload some rigged mesh made with Avastar which has never before given that error. everything i've uploaded before was okay. it's not Animesh, it's just a rigged necklace and pendant. now everything uploaded is 90 degrees off!
  6. unfortunately, the forums can't be used to name and shame another resident [wiki.secondlife.com/wiki/Linden_Lab_Official:Community_Participation_Guidelines >Interpersonal Disputes]. unless you remove the individual and business names i wouldn't be surprised when the Lindens remove any chance of you getting a hearing here. if i were you i'd be fit to be tied. have you filed an Abuse Report on the land holder?
  7. brilliant! moved the blacklist.xml to a convenient location i could find again if all went sideways. logged into the region i was trying to rerender and everything was magically there again. but, i needed the original blacklist since it's heavily laden with all the offensive content over the years that just gets in my way. Thank God for Firestorm's derender tool! so, putting two and two together i figured i could generate a new blacklist with everything in the region i didn't have in the original. i then proceeded to fill the new and empty blacklist with everything that was NOT in my original Asset Blacklist. then, after logging out, i just copied the appropriate xml keys from the newly generated blacklist.xml to my original, placed that edited file back into place and relogged. worked like a charm. opened up the Asset Blacklist, sorted everything by region, and Removed everything from the blacklist for the region. phew. must read harder than it seemed.
  8. i've derendered and blacklisted a building a long time ago that isn't in the Asset Blacklist anymore. is there some way to rerender it? this is for the Firestorm viewer.
  9. if you have build skills and can make or edit textures you could always make your own. Maitreya has free developer kits at their store: http://maps.secondlife.com/secondlife/Maitreya Isle/133/197/25 you can use to apply whatever design you have to suit your ideas.
  10. perfect! again! is there anything you don't know? the world would be terrible without you. consider cloning yourself should it be within our powers. not to test you, just curious, what do those numbers in the Appearance>Wearing>Wearables tab refer to?
  11. there used to be a function in Firestorm that copied everything worn into the clipboard as text. either it's gone or i can't find it. anyone know how i can get a quick list of worn items into a text file?
  12. i have the latest Firestorm viewer. anything i attempt with Firestorm, upload, script, add animation, wear doesn't work. when i then relog into the SL viewer i can switch on the Animated Mesh from the Features tab, reset script, et voila it works. only when i set the Animated Mesh checkbox with the SL viewer do i see the Developer>Metadata>Joints of the object's rigged skeleton.
  13. i've managed to get the bouncing ball animesh done in the SL viewer but in my preferred viewer Firestorm there's no "Animated Mesh" checkbox like the SL viewer. how do i turn on animesh in Firestorm?
  14. i am familiar with and use all the mesh tools necessary with the exception of the antiquated QAvimator (referenced by you as Q-Animator). if i understand correctly, to animate a mesh object it must be rigged to a bone of the SL skeleton. having to use an entire skeleton for a single bone seems like overkill. guess i'll have to keep reading up on the animesh to see if anyone else has the same concept.
  15. i may have missed the boat on Animesh. haven't paid any attention to it at all since conception But, if it can be used to simulate movement of an avatar's attachment i'd love to learn how. just wondering if a simple as can be, one prim movement, can be done with it. no commercial tools. it should be something anyone can do.
  16. i'd like to make a prim bounce up and down. can i use animesh for this?
  17. you're doing good. i see a lot of improvement from your earlier work. one thing that i've noticed is your Windlight choices sometimes tend to over expose the scene. Windlight settings are easy to play with. sometimes just a subtle variation can lead to that aha moment. another suggestion would be to fiddle with your sun position and watch the affect it has on your light and shadows. as far as your best i've picked out two that represent good use of depth of field (not one of my own strong points) but your sharp subject focus with foreground/background blurring is spot on. they both have excellent lighting, one with shadows falling on the body lending to deliciously complex shapes, and the other over exposure affect invokes a soft scenic mood. https://www.flickr.com/photos/156313823@N07/33802598278 https://www.flickr.com/photos/156313823@N07/47610721752 keep shooting. get around to some updated regions that use high resolution textures in their models for backgrounds. can't beat hanging around beautiful spaces looking beautiful. some shots can take a lot of time and planning to get right. the more you practise the easier it'll be.
  18. so my Blender's Anim Export Option setting Priority 6 doesn't translate to override Maitreya's reportedly Priority 5? i remember reading somewhere that setting to priority 6 is a no no. i guess we'll all have to live with this limitation.
  19. yes, it will come to the user from a Marketplace purchase.
  20. i would like to have an attachment (a HUD specifically) do it's thing (give inventory) when touched and then; here's the big ask, be deleted from Inventory never to be seen again. possible?
  21. you may ask, but if i tell you, i have to kill you. just so you know.... here's the story. i developed a fancy script that processes the contents of a prim i manually fill with a bunch of various items (landmarks, textures, objects, etc.). basically, it's a designer's DEMO folder with too much extraneous nonsense the designer has to put in to serve a wider audience. most of the stuff they routinely include in their demos i already have or don't use or want. i'm only interested in keeping the Maitreya specific designs so everything else is tossed. once the contents' list is redefined to include only my requested items, it copies all the listed items to a uniquely named folder in my inventory then deletes the inworld prim/box. i normally put this fancy processing script in each of the demo boxes manually but i got to thinking how could i automate it since the last Event haul resulted in getting over 50 demo folders. hence the enquiry here. there. now where should i send my assassins?😀
  22. thanks Qie, just learned this myself. i was wondering how a pin could be set on an empty prim. integer pin = 3141; default { state_entry() { llSetRemoteScriptAccessPin(pin); } } now all i need is a script to distribute the set pin script to all the prims of the set. 😀
  23. i'm trying to distribute a script placed in the root of a primset to all of the child prims. trying a script i found on the wiki gives me this error: "Task ~Prim~ trying to illegally load script onto task ~Other_Prim~!" that "caveat", from llRemoteLoadScriptPin(), indicates the pin doesn't match. integer Pin=3141; string copycontents;//script name to distribute state_entry() { llOwnerSay("Script installed, sending to child prims"); integer primcount; for (primcount = 2; primcount <= llGetNumberOfPrims(); primcount++) { llSetRemoteScriptAccessPin(Pin); llRemoteLoadScriptPin( llGetLinkKey(primcount), "copycontents", Pin, TRUE, 1 ); } llOwnerSay("Done"); } while the script i found didn't have the llSetRemoteScriptAccessPin() function in it, in my bumbling attempts to make the script work i thought i'd throw it in. without having it results in the same errors. any hints why this fails?
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