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EnCore Mayne

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Everything posted by EnCore Mayne

  1. woohoo! thanks arton. out of the dark now kinda. (i have too much to learn...).
  2. Wulfie, or anyone knowing a soupcon more than myself, i've run into what (i think) is a big problem and has grinded progress to a screeching halt. in my illustration it shows axes square to the 2D page. in reality (Blender) that cyclindrical object (pivot point) is off the standard 90 degree axes. it's akilter on all axes. not sure exactly what numbers it's off from square but nonetheless, inlies my problem. i've used Object>Apply > Location & Rotation to the whole object after i got the extension to work and when it's inworld the Local rotation manipulator is aligned to the Global axes. i would like it to be aligned to the odd angled moveable rotational part. now that i've Applied locrot to the 3D model everything's squared to the noble directions. must i start again and NOT apply location rotation before i bring it in or is there a way to realign the axes to the off kilter part??? argh.
  3. well i never. who woulda thought it? actually, it makes perfect sense. all i have to do is get an exact copy of the rotating object, rotate and invert it, et voila. that works a charm. yet, with that part being so complex i tried something similar to your video making the extention a simple cube. problem with that was, i had to drag the farthest extent WAY out with gross movements barely moving the origin. i had to make that extension part an editable part whose dimensions would be reasonable for the user. i tried again with the duplicated, inverted, rotated part but this time reduced the number of vertices to a manageable level. aussi, un phenomenon incroyable! once again Wulfie, thank you for your continued genius in support. bounding boxes for everyone!
  4. is there a learned/experienced way of establishing a precise point on a mesh object (made in Blender) so that it rotates around where the pivot point was placed? let me explain further. (refer to illustration below) i have a mesh design consisting of 3 objects. the center object (part 3) must remain stationary while the two outside parts (1&2) should be able to rotate individually around where part 1 & 2's cylindical pieces connect to the main static object's edges. the problem comes in when i try to rotate the outside parts inworld (as a link). the center is anywhere BUT where i needs it to be. i can do this with inworld prims, i just add an equal and opposite (yellow) part with the green cylindrical prim being the root. make the extended part transparent and nobody knows how it was done. not so easy with meshes out of Blender. so..., could anyone advise me as to how to accomplish this herculean task, if indeed it can actually be done?
  5. well done Lab Rats on the mobile project. you earned your weight in Gold. (fingers crossed)
  6. okay. i'm gonna have to install BD again (just building up a new system from my main getting fried by a voltage spike!). not having used it much (since it wasn't capable of downloading the animation/pose) i thought it was bound to be the ultimate tool for animators. i think my confusion is with the Live/Create modes. Live is manipulating any pose, including 3rd party creator's handiwork. anything made in Live can only be exported as XML as a freely transferable file. that file can be imported to anyone in Live and is only viewable within the local system. this feature can be a real boon to photogs, the basis of your viewer's empowerment. gush, gush. there are (or were, from the last time i used BD) save slots within the viewer for the local Live poses, no? wouldn't that alleviate any need for exporting/importing the XML? i don't see a use for the exporting of the XML unless it's for importing to other users for their own projects. i can see where animators might have some push back on that. importing full perm .anim and exporting Create mode .anim is the bees knees. at present timeline of development we'll be able to use your system with real inworld models to perfectly place our particular pieces with full interoperabilty with inworld scene components! in other words, hallelujah! NirvanV is King!
  7. okay, for the illiterate and technically challenged, let me see if i got this right: each viewer, if it can export xml, has complete control over what is written (both in structure and data). looking at the Firestorm file it looks like it's got plenty of vector details written into it. as an example from Firestorm file the devs decided to write blah blah blah (excluding a gross amount of detritus): <?xml version="1.0" encoding="US-ASCII" standalone="yes"?> <linden_genepool version="1.0"> <archetype name="???"> <root name="mRoot" position="119.452408 142.478226 24.873421" scale="1.000000 1.000000 1.000000"/> <bone name="mHandThumb1Right" position="0.030412 -0.033361 0.000014" scale="0.850000 0.850000 0.850000"/> <joint_offset name="mHandThumb1Left" position="0.030412 0.033361 0.000014" mesh_id="dc2ad552-461a-1de1-41ac-6cc9a56dfa49" count="6" distinct="1"/> <joint_rig_info num="74" name="mHandThumb1Left" min="-0.007723 -0.008875 -0.025385" max="0.028469 0.025636 0.004275" tmin="-0.138870 0.140106 0.251280" tmax="-0.106522 0.183731 0.296253"/> </archetype> </linden_genepool> not having studied XMK at all at all at all, i'm assuming there's other information that the devs could throw in there that could amount to the exact position/rotation for any and all bones? if that's the case (relying on your input here), there's simply no way for anyone (aside from the genius/hacker level) to interpret any of that data using commonly available posing tools. so even if a viewer's XML may contain precise coordinates Blender/Avastar is not able to read it? bare with me, just trying to understand: so the only comprehensive reader of your Poser's XML code is your viewer? the only manipulation of the pose numbers is exclusive to the local user and their use of it exclusively in BD? oh oh. had a thought. in being able to save the XML file locally, that file can be transmitted ad infinitum to whomever, right? or are there restrictions on that file being uploaded and used in someone else's BD?
  8. thank you for your additional perspective on your Poser's newest iteration NiranV. (i might have gushed EXTREME REVOLUTION but i've been told...) one thing i'm not sure about is the XML export. i've only exported my shape through Firestorm's viewer menu: Developer>Character Tests>Appearance to XML. importing that file into my Avastar/Blender v2.79 the skeleton appears in the T Pose. are you saying that your viewer, as it is now, exports the bone positions/rotations that the avatar's in?
  9. my apologies. my only gauge of you is from your interactions here n the forums and your inworld products. i erred in putting you above us. i was mistaken about what i still believe are your exalted skills. consider me duly chastened. as to my adoration of NiranV...if you had toiled away in your dungeon crafting up one of the preeminent viewers and were on the edge of transforming the very platform you use to exist within i'm certain my fawning subjugation for your Godlike status would still fall outside of what might seem to be an unnatural reaction. it's merely human. i thought better of you.
  10. isn't it obvious? it wouldn't be released if it breaks TOS. full stop. who'd think otherwise? doesn't anyone know NiranV? he's not suicidal. am i missing something the coterie of 3rd party developers are keeping secret about his reputation?
  11. how difficult would it be to circumvent any and all of the existing permissions system? i'm not a coder. i've never run a copybot viewer. i'm not capable of, even if i wanted to, of breaking Linden's perm system even though apparently there are some clever types (with the skills i believe you yourself possess) who've done just that. in that, while not wanting to interupt a personal issue you and NiranV might have, i find your question to his intents to be somewhat troubling as to its colouring his character. now, if i read you wrong and the question can be treated as a serious reservation; the Poser as it has existed can indeed alter any and all poses irregardless of the creator or perms. unfortunately [my criminal bias aside], exporting those alterations has never been a capability. of course it's possible, and has probably been glaring at NiranV every day he toils away crafting his genius innovations. what exactly would prevent him from turning into an unnamed rogue 3rd party developer, cough, cough [Phoenix anyone...]? i suppose your question might have been read better if you had asked how is NiranV able to ensure the preservation of 3rd party creators currently applied permissions. knowing you're a coder, his technical explanation might go over the common user's head, mine included. nonetheless, i'd be happy to have him take his time away from the project and detail how his open source code might be adopted by anyone else who sees a long overdue revolution in user capabilities lacking.
  12. wicked. should we be referring to you as NiranV Linden any time soon? this is a game changer. as an aside: have you wrangled the Lindens into seeing the world the way you want them to? i remember you having discussions about permissions. i see from your Discord that you are considering a T-Pose start for any exports. have you thought about allowing us to alter our full perm imports that we've created with Avastar/Blender as an additional start mode? it's all guessing from my perspective but it sure gets the mind to working. hope you're getting the dev help you need. it SOUNDS DELICIOUSLY EVIL EXCITING!
  13. am i to assume that you will be releasing a poser that can save to .anim Niran?
  14. you can remove the Wear option by editing the viewer's xml. follow Wulfie's instructions: BEFORE AFTER
  15. all the participation revealed here in this thread is heart warming. everyone has excellent ideas for how this game/platform can be made better. we're all lucky to be able to share our passions and visions. but, i don't know how many times i have to state it, LL has no intention or ability to actively pursue any type of user/developer interaction. that ship has sailed. this aint 2005. if any part of the existing system is broke, they might begrudgingly get around to fixing it (going by JIRA records, that's a solid maybe) but they certainly won't allow the comprehension they have of we lowly users to be anything more than entertainment. cudos to the Linden coders who actually give a damn. but, the occupied seats peaking their heads in are not here to listen without having policing as their primary inititative.
  16. i do really appreciate your compassion to enhance the SL experience. unfortunately, the Lab's recent heavy handed thuglike handling of our freedom to communicate here should be factored into any further demands upon them.
  17. perhaps i should have used another analogy. my attempt at opining a scenario we might find thought provoking wasn't to aid in debating the thread's focus. however one interprets its mental images that may be rolling around in one's head, they were intended to invoke a mature attitude towards the failures or foibles of our common plight. i may be wrong. perhaps one day the real sun will really break through the digital pixels we're staring at. i'm not going to tell you you're wrong in believing it will. i've encountered more than my share of ghastly behaviour inworld. suffice it to say that i feel equally frustrated by their every instance. and on each occasion, depending on its severity of harm to me or my concept of its harm to others awaiting the insanity to be confronted by it or the perpetrator, i deal with it using the tools the game provides. airing a social, moral, or ethical deficiency of another member onto a public forum, while entertaining for its communal significance, does nothing to solve the slight. the best we can do is rile up the guards enough to suspend communications outright. there's just no way of avoiding it. we're not going to be handing out pitchforks for the raid at midnight [anymore]. essentially, the chasm between our definitions of RL and SL, is far wider than what can be conceived by the use of their relevant acronyms appearing in written form. SL is not the real world. it isn't now nor will it ever be. it's a platform for real people to do what their minds and skills allow them. all manner of beasts come through those portals. no one tells them what to do or how to do it. if they step on someone's toes, bat you over the head with a brick, or any number of assaults to your pixelated doll, relax; it's just a game. unless you've got some serious money in it, then it's war. prepare yourself for what you make of it. "serious" is real world. watch out.
  18. the basis of all the problem's we complain about here or amongst ourselves is that LL is incapable of administering any type of "parenting" to its "children". it was never part of Philip's vision to limit our freedoms. applying any type of rules which might govern or guide us was looked upon as disrespectful to his inexperience of wrangling a massively diverse userbase. external realities and legal requirements forced his naiveté of the ugliness of human interaction to submit the platform to endure a number of radical management changes along with a complete personal withdrawal. and here we are. bitching and whining for someone/anyone to deal with the insults to our vision of humanity. and..., we have all manner of ideas and wreckoning to solve the unrelenting salvo upon our concepts of a cohesive, cooperative, and enjoyable life. with scarce feedback or begrudging acknowledgement from the "authorities" one might get a feeling that they just don't love us. what's a child to do when they finally realize their parents aren't capable of helping them with their whoas? has that time come for you?
  19. indeed. i have this functionality you referred in all my sit objects. in this case however, i need the camera position and focus to be the same as the Camera Offset thingy (which i have to manually set). AND, if that wasn't enough, the control permissions can't inhibit the mouse navigation functions (ie. hold on avatar or attachments with left clicker, move with camera with right clicker). not sure why attachment/cameraset couldn't be implemented...one day...
  20. is there any way to automatically set the Camera Offsets on wearing an attachment? if not, could it be implemented if the code monkies picked up a JIRA suggestion promp?
  21. you answered your own question. being that i have a marketplace store and an inworld location i can say from my experience that it amounts to balancing the needs of the masses against the continued pleasure one benefits from actually bringing your avatar into the messy complicated adventure we call Second Life. far be it for me to lecture you as to how you wish to live your second life. you do you. i have my preferences just like countless others living in SL. Lord love em and serve them well. being that all the marketplace creators are individuals with no standards or best practices manual to follow, we're lucky to have as good of experiences as we have now. i'm not complaining. (at least not in a public setting.) minor setbacks determining your continued like or dislike for the platform just goes to show that something needs to be done for you to improve your chosen lifestyle. in response, refer back to my earlier statement regarding one's choice to live with whatever peculiarites you currently adopt. i feel for ya, really i do. i hope you overcome these transgressions. for me, i abandoned having any presence in SL for some time. who needs an inworld presence when "anyone" can sell their wares on the marketplace? do you remember the days when there weren't any such thing as demos at all? have you been around enough to remember when there wasn't even a marketplace? and you want to complain about not being able to tp off your platform? you poor thing.
  22. me thinks you are asking about "deformers" which is an animation add on that shapes the breasts beyond the capacity that the sliders can manage. search for the term "deformer" in the marketplace and see what shows up.
  23. this works. thanks Wulfie. the wiki llGetRegionName had the formatting down. nothin to it. now the hard part comes in trying to keep track of the links.
  24. is there any method or convoluted process that can write/record a landmark/slurl with script mojo? in other words: can i click on a HUD and have it record where i am physically in some form that can then use as a clickable landmark? i know i can just create a landmark that winds up in inventory i can copy over to a HUD but is there some magical invention that allows a landmark to be recorded with a click on an equally magical HUD?
  25. putting the shoes on is unnatural for a woman. may be better modelled with a man and construction boots. the removing shoes animation is pretty nice.
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