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KeeperS Karu

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About KeeperS Karu

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  1. Thank you, so much! The model still imports in on its side, but both the mesh and the armature orients itself, properly, when I go into edit mode, now, instead of just the mesh . By sheer accident, I made an additional discovery when trying to see if clearing user transforms would make the armature go into the default T-Pose: while it didn't go into the T-Pose like I'd hoped, it did completely orient everything along the z-axis, so it's like that even in object mode. This definitely made things a lot easier for me to work with. In all, your instructions helped me to successfully bring the mode
  2. Heyla & Good Evening! I'd like to make some clothes that fit DreamCrawler Martin's weredog avatar (https://marketplace.secondlife.com/p/DC-NG-WereWolf-Series-WereDog-Starter-Pack-Custos/12364077). While DreamCrawler had left a download link for a dev kit (https://www.dropbox.com/s/ew1bife6t1stw5y/NG_WW_Dummies.zip?dl=0), it's only available in FBX and Maya format, rather than Collada format, and the software I use is Blender. Blender doesn't seem to be able to import Maya files, and while Blender has an option to import FBX files, I get an error when I try to use this option. Is there
  3. So I played around, further, with shared media in the project viewer. As one person noted, while I'm still having trouble loading up pdfs from other sites, I can kind of see pdf files from google drive. I had uploaded a pdf file and navigated to that link. While it displays the first page, it won't let me scroll to the other pages. So the ability to view pdf files is very much still rough and needs to be smoothed out, quite a bit.
  4. KeeperS Karu wrote: ObviousAltIsObvious wrote: the new browser is still a little rough yet, but PDF viewing is working here. Oh, awesome! This solves a dilemma I had encountered, a few days ago, concerning the issue of getting my PDF book into SL, for the convenience of Residents. Because of the charts and tables in the book, simply copying and pasting into a notecard was not a solution. The only one I'd been able to find was using shared media, but then I found that PDFs simply didn't load, correctly, on it, which was incredibly frustrating. I'm so happy that this is now a viable
  5. ObviousAltIsObvious wrote: the new browser is still a little rough yet, but PDF viewing is working here. Oh, awesome! This solves a dilemma I had encountered, a few days ago, concerning the issue of getting my PDF book into SL, for the convenience of Residents. Because of the charts and tables in the book, simply copying and pasting into a notecard was not a solution. The only one I'd been able to find was using shared media, but then I found that PDFs simply didn't load, correctly, on it, which was incredibly frustrating. I'm so happy that this is now a viable solution! Or, at least,
  6. Linden Lab wrote: Let us know your thoughts about the CEF - Media on a Prim project! For more context and information - please read our blog first! Will the new features also include the ability to read PDF files on a web site? At the moment, that's one of the things the current shared media technology lacks.
  7. Kenbro Utu wrote: KeeperS Karu wrote: and my own pet peeve of being unable to have custom keyboard and mouse bindings You can do this. Just edit keys.xml in the app_settings folder. It's a workaround that I've been using, for a while, but having it part of the user-interface, along with a wider variety of things you can bind (such as what calls up the menu on an object, etx.) would be absolutely lovely. My bigges issue is mostly with binding the mouse buttons. I would prefer mouse steering to be controlled with the right mouse button, rather than holding down the left mouse butto
  8. With the advent of mesh, in conjuction with incredible texture maps, and well-placed sculpts and prims (I know people give flexi-prims a lot of flak, but when used the right way, it can still be the better choice for a particular project--especially if you want to emphasize movement and flow, over form; there are really lovely mesh items that are coupled with flexi-prims that give a fantastic effect), I have found that the graphics of SL 1.0 can more than match the graphics of the latest MMORPGs I've seen put out. It's all a question of design skill, really. In fact, my friend and I had been
  9. Nevermind! I found it Only took a few months and one frustrated and determined all-nighter! lol
  10. Heyla, everyone! So, I wanted to tour the different adventure and puzzle games in SL, a few months back, and I had come across Magellan's Grid Scavenger Hunt (http://secondlife.com/destination/magellans-grid-scavenger-hunt). I was doing pretty well in it, until I arrived at the Theme Park. For the life of me, I can't figure out where that mind mangler is! I've gotten to the underwater part, and the narrator keeps telling me I'm right there, but I don't see anything, at all. Does anyone have at least a hint as to where I'm supposed to go? Thanks for the help! KeeperS Karu PS-- I HAVE found
  11. With the advent of mesh, I'm glad to see someone utilizing its potential to bring the MMORPG-like experience into SecondLife. https://marketplace.secondlife.com/p/Dungeon-Builder-v10/3962614 https://marketplace.secondlife.com/p/MTR-Zombie-Rezzer/2237691 https://marketplace.secondlife.com/p/Orc-Rezzer-Gen-2/543110
  12. Sigh. I'll probably have to upgrade to the latest version of Poser Pro, one day, to make this work. As it stands, I've got Poser Pro 2010, and it seems to be more trouble than its worth, to try to rig with it. (Poser Pro 2010 only imports collada files as props, rather than actual rigged models, and there seems to be no real way to get the armature into Poser, unless there's a Python script out there, that I don't know about.) Gah. While the latest version of Blender isn't bad, I do not enjoy rigging with it. Weight painting just feels... I dunno. Clunky. Then again, this might be a workflow i
  13. Lanfer Christensen wrote: Hey any more updates on how to use poser to upload meshes to SL? Oh, wow! Sorry, I'd gotten caught up in so many other things in RL that I hadn't had a chance to really follow through on all of this. Though, I'm hoping to actually explore around a bit, with it, in the next few days. If I find there isn't much relating to Poser to rig and upload meshes to SL, I'll probably come back and make notes of what I experienced.
  14. Stickman Ingmann wrote: The pin scripts are used for actually transferring running scripts between objects. That's a bit more complex than what you're looking to do, I'm sure. Sending a spoken message with llSay(), llWhisper(), llShout(), llRegionSay(), or llRegionSayTo() would be much simpler. I'm partial to llRegionSayTo(). In this case, you only need one object to hear what you're saying, so there's no reason to go broadcasting it into a radius. And when you llRezAtRoot() you get the object_rez() event, which tells you the key of what you just rezzed. On object_rez(key id) you'll want
  15. Hm... Yeah, I think the pin scripts might be more involved than I want it to be.
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