Jump to content

Pandora Wrigglesworth

Resident
  • Posts

    39
  • Joined

  • Last visited

Reputation

1 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The key to both a successful marketplace and in-world store is added value. Marketplace already has added value over in-world stores, in the form of easy searches, instant delivery to anywhere, and easy gifting for even non-transfer items. So if you want the in-world store to be appealing as well, you've got to give your customers a reason to want to come to your in-world store too. Here are a few ways to make an in-world store appealing: Make it look super-cool. Make it into a 3D work of art with amazing things to see and do. But make sure that it serves your shop and products. A dance floor might attract people if you sell dancewear or DJ equipment but, if your main product is breedable goldfish, a dancefloor is going to attract the wrong audience and work against you. Have some products which are exclusively in-world sales only. Some things just can't be sold on the marketplace, such as items which need special vendors, like gachapon prizes. Some could be but would just be simpler in-world, like 100 color variations for a product, which is easier to set up in-world than in the marketplace. In-world giveaways in the form of freebies and magic chair prizes can bring people to your shop. It's good to have a freebie or two in the marketplace but it's better to have most of your freebies in-world. It gives people a reason to come to your shop and it's a great way to get people interested in your products when they're just starting out. Don't put your freebies right at the front door. Spread them around the shop to encourage people to explore. Demos are very poorly supported on marketplace. Make them available in your shop and make sure that your marketplace listings include SLURLS to your demos. Nobody buys an animation without seeing it in-world first.
  2. The #1 reason why collision bones should be supported is simply that a lot of creators are already using them and have been for over a year now.
  3. Sassy Romano wrote: Pandora Wrigglesworth wrote: It doesn't work very well with a midriff but it works perfectly well with a long sweater. Exactly and i've suddenly lost even the little bit of enthusiasm I had left here. Nothing to do with your post but there are far more things that need handling properly than long sweaters, long coats etc. Doesn't bode well for jeans, shorts and skirts or maybe i'm still crap at it. Oh, I agree. Collision rigging is only useful for some projects and not for others. The same is true for the deformer approach, which would be great for a form-fitting midriff but completely mangles high heeled shoes. There is NO possible single approach that could fit every possible project so it's good to have more than one tool in the toolbox. That's why I think we need both collision rigging AND the deformer.
  4. Sassy Romano wrote: My experience of the existing BELLY collision bone is that it doesn't work very well at all. It's not beyond scope that i'm not doing it very well either but my level of interest in things SL is pretty low right now anyway. I'll have another go one day when I can muster enough enthusiasm to mess about in this pit of mis-management. My experience with the BELLY bone, as with all of the collision bones, is that it works better than other options for the same effect. For the BELLY bone in particular, the key is to use a very smooth bone blend and try to use it mainly on clothing that fully encompasses the belly area. It doesn't work very well with a midriff but it works perfectly well with a long sweater.
  5. Fantastic! I've been using collision bones in my rigging for a while now but I feel much better now that it is officially sanctioned. The new bones will be very helpful, especially the PEC bones, as support for breast size was one of the worst limitations of collision bone rigging, given the wide range of variation in female avatars. It would be nice to have bones for the eyes, too. Right now, the regular eye bones don't change size when the avatar shape settings determine larger eyes. So having a way to actually match the size of the eyes would be helpful when rigging a custom avatar head.
  6. Low land impact is important but the ease of modularity can be important too. Modularity can help you to work much faster, help you keep complex behavior easy to understand as you expand it, and can reduce bugginess by keeping separate behaviors separate. There's more than one way to be modular, of course. Instead of using multiple scripts, sometimes it can be useful to keep a library of useful code snippets that you can cut and paste into your scripts. If you're very careful about keeping the function and global variable names unique, it can save a lot of time while keeping the script overhead lower. Ultimately, this isn't an either-or question. You need to find the balance that works for you given the base land impact of your objects, the amount of time you want to spend on each project, and the complexity of your work.
  7. Yes, using llSleep() would stall the whole script. That might be okay in some cases. If not, why not have the sound loops handled by a second script which receives link-messages from the first script? Then you can use llSleep() in the second script without affecting the events of the parent script.
  8. Yes, I have experimented with using llMoveToTarget() although I calculated a new position based on the direction and normal of the colliding surface. Relying on the last known safe position fails to account for moving objects and other avatars. I'm just worried about how server intensive it might be to test 16 raycasts once a second. I've been hoping for a simpler solution.
  9. Okay, then how you can fake it with script? Constantly run raycast tests in all directions and make the avatar move away from any results?
  10. Thank you but I meant collision volume as in "the three-dimensional size of your collision proxy". Not audio. Perhaps collision radius would be a less ambiguous way to say it. How do I change the collision radius of an avatar?
  11. The simplest method would be to use llSleep() instead of a timer. llPlaySound("mysound", 1.0); llSleep(1.5); llLoopSound("myloop", 1.0);
  12. Is it possible to alter the collision volume of an avatar? I want to make a large avatar and have it keep from clipping through walls and other avatars as if it were regular-sized.
  13. Today will be the sixth business day for me. I hope you're right because I'm starting to get worried about paying bills. Even if you're right, it's not actually very accurate because the new posted schedule actually adds two days to the past procedures. Based on all of my past withdrawals from Second Life, I found that most of them actually did take exactly five days, not five business days. It was only more than five if that fifth day would have been a non-business day. So it usually was five to seven days but, under the schedule, it has become seven to nine days. Or maybe the schedule hasn't really changed and the new posted schedule is just meant as a "worst case". It's hard to know without more information, especially with the system still being repaired.
  14. I don't suppose it was a hairstyle named "Instant Purchase", was it? :matte-motes-wink:
  15. My cash out filed on Wednesday, October 2nd finally cleared on Friday, October 11th. So it was 9 days for that one but that was right in the middle of the craziness. However, my other cash out filed on Monday, October 7th has not cleared yet. Still waiting for that one. I hope that does not also take 9 days (or even longer) but I am not confident since the maintenance still seems to be ongoing for eight days now.
×
×
  • Create New...