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Pandora Wrigglesworth

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Everything posted by Pandora Wrigglesworth

  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.
  16. According to the status blog, the Credit Process system unscheduled maintenance is still ongoing. It says that you can request a cash out now but "may experience longer than usual processing times." Does anyone know what that actually means? Does it mean that they've started it up again but the maintenance days don't count so you'll get your cash out but it may take ten to twelve days instead of five to seven? Or does it mean that they're not actually allowing any cash out requests to finish processing yet but, once they get it fixed, they'll restart all the countdowns and you'll get your money five to seven days after that? Or does it mean they don't know but they promise you'll get your money someday when they do they know? Anything concrete? After most of us gave LL back their their extra overpayments within 24 hours, a little transparency would be very much appreciated. We've got bills to pay.
  17. PayPal just telephoned me personally for permission to fix the extra payments. I am guessing that Linden Lab called them for help. It has now been fixed less than 24 hours after it happened. Now let's see if I get the other payment that they owe me today. :matte-motes-wink-tongue:
  18. I could probably go to Disneyland for a day on this money, yes. It's 13 times what I actually had coming to me. For now, I'm just going to leave it in there, send LL a support ticket, and wait. I have no plans to keep it. The last thing I would want to do is get Linden Lab to kick me out. Besides, it's really not my money and, evil genius persona aside, I wouldn't feel right keeping it unless they told me to and I don't think that will happen. But I hope they get this straightened out soon. It's inconvenient trying to use my bank account while carefully avoiding touching that part of the money, especially since the current maintenance will probably delay any other Cash Out requests I might make.
  19. Don't expect to get rich off of affiliate vendors. They can't really hurt but the ease of Marketplace instant delivery has made affiliate vendors almost obsolete.
  20. In your example, it sounds like it's cheaper to buy two no-copy versions than to buy the copy version and make two copies. And you're right - in that specific case. But what if you had a really large pool? What if you wanted a dozen copies? If you get the copy version, you can potentially make as many copies as you want. That's why it costs slightly more. Your specific needs are not necessarily identical to the needs of every other person.
  21. I recently requested a Cash Out for a modest amount of income from my SL business. When I checked my bank account today, I discovered that Linden Lab had paid me my income 14 times. I suspect that the extra 13 times was an error. What is the standard procedure for dealing with overpayments from Linden Lab? (I'm guessing the correct answer is not "Go to Disneyland.")
  22. Before the third-party exchanges were shut down, I liked using them because I could withdraw my credit to PayPal instantaneously. No waiting at all. Now that I have to rely on Linden Lab for my withdrawals, it always takes 5 to 7 days, which is a significant inconvenience, especially when compared with other services who could do the same thing instantaneously. I had heard that Linden Lab was trying to find ways of reducing that time. Is there any progress on that front?
  23. Turns out that this part of Marketplace is broken and there's a JIRA for it: https://jira.secondlife.com/browse/WEB-3138
  24. While I can sympathize with the OP about the hassle of dealing with DMCA, I disagree that LL should accept claims via e-mail. Doing it via FAX adds just the right amoung of extra hassle to help weed out people who deliberately file false DMCA claims and counter-claims.
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