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Suki Hirano

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Everything posted by Suki Hirano

  1. I'm looking for completely open tops for mesh bodies, similar to this, that I can wear over swimwear or at home:  Or this:  Casual, can even be some sort of semi-transparent sleepwear like night gown, but has to be completely open in the front because these types of relaxed clothing looks terrible when closed, not to mention 99% of them won't fit mesh body boobs anyways. Those two are the only ones I've found so far. I love the semi-transparent style of the Maitreya one, but unfortunately it has a rather tight fit and has heavy clipping problems if I wear a skirt or shorts.
  2. Is this for real? You can easily get LL to help you remove negative, non-flaming marketplace reviews? And I thought some merchants, as well as LL, can sink no lower. Bought some stuff from a shop with an absolutely a-hole of a creator (love to reveal which shop it is but unfortunately mods will probably just remove it anyways), left a negative review about the creator's attitude, then a few days later every single one-star review in that shop (not just mine) were removed. Now everything in the shop either has no review or 5-stars. Positive reviews = tricks people to spend more = more $ for merchants = more $ for LL. I guess the trend of removing negative reviews in the appstore by Apple is now common practice in SL as well. Disgusting.
  3. Does Blueberry ever hold store-wide sales? For instance I know the top stores like Truth, Magika and Coldlogic holds half-off sales about 1-2 times a year.
  4. Does SL marketplace support search term operators like Google does? Really tired of searching for something like "Maitreya corset", and 90% of the results are neither corsets nor stuff fitted for Maitreya body, or just clothing layer stuff.
  5. I know what they are lol, they're just images from Marketplace I found. I already have the collars I listed, looking for similar ones.
  6. I'm looking for an animation hud similar to Meike's with no poseballs, but with some high quality casual animations that don't look weird when looped a public setting. Kisses and hugs are nice but it looks odd when I have it play for like 5 minutes. I want something I can use with my partner, such as holding hands/arms. Couples walkers won't work because they require rezzing a vehicle. I'd make my own to be honest but no idea how those no-poseball animators work. Edit: just looked at marketplace and it seems there's a dozen or so clones of the Meike hud. Seems like they were copybotted or something? Lol. Also other stores are selling the same animations.
  7. I'm looking for a cute choker or collar, with some sort of neck band and a pendant/heart/bell/o-ring attached to it. Below are examples of the type I'm looking for: Not looking for: - Heavy duty looking ones that look like it's used to restrain a bulldog - Collars with straps/buckles - Spikes - Thin metallic necklace-like ones - Non-mesh ones Thanks.
  8. My question is: "Where do I find the best foods in the world?"
  9. Thanks, it seems there's no really good way to save on memory when I got lots of positions stored. I just ended up using a second script to store a portion of the coordinates.
  10. How do I get a script to listen to more than 1 channel? I have an object that has 2 scripts itself, as well as a HUD that sends it messages. I'd like the main script of the object to listen to both message sent by the HUD (channel_dialog1) and the secondary script in itself (channel_dialog2): integer channel_dialog1 = 1 + (integer)("0x" + llGetSubString((string)llGetOwner(), -8, -1)); integer channel_dialog2 = 2 + (integer)("0x" + llGetSubString((string)llGetOwner(), -8, -1)); llListen(channel_dialog1, "", NULL_KEY, ""); llListen(channel_dialog2, "", NULL_KEY, ""); ... ... listen(integer chan, string name, key id, string msg) { if (chan == channel_dialog2) { //do stuff } else if (chan == channel_dialog1) { // do stuffBut channel_dialog1 and channel_dialog2 are not defined within the listen function, how would I go about doing this?
  11. I tried setting gloss to 100 but I'm not seeing any difference whatsoever between gloss = 100 or no specular map at all. My advanced lighting is enabled in graphics. Anyone know what's causing this? Edit: I don't want the ugly gloss effect through the "shininess" setting, in case I wasn't clear.
  12. Copyright? Lolwut? The OP clearly bought some sculpt kit, which has the full perm sculpt maps inside. It's a creators kit, obviously you're supposed to tinker around with it. Why else would the creator provide full perm sculpt maps other than for you to be able to save them as .png's?
  13. I'm trying to make this item I got from a mesh kit glossy, so do I need to create a specular map for it? I'm ok with building mesh but kind of clueless in texturing it. I want the entire object to have a thin layer of gloss, so what would be the easiest/quickest way to go about it? I do have the textures of the object provided in the mesh kit.
  14. Tihani wrote: 3. Confirming that, as far as I know, there is no way to wear nipple piercings convincingly with breast physics that has more than the most minimal breast movement. I am sure developers will be able to fix this eventually. It's a lot like the problem of nails floating in space when a pose causes your hand to close - but for example, in some mesh avatars such as the Kemono anime avatar, there has been some progress with that issue... but I don't think yet with the nipple piercing / breast physics issue. False, do more research before coming up with conclusions please: Lots of fitted mesh small accessories like piercings and pasties I personally own this one: https://marketplace.secondlife.com/p/Misha-J-Nipple-Rings-III/6773579. It's rigged to absolute perfection. Every slider value from 0 all the way to 100 works for this piercings, and the boob physics work amazingly. Normally I wouldn't pay 275L for a mesh model that looked like it took no more than 20min to make, but the rigging is just perfect. No idea how she managed to do it since Maitreya refuses to release a dev kit, unless of course she knows Maitreya creator personally and snatched one. However I agree it's very, very difficult to rig small accessories like this. There are no guides on the web at all, since I've done months of research and still can't get it to work. I even contacted the support team at Avastar and they're clueless as well. The weighting is very tricky to get right.
  15. seanabrady wrote: I dont buy without demos and I usually wont pay the 1L$ fee some people charge to get the demo either. ^This. Funnily enough I've seen some demos that cost MORE than 1L lol. Anyone ever seen 2L demos? 5L? I've even seen demos that cost 11L. Yes, 11L demos, lmao. It's quite pathetic really, how some shop owners are making so few sales that they depend on selling demos to make some quick cash. But what they lack is simple math skills. Let's say your product is 200L, and your demo is 1L. For every 1 sucker who spend the 1L to buy your demo, you might have lost 2 potential customers who might have bought your product, but didn't bother after seeing the 1L demo sign. Let's say that 1 of every 10 potential customers you piss off might have bought your product, so that's 200L, vs 5L you made off of demos. /fail
  16. Hi, I was wondering if parsing a notecard would save on script memory? I'm running into stack heap collision error probably because I have too many lists containing dumps of link pos/rot/size of links: http://pastebin.com/0pRc6uen If so, what would be the easiest way to parse these pos/rot/size dumps? Right now my dump syntax is like this: pos1 = [<vector position of 1st link for 1st position>,<vector position of 2nd link>,...] size1 = [<vector size of 1st link for 1st position>,<vector size of 2nd link>,...] size1 = [<quaternion size of 1st link for 1st position>,<quaternion size of 2nd link>,...] pos2 = [<vector position of 1st link for 2nd position>,<vector position of 2nd link>,...] size2 = [<vector size of 1st link for 2nd position>,<vector size of 2nd link>,...] size2 = [<quaternion size of 1st link for 2nd position>,<quaternion size of 2nd link>,...]The link numbers are not 1,2,3,4... They're stored in the list "accessorieslinks". I.e., I scan the entire object for each prim with the description "accessory" then add its link number to the list, since I only want "accessories" to be affected by the resizing/repositioning. Edit: the coordinates in the pastebin script are just an example (yes I know pos1 and pos2 are identical, I was just copy pasting). Edit: there is absolutely no pattern with the coordinates so I can't have just 1 set of coordinates, then use math to "model" the coordinates for the other positions. I manually resized/repositioned every single prim for every position. Thanks.
  17. Junbug. Best fancy victorian/fantasy dresses/gowns in SL imo.
  18. Looking better doesn't have to mean it has a higher quality model or better textures. It looks better because if properly rigged, it'll fit you like a glove, and supports all sliders, especially breasts, butt, torso muscles and leg muscles which are the main ones that everyone plays around with. Rigged mesh = everyone looking exactly the same, because you need to adapt your body to the clothing, not the other way around.
  19. Regular rigged mesh - react only to 1/4 of body sliders. I.e., it will not react to goodies like "belly", "breasts", "leg muscle" or "butt" Fitted rigged mesh - react to all body sliders. Required for clothing made for mesh bodies since the bodies themselves are fitted mesh If you want the tummy portion of your dress to react to tummy sliders then yes you need fitted mesh. Of course since fitted mesh looks 10x better it's also 10x harder to rig (properly). No pain no gain I guess.
  20. You can create "gif-like" animated textures in SL. You can't create quality animated textures in SL, because the max size of textures is 1024x1024, and you need to split one texture into the # of frames you want the animation to be. So if you want a "gif" with 24 animations, your actual texture will be like... ~170x256.
  21. Slink body/feet/hands - Slink appliers Belleza body - Omega system Maitreya body - Omega system TMP - TMP appliers It's always annoying when creators only provide appliers for 1-2 of the bodies but not all of them. Seriously it's frickin' copy/pasting the UUID into a config notecard, which takes no more than 10 seconds. I guess it's their way of "boycotting" certain mesh bodies, lol. DIY applier tip: if you ever need an applier for X body and the creator only supplied one for Y, just open the config notecard inside the applier (unless it's a Slink one cause those ones have hidden config files), copy/paste the UUID, then paste it into an Omega applier. Anyways Omega system is like one of the best things to happen to SL, pretty much made Maitreya/Belleza the most popular bodies since they get way more applier support than Slink/TMP, especially TMP (I don't remember when was the last time I saw an applier for TMP, other than in the exclusive TMP shop).
  22. Sassy Romano wrote: How? Just omit doing any weights, don't bind to armature. Upload. I asked you how you would rig them, which I believe is what you said? I wouldn't have started this thread if I wanted static mesh...? Not sure why so many people are saying "just use static mesh". If static mesh doesn't clip on the ugly linden body then congrats. But it clips on most mesh bodies, therefore you must rig it. Simple as that. Rigged belly piercing: https://marketplace.secondlife.com/p/KC-JANINE-Navel-Piercing-for-MAITREYA-LARA-FITMESH/7418591 Am I clear now? Lol. Gaia Clary wrote: In your case it might not make any sense to copy weights from anywhere because you possibly want to rig riggid objects. So you need to create the weights manually. And this can be done by using the "assign weight to vertex" feature from Blender. This feature can be found at the bottom of the vertex group list (in edit mode), see here: http://www.blender.org/manual/modeling/meshes/vertex_groups/weight_edit.html However it may be possible that what you really want to do is to just attach static mesh objects to avatar attachment points. And indeed that does not need rigging at all. IN that case the bind to amrature method (or any binding) is not necessary (even not advised as others pointed out already). I've already tried vertex weight pasting and it didn't work (copied weight from a single vertex on the avastar body onto entire attachment), the attachment spasms everywhere when I move sliders, not sure why. Guess I'll go back and check what weights were pasted.
  23. Gaia Clary wrote: You could start with the "fitted mesh" survival kit: http://blog.machinimatrix.org/fitted_mesh_survival_kit/ or with the Avatar Workbench for making "classic mesh" http://blog.machinimatrix.org/avatar-workbench/ I personally recommend to begin with the workbench and only get into Fitted Mesh after you mastered "classic mesh" rigging. But i doubt many will listen to that recommendation :matte-motes-sunglasses-1: As much as I love fitted mesh over regular mesh (since regular mesh almost always uses the crappy standard sizing system) I have to agree that it's easier to rig standard mesh since it won't react to 3/4 of the sliders, thus less clipping problems. Then you have creators like Maitreya who refuses to release a dev kit so rigging for that body is a complete pain in the rear. Thankfully most other mesh body creators have publically available weighting kits.
  24. Thanks for the help guys, worked like a charm.
  25. AlecDeBoeuil wrote: Do we need a new forum, called "Pointless Whinging" perhaps? Alec - a discussion, and this thread isn't. Do we need a new forum for "illiterate and impatient trolls" perhaps? Because: 1) You can't or are too lazy to read 2) I'm asking for tips on how to solve this major problem, how is that NOT a discussion? Almost every single post in this thread except for 1-2 are about tips on solving this problem 3) Just because you don't have this problem, it's "pointless" right? Is your RL age single or double digits? Leaning towards the former /fail. Try harder next time kthnx.
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