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Pixels Sideways

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Everything posted by Pixels Sideways

  1. I have a simple texture animation script I am applying to the side face of a cylinder. default { state_entry() { llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, 1,1,1,1.0, 1,0.25); } } However, the horizontal scale I set in texture edit gets overridden. How do I lock that scale value in so when the texture is rotating the scale value I've chosen is correct? Been looking at the wiki but I can't seem to figure it how to do this. Thank you.
  2. I figured it out. This works: default { state_entry() { llSetTimerEvent(10.0); } timer() { integer number = llGetInventoryNumber(INVENTORY_TEXTURE); float rand = llFrand(number); integer choice = (integer)rand; string name = llGetInventoryName(INVENTORY_TEXTURE, choice); llSetLinkTexture(LINK_SET, name, ALL_SIDES); } } // END // Thank you for the variations. And the script object samples. Your script will be helpful for changing the textures of specific prime in a linked set. I look forward to playing with it.
  3. That's a cool script for specifically changing each prim in a linked set and def can be fun to play with. What I am seeking is simpler. My script above is a simple texture change script that auto change the texture via a timer It is for a single prim. Since I want all the prims and their all faces in a linked set to change their textures at the same time to the same texture, I would need to add the set linked set. I did add a linked set command but it gave me an error message so I took it out. I don't know exactly where to add the linked set command and what exactly I need to follow it with so it works correctly. Thank you.
  4. HIYA: I've been trying to mod this script to do linked sets. So far my mod had not worked. What exactly and where do I add the inked set code? Thank you. xo pixels default { state_entry() { llSetText("Avatar Texture Bundle", <0,1,0>,1); llSetTimerEvent(5.0); } timer() { integer number = llGetInventoryNumber(INVENTORY_TEXTURE); float rand = llFrand(number); integer choice = (integer)rand; string name = llGetInventoryName(INVENTORY_TEXTURE, choice); llSetTexture(name, 4); } } // END //
  5. Hola! I could sure use some guidance. I've been trying to insert this IM chat code: llInstantMessage(llDetectedKey(0), "Srike a Pose! >>Press ESC key to set Camera view. >> Press Shift key + Right or Left arrow keys to change poses."); Into this old pose script below that has a lot going on in it. I was able to figure out how to insert the alpha on/off code but I have no clue where - or - how to put the above IM chat code in. Everywhere I tried and saved it, it returned this message when I sat on the pose ball: Invalid Key passed to instant message. Normally I use the IM chat code with a Touch Start or Collision but the pose ball is set to sit so was trying to figure out where this would be activated when the avatar sits. I want to have the instructions chatted when the avatar sits rather than floating above the pose ball in a ginormous block of hover text. I'm also wondering if there is a more efficient way to do all the things this script does. I notice when I'm changing the poses with the shift+arrow keys it sometimes sticks or doesn't go to the next pose. The fixed cam view works great. Any help will be greatly appreciated. Thank you. xo pixels vector sit_pos = <-0.0, 0.0, 0.5>; vector sit_rot = <0, -0, -90>; string DISPLAY_TEXT = "Strike a Pose"; string ANIMATION; integer is_sitting = FALSE; integer anim_num; integer fire_anim_num; list SIT_ANIMATIONS = []; RANDOM_SELECT_ANIMATION() { anim_num = llGetInventoryNumber(INVENTORY_ANIMATION) - 1; // Count from 0 fire_anim_num = llRound(llFrand(anim_num)); } SIT_ANIMATION() { ANIMATION = llGetInventoryName(INVENTORY_ANIMATION, fire_anim_num); } START_ANIMATION() { llTakeControls(CONTROL_RIGHT | CONTROL_LEFT, TRUE, FALSE); is_sitting = TRUE; llStopAnimation("sit_generic"); llSetAlpha(0.0, ALL_SIDES); llStopAnimation("sit"); llStartAnimation(ANIMATION); llSetText("",<1,1,1>,1); } default { state_entry() { is_sitting = 0; llSitTarget(sit_pos, llEuler2Rot(sit_rot*DEG_TO_RAD)); llSetCameraEyeOffset(<0.09722, -2.88104, 1.07123>); llSetCameraAtOffset(<0.11566, -1.88532, 0.98071>); llSetText(DISPLAY_TEXT,<1,1,1>,1); } on_rez(integer start_param) { llResetScript(); } changed(integer change) { if(change & 128) // You'd better put the this changed() event when you use llGetOwner { // by way of precaution. llResetScript(); } if(change & CHANGED_LINK) { key av = llAvatarOnSitTarget(); if(av != NULL_KEY) { if(is_sitting == FALSE) { RANDOM_SELECT_ANIMATION(); llRequestPermissions(av, (PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS)); } } else { if((llGetPermissions() & (PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS)) && is_sitting) { if(llGetPermissionsKey() != NULL_KEY) { llStopAnimation(ANIMATION); llReleaseControls(); llSetAlpha(1.0, ALL_SIDES); llResetScript(); } } } } SIT_ANIMATION(); } run_time_permissions(integer perm) { if(perm == (PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS)) { START_ANIMATION(); } } control(key id, integer level, integer edge) { if(level & CONTROL_RIGHT) { llSleep(0.1); fire_anim_num = fire_anim_num + 1; if(fire_anim_num > anim_num) { fire_anim_num = 0; } llStopAnimation(ANIMATION); ANIMATION = llGetInventoryName(INVENTORY_ANIMATION, fire_anim_num); llStartAnimation(ANIMATION); } if(level & CONTROL_LEFT) { llSleep(0.1); fire_anim_num = fire_anim_num - 1; if(fire_anim_num < 0) { fire_anim_num = anim_num; } llStopAnimation(ANIMATION); ANIMATION = llGetInventoryName(INVENTORY_ANIMATION, fire_anim_num); llStartAnimation(ANIMATION); } } }
  6. I agree. And with a saturated market, the studios can be even more selective in choosing the best of the best.
  7. I never implied that we have control over everything in this world. My focus was on SL and making it an exclusive source of dependent income. It's good you've thought about this. I'd say not that many folks have thought this through about life after SL if they created dependent income here. Gaming/animation/vfx has, for years, been outsourcing work overseas. Disney is building their new animation company in Canada. And pro game companies have high design and skill standards that are specific to their game aesthetics. So yes, you may be at that pro level where your skill sets you developed in SL will translate over should SL go away. And while there has been an increase in 3D creation gigs because there has been a lot more CGI animation/vfx work because of Covid halting live productions, there are still high standards and a limited number of jobs. In the gaming industry, SL is an outlier. It's unique because the assets are not controlled or optimized within strict specifications and are made by users of all skill levels. You can come up with an idea, play with it, model it, maybe you rig it too and texture it and then create a shop to sell it in - and that is your tiny cosmos of creation pipeline. In the pro gaming, animation or vfx world, you would most likely be creating a specific part of an asset in that pipeline with very little control over the overall creative process which you are used to. It's essentially a factory whereas SL is an DIY artisan studio. Other VR worlds have commerce but as I recently learned from a very popular content creator in SL, lack the security that SL does. Their stuff was released into the wild with full perms when a popular grid closed down. so there are those challenges. Tubisquid and other 3D asset sales sites can generate some income but the quality there is typically higher than SL and to max sales, you'd be best to offer assets in at least couple of different file types. Age and gender also limit opportunity, The gaming industry is a misogynistic cesspool. If your skills and the content assets you create are really good, then you should be able to find something. Most people who make things in SL are not at the pro level, do not have access to expensive rigs and software and do a lot of work texturing mesh templates made by others they have purchased. Yes, there is Blender but it is not the game industry standard like Maya, Zbrush, Houdini, Cinema 3D, Autodesk 3d Max, etc. If you've mastered Maya then you are way ahead in landing a gig at a pro gaming, animation or vfx company. As for nothing being wasted, everything in your inventory that you did not create will be wasted when SL ends. You may not own a lot of things created by others because you create your own things, but the majority of SL residents, including creators, have significant investments in their inventories of merchandise they have purchased from folks like you over several years. Not trying to discourage here but there are people who think making a cube in Blender is going to land them a gig at Pixar. If you want to look at the creative and skill levels of CGI gaming, animation and vfx professionals from around the world, join the Facebook group called 10,000 Hours https://www.facebook.com/groups/tenthousandhours/ and peruse the Art Station website https://www.artstation.com/?sort_by=trending that also has a marketplace. That many of these amazing CGI artists are looking for work - and getting turned down - is an indication of the high standards the pro studios demand.
  8. You originally wrote: "Have I said that it's smart? I have a real job. But I do not lack the empathy to feel for people that do make money in SL, it's not only "stupid" or "crazy" people. It's disabled people or people with anxiety or the stay-at-home Mom that have found a way to feel worthy that way. So saying 7 days enough let's nuke their hard work? You can say that and be happy I would personally just feel bad to think that way. and let's not forget that those "crazy" people...are part of the reason SL is what it is today. If there wouldn't have been some people in love with SL enough to create, and build SL would be a pretty empty and boring place. I am not unhappy to see gacha go, but I also do not forget that there are humans on both sides, customers and creators. I also do not want lucky vendors, conveyer belts and all that jazz but I will probably have to deal with some gacha in disguise 🥸 that is on the edge to what is legal...and it's fine because I do have a choice to use it or not as a customer." Your English is certainly good enough for you to intentionally choose words which I did not use and the words you chose were extreme and then you put those words in quotes no less because you wanted to emphasize your intent. Your entire premise is about people who make and sell Gachas and make money in SL and misquoting what I said. Then you cite specific types of people who derive self worth from selling things in SL which seems rather belittling. I think everyone derives something from SL and maybe some folks across a WIDE spectrum of diversity find some sense of self worth but that too is a dangerous road if SL were to go belly up - where will their self worth come from then? No one else who creates and sells content directly is affected by the Gachas getting nixed. They will keep doing what they do. And people will keep buying their stuff. And the Gacha void will be filled by more schemes to part residents from their $L's. And there will be 5,754,985,657,656,453 more weekly and weekend sales events ranging from $25L - to $99L and the shops will clean up. And all the other monthly events will keep on keeping on and everyone who wants immediate gratification at higher prices will continue to patronize those events. I pointed out, though, it's not wise (opposite of foolish is wise just to be clear) to build a dependent income on top of another company you have no control over because in your OP I first replied to you were pining about a shop who did just that. And no one was given seven days to stop making Gachas. It ends at the end of the month and there will likely be some leeway for people to transition. And since your fav store only sells Gachas, it sure seems like you definitely buy them. And I did not pick on you. Your post caught my eye because you stated your fav store creator "made a living" exclusively selling Gacha merchandise which, as it turns out, was not a wise decision as I have reiterated. It rather proves my point that creating an income dependence on a business you have no control over is, again, rather foolish. That creator could have sold their merchandise directly like most shops do and had a few Gacha machines but they chose not to because they knew they would rake in more $$$ selling people things they did not want or need to get the thing they wanted or needed to complete an outfit, so no, I'm not falling into a puddle of empathy over that person's temporary loss because they chose an avenue that would boost their sales at the expense of buyers. No one forced them to sell Gachss. They knew exactly what they were doing by selling only through Gacha machines. They gambled and lost. Which is rather ironic. However... My sympathy goes out to the stores/creators who will have to deal with the mechanics involved to switch over from Gachas to direct sales which is a pain in the ass. It's not hard, it's just tedious and time consuming. I know that store you mentioned in your OP, they make cute things and with newer events like the Kawaii Sunday thing, they should be able to reposition their merchandise. People who love their merchandise, like you, will still buy it and now you will be able to get exactly what you want without getting raked over the coals playing Gachas. And the store may find they will gain a lot of new customers who loathed the Gacha machines but like their merchandise and will gladly buy their stuff directly at a fair price. That sounds like a win/win to me.
  9. No where in my OP did I call anyone stupid or crazy. I pointed out it is foolish to create an income dependency on the back of an entity like LL/SL that you have absolutely no control over. Anyone who doesn't realize this is setting themselves up for a rude awakening one day when SL comes to an end. Especially if they create a business in SL - they should bake that fact into their reality. Second Life may be around for five, ten, twenty more years and beyond. It would be fabulous if SL continued indefinitely and continually evolved to be better. Still, having a contingency for no longer having SL as an avenue to earn some income should not be overlooked. It should not be overlooked by anyone. If SL were to close, your inventory goes with it. Only things you originally created outside of SL or originally created in SL and exported out of SL will be yours to keep. And your reiterating of something I did not say - "crazy" - is, again, intentionally misrepresenting what I wrote and totes not okay. There are countless creators from all walks of life who make things for fun and to provide content in SL that makes it what is and who don't sell things. Perhaps you might look beyond the Gachas and visit some art sims and tons of builds through SL grids to see that content in SL isn't just something created for you to buy. There are also other grids - Open Sims, Kitely, etc. - where people can sell their products they sell in SL.
  10. Anyone who depends on SL to "make a living" is foolish at best. LL created a platform and a currency for people to play with. LL is not obligated to be the sole foundation for anyone who chooses to engage in commerce in SL in order to "make a living." Making money in SL is encouraged because it feeds the LL beast that keeps the game engine running and generates profits for LL. There is a cyclic dependency in that but LL holds all the cards and those who engage in commerce in SL to make money do not. LL could fold up shop tomorrow and nothing would happen to them as they are undoubtedly indemnified six ways from Sunday legally. And for those who have invested significantly and built a business on a house of cards, they will be left with nothing and no legal recourse. It's in the TOS which no one reads because why be bothered with that knowledge. Creating a dependence on income derived in SL is a huge gamble with significant risks because you have zero control over the decisions the company you are floating your business on makes.
  11. Before gachas became a way creators could set aside some of their best and most desirable merchandise and then stuff the merch into slot machines, merchants did just fine selling items to residents who purchased a specific item and did not have to accrue 50 things they didn't want. I've always felt gachas should have had a regular vendor beside then from which you could purchase copy/mod items for 2-3x the gacha price, It's also risky to build a livelihood on an exclusive island like Second Life that could one day go poof.
  12. I have a mesh object with 8 faces. I applied the same texture to the whole object - all 8 faces. To achieve the visual effect I am aiming for, I'd like to animate each face separately so they all animate at different speeds. I modified my "touch faces to do stuff" script and added the animation code to each face section. I removed the touch start and integer and got an error message. Then I added this but it doesn't work as only one face is animated which is face #0. default { state_entry() { integer face = (0-7); if (face == 0) { string oldName = llGetObjectName(); llSetObjectName(":"); llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, 0,0,2,0.0, 1,0.14); llSleep(4); llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, 0,0,2,0.0, -1.0,-0.14); llSleep(4); llSetObjectName(oldName); llSleep(1); } else if (face == 1) { string oldName = llGetObjectName(); llSetObjectName(":"); llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, 1,0,2,0.0, 1,0.1); llSleep(4); llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, 1,0,2,0.0, -1.0,-0.1); llSleep(4); llSetObjectName(oldName); llSleep(1); } Is my integer incorrect - and if so, how do I write it so face = all 8 faces 0-7? I also read some old forum posts that said you cannot separately texture animate different sides of a prim. Is this still the case and does it apply to mesh objects as well?? Thanks. pixels xo
  13. Let me start by saying when it comes to rigging, my brain goes even more sideways than normal. My attempts to alter the default sl rigged body always turns into something bizarre when i switch on animesh. So I've yet to tackle all you need to know about rigging. That said... I recently got an animesh figure and was told you can add rigged clothing to it like you do to your avatar. I haven't tried this yet but is this possible? So would it be possible to put a rigged saddle on an animesh cow, for example, and the cow has an animation script & animation in it and your avatar wears an object that animates it and both the cow and saddle attach to the avatar and a script syncs all the animations (like couples dance scripts) so you could ride the animesh cow/saddle combo? And if you wanted the cow to spit sparkles, could you not also use a rigged attachment with a particle sparkle script that is rigged to the cows mouth rigging?
  14. Hola! I have an object with scripted faces and when the faces are touched do a variety of different things. I have two LM's in my object's inventory. My Home #1 and My Home #2 When face four is touched, it should give out the LM for My Home #1 When face one is touched, it should give out the inventory LM for My Home #2 This is what I currently have in my script for face one which is a line of generic script command to give out a LM in the inventory and chat. else if (face == 1) { string oldName = llGetObjectName(); llSetObjectName(":"); llGiveInventory(llDetectedKey(0), llGetInventoryName(INVENTORY_LANDMARK", 0)); llInstantMessage(llDetectedKey(0), "Check your inventory for your LM to My Home #2"); llSetObjectName(oldName); llSleep(1); This doesn't work because it will only give the first LM in the inventory which is My Home #1. How do I have the Give inventory for Landmark items command give a specific LM? Thank you! pixels xo
  15. hi Gman: You may find this three part tutorial (link below) on SL armature rigging in Blender helpful - it's a rather complex process that involves using various resources to fix the armature because of volume collision bones vs the m-bones and certain body templates missing stuff but it is very thorough and also provides resource links for the sl bodies/armatures and other files. I have run into the same deformation issues when importing a rigged body I had altered from a basic rigged sl body template in Blender. We discovered this issue early on with animesh when we tried to shrink the SL avatar in Blender and import in SL then switch on the animesh feature. The body deformed. However, I had some all rigged mesh avatars i had found on MP (Dr. Who, Spock) which were imported with the standard rigging and they worked with animesh. This is a test Artee and I did on the animesh sim. I dropped an animation into the Dr. Who avatar then attached to my avatar center. You can see toward the end of the vid Artee's deformed avatar that was altered in Blender to be a small human basic avatar but got borked after importing into SL when Artee turned on the animesh feature. In a perfect world, Linden Lab would make perfectly complete and properly rigged Bento male and female body templates / armatures available for Blender that could easily be altered and correctly imported into SL because Blender is free vs Maya which is subscription based at around $1600.year. I was going to mention you might be able to fix the issue using Avastar which is a SL add-on for Blender for rigging clothing, etc., but it seems there may be issues there regarding all of this as mentioned in the tutorial but it may be worth looking into. Here is the link for the tutorials. https://adaradius.com/2020/01/16/blender2-81-dae-export-part1/ Here is a link to Avastar: https://blog.machinimatrix.org Good luck.
  16. I want back and checked the application and there is no email field or I missed it twice. So wondering how they will be contacting people. Also June 1st is cutting it a bit close.-- SL18B opens on June 17. I recall there being more build, check & fix time for previous SLB's.
  17. Hola Moles! Was wondering when and how those of us who applied for an exhibitors space at SL18B will be notified if our application has been accepted and what the schedule will be. Thank you.
  18. Hmmmmm... Here's a reply on May 5th, 2021 from LL on a Jira request I made in April - the same request that has been made in other Jira's since 2018 on creating separate head and body appearance shapers options. "Thanks! We have this proposal already in our queue for possible future work. Would be useful but not super simple to implement, so I can't say anything about how soon we might be able to work on it." You know what was not super simple to implement? Building an entire new VR platform called Sansar no one wanted to use. Imagine if time, talent, resources and the millions of RL dollars SL residents forked over to LL had been used instead to significantly improve SL with things like separate head and body appearance shaper options. I don't have an issue with fee increases but LL gaslighting users on how increases in fees will improve SL is kinda insulting when you see the return on previous increases was grossly misdirected to Sansar and that there are a lot of SL improvement requests in the Jira that have been languishing for years. I'm not a programmer and undoubtedly some of the fixes and improvement requests in the Jira are challenging but isn't that what increases in fees were/are supposed to cover - redirecting resources and/or hiring people with the knowledge and skill sets to knock this stuff out? https://jira.secondlife.com/browse/BUG-230619?focusedCommentId=652882&page=com.atlassian.jira.plugin.system.issuetabpanels%3Acomment-tabpanel#comment-652882
  19. I'm at the Shop N Hop and I've been experiencing "Cannot create requested inventory" for over an hour.
  20. Hi Lindens and Moles: Could you please define this so everyone knows the correct information: What is the actual conversion rate of a SL meter to RL feet/inches and vice versa? I have looked for this info but have never found the specific and accurate definitive answer - just guesstimates. Having these conversion rates officially defined by LL will be helpful in scaling buildings, avatars, etc. Maybe you could create an official LL/SL scaling grid texture to put on various meter sizes of prims (1, 3, 5, 10, 20, 30, 40, 50, 64) which would be tres cool tool and immensely helpful particularly for peeps who choose to build or size their avatars to to RL scale. Make it available inworld and on MP and perhaps place them in the inventory LIBRARY in a viewer update. Thank you! xo
  21. Thank you PROFAITCHIKENZ! That worked! Yay! And thanks for the explanation, Wulfie. I kind of thought that might be related to the problem because of the prim parameters being called on but still weird that it affected another script. Really appreciate your help! I''m leaving the full script here if anyone wants to use it or tinker with it. // Set the blink time here. 2.0 = It blinks now every 2 seconds float blinkrate = 2.0; // Under this line there is no need to change anything integer isBright; default { state_entry() { llSetTimerEvent(blinkrate); llSetPrimitiveParams([PRIM_FULLBRIGHT,ALL_SIDES,TRUE ]); isBright = 1; } timer() { if( isBright == 1) { llSetPrimitiveParams([PRIM_FULLBRIGHT,ALL_SIDES,FALSE ]); isBright = 0; } else { llSetPrimitiveParams([PRIM_FULLBRIGHT,ALL_SIDES,TRUE ]); isBright = 1; } } }
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