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Tristus Patton

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About Tristus Patton

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  1. that did it thank you soo much! Unlucky for me its not a magic fix like I was looking for :C oh well thanks everyone for the feedback
  2. Thanks for taking a look at this. I am trying to make body shapes for avatars, and want to make mesh cloths for these shapes. I have some idea how to do it but I think Im doing it the hard way. I was wondering if there was a way to copy the weighting from the body shape, to the clothing, to make it a much closer match. My understanding is that there is a 'copy weight' option in Blender 2.67a, but have been unable to find it. Any help you could give would be great. Thank you for your time.
  3. that wasnt 100% what I needed, but you've pushed me right where I needed to be, thank you once again for your help
  4. Hello, I was trying to figure out how to when you click in an area on a HUD to rotate a prim. What I mean is, the HUD with have the range you can rotate, and depending on where you click in that range, it will rotate on the Y axis to that rotation. The range is as high as 45.000, and as low as 315.000, for a child prim.and I only want that one prim to rotate. I know it will take a long time, but I was thinking I could script every degree of rotation into the HUD to do this. But I was hoping for something simple, and Im unsure of where to start. If I did have to script every poition I think I'd need to be able to find out how to tell if someone clicked within a triangle, but I dont know how to do that either. Thanks for any help you can give.
  5. see thats what I was thinking also. I have had an issue with script memory in past projects, so this may help? I dont know. I want a happy balance. Something that has enough memory to do what I need it to do, but still be low lag.
  6. Hello, thanks for clicking in. Im scripting something that has multi positions, and I use llSetLinkPrimitiveParamsFast, to change the position, size and rotation of child prims. There are 19 poitions, which have 3 prims that need to be moved. I use llSetLinkPrimitiveParamsFast, 19 times, but I was thinking that I can make it so I only have it once in the script itself, but for each of the 19 positions, it sets different variables which relate to the position, size and rotation of each prim, then it gets that one llSetlinkPrimitiveParamsFast to change everything. Ive done it I know its possible, my question though is what is better, like less lag? 19 llSetLinkPrimitiveParamsFast or one llSetLinkPrimitiveParamsFast, with 9 variables that change per position? I hope I explained this clearly, thanks for any help you can provide.
  7. neck was the only thing I could think of also.. but yeah i dunno lol.. Alright, thank you for feedback
  8. Ive seen it around SL, mostly with furry heads, there have a jaw that moves, which I know is done with an animation, but Im unsure what in the head would move like that.. I wish I had an example, but I dont. Basically what Im asking is: Where should I assign the vertex groups for a jaw that could be pose animated to something in the head? Im using a bones template I found on these forms, so basically I dont know a lot about what Im asking lol
  9. Is it possible to get notified when someone purchese an item I have for sell that is direct delivered?
  10. Ah ok, well that sucks.. thank you for the information!
  11. Hello, Ive been looking around for on how to "set object type to mesh". I basically want to be able to change between mesh Ive uploaded. Sorta like how one can change the Sculptie from one type to another, and mirror it and all.. Is that even possible with Mesh? Ive looked on the LSL Portal, and I didnt see anything about it. Thanks for your time.
  12. oh! I didnt see anything on the wiki about that in the link section, I was wondering what you were talking about, that will be very helpful! And the delay doesnt come from the SLPPS call, it comes from the "for", at least I still see the delay when Ive tried this out. Not sure Im doing it right though.. Thank you for the help, I shall play with it to see if I can get it to do what I want! EDIT: I think I might of found why it has a delay. Its because I do a llFindListFind of a list that has the name of the prims, and use that to get the link number for the SLPPS call thing.. So Im guessing to go from llFindListFind to llSetLinkPrimitiveParamsFast causes that 0.2 delay? Maybe??
  13. that "for" part of the script is where Im currently at. My issue is that when I use "for" is basically one at a time, I believe there is a .02 second delay, where it set the params for the one child prim then goes to the next. What Im looking for is where all the prims change at the same time. What I guess Im asking for is to load the information I need to use, then once its done loading this information change all the prims at basically the same time. I'd rather there be a moments delay, then to have basically one child prim move at a time. I dont really have any issue with making a list per prim, per position, but that sorta seems like a lot that has to be prewrote into the script. End game is I want people to be able to add to the notecard the name of the prim with params, and then the script takes that information and changes that prim correctly, all the while changing everything else at basically, as close as possible at the same time. EDIT: Though now that I take a closer look at your example.. I could basically for the "main prims" that Im going to make, I could simply find out which prims need to be changed, and use something like what you just did to make them all work at one time.. Question though, for SLPPF function call, if I wanted to do multi prims, would I have to have multi SLPPF function call? or can I just do something like llSetLinkPrimitiveParamsFast(1,[paramblahblahinfohere].2.[paramforsecondlinknumberhere]); Or would it have to be like llSetLinkPrimitiveParamsFast(1,[paramblahblahinfohere]); llSetLinkPrimitiveParamsFast(2,[paramforsecondlinknumberhere]);
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