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Tommy Rampal

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Everything posted by Tommy Rampal

  1. For standalone objects, two options: 1) You can have different 'frames' (faces) of the same mesh (up to 8), but each face altered slightly to mimic movement; use LSL to cycle the transparency of each face. The downside of this is that a lot of polygons could end up being used, raising the LI significantly. 2) The best option. Secondlife does not support this (yet?): Custom armatures/skeletons with unique animations attached to them. For avatars: There are many tutorials around, check out http://www.machinimatrix.org/
  2. I believe this would work for Bitcoin; Litecoin for smaller transactions. Hell, I'll code a gateway system for this (assuming LL won't come down with their hammers)
  3. Here's a thought... Would it be allowed to sell virtual goods in Secondlife for a commodity other than L$? So e.g. paying for an item with Bitcoin or Paypal?
  4. Cut your condescending tone, there was an API.
  5. LSL was used to check the API, and the Risk API, the tool that helped prevent fraudulent activity amongst third-party exchanges, is now gone.
  6. Maybe nothing has changed when it comes to the TOS, but their recent actions outside of it is a different story; they've killed off the Risk API, forcing exchanges to either cease accepting L$ deposits all together or making those who still do more vulnerable to fraud.
  7. Full Private Region (15,000 prims) FOR SALE Available immediately Tier due: 2013-04-22 $300 + transfer fee or closest offer Please IM or send a notecard to Tommy Rampal
  8. So I've been pulling my hair out trying to figure out (in 3DS Max) how Kitsune managed to apply many materials to the same group of polygons (to allow for shadow maps, fake speculars, etc over a regular texture); I've tried to contact her but no luck as of yet. A lot of people misconcieve that it's just duplicated meshes/faces overlapping, but if you examine closely you will find that multiple materials share the same group of polygons/faces. I read in the comments that it's caused by a bug in the collada exporter, but I am clueless in regards to recreating it. Any ideas? The video demonstrating the bug: http://www.youtube.com/watch?v=kdYv0R6CG8s The example COLLADA file: http://www.mediafire.com/?gfumqzrodpnmlvz
  9. Possibly a stupid question, so I'll keep this short. As a creator within Secondlife, I keep coming across stuff that interests me, sometimes sparking the question "Is this a mesh or a sculpt?". Is there a specific method to determine this if you cannot modify the object and/or lacking ownership? I'm talking about rather simple builds such as a hat, rock structure, etc.
  10. Thanks Medhue! How about rotating an entire animation to a certain degree? So for example, a handshake that is off axis.
  11. They were just figures from the top of my head, they seem to work quite well with the system I'm working on.
  12. I normally edit my animations in full frames for clarity purposes, then cut the frame count by using the 'Resample to 1/2 frames' a few times in BVHacker. A 1.5 second punch takes about 10/15 frames, still looking as clear in Secondlife as when I was editing it. Do you have any advice on a better technique?
  13. So I have done a fair bit of motion capturing, but have never figured out how to properly do the following: rotating and flipping animations so they align correctly. I find that animations that involve a fair bit of movement tend to be off axis in post production, e.g. going off to the side slightly when I want it to be perfectly straight. And animations that need a reflective counterpart, such as a left and right handed handshake. It would be impossible to mocap the two mirrored perfectly, is there a tool out there that can do it for me? I know of this website, but is there a better alternative out there? http://tali.appspot.com/bvhmirror.html
  14. I've had some experience with IpiSoft, it's enabled me to create professional looking animations. I use the Kinect (single) to do all my animations, and find that I rarely get a perfect 'take'. There is a lot of post-processing involved, especially animations that involve body rotation. Unless you record with two Kinects (I haven't tried this yet), you will find that rotation causes the skeleton to lose calibration, so the arms/legs not in view of the Kinect tend to fly off from capture; normally recalibrating and capturing backwards fixes the issue.
  15. That can't work unfortunately, it's a combat HUD.
  16. So I am building a HUD that takes control of a player's camera and controls. I have set llTakeControls to take control of CONTROL_ROT_LEFT and CONTROL_ROT_RIGHT with pass_on set to FALSE (so they cannot turn). This can be bypassed in mouselook, where turning as usual in mouselook turns the avatar. This breaks the purpose of what I want to achieve with llTakeControls, does anyone have a plausible work around for this? Thankyou for your time!
  17. So Secondlife has been heavy with their social network integration recently. Facebook has Facebook Connect, Google+ has... um... well they have something, etc. Does Secondlife have an API to allow this sort of 3rd party integration so that websites can allow access through their Secondlife account? It'd be a great addition especially websites that want to coexist with the Secondlife community (e.g. Games can easily plug in to the Secondlife platform through their own web portal, stackoverflow could possibly ammend it to their website for LSL developers, etc)
  18. So I am currently making an virtual real estate website where customers can access and rent land as they please. I am currently working through a web registration process where it checks to see if the agent's uuid exists on the database (they have used an in-world terminal or rented before hand), if so, sends them an access code in-world to continue their registration. What would be the best method to communicate with the agent/send them the access code? I was thinking having a server box in-world that receives HTTP requests with the website that IMs the agent directly. What does everyone else think?
  19. So I'm doing all the research I can when it comes to this before jumping in. I am from the UK and am thinking of getting into land dealings. As of right now, not being VAT registered, I'd have to pay VAT (of 20%) towards sim rentals. If I've read correctly, that is the only VAT I am paying, correct? Are there any resellers from the UK? If so, are you VAT registered? What would you deem as requiring registration?
  20. Buildings are definately possible, for example, a large building complex that extends to a secondary sim should be fine. The experience will probably be far from ideal if you want the avatars between the two sims to interact with each other smoothly, though.
  21. It mentions on the wiki somewhere that hand animations have been broken forever, unfortunately. You'll find that if you play your animation back to back, it should show the hands as if by random. If it doesn't, check to see there are conflicting animations (an animation overrider, for example).
  22. Recently Linden Labs had a private island sale, waivering the intial set up cost. Does anyone know whether or not this has happened before/will happen again in the near future? Or a static one-off? Very interested in taking this offer up if it would ever arise again, it'd save time on buying a second hand sim etc.
  23. Thanks! I was wondering if I should add some theming/scenery, e.g. roads, landing zones, sim surrounds, etc. Would this be a waste of prim usage and/or land mass? Is there more success in renting out land plots or whole sims?
  24. Is there more appeal for adult land? I assumed general as its accessible to the entire SL market and no extensive age verification is required
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