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Blush Bravin

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Everything posted by Blush Bravin

  1. I am super picky about my eyes. I've demo'd lots of brands but I always end up making my own or using Ikon. I find that most of the eyes I demo have the whites so dark that it makes my avie look like she's ill or possessed or the flip side of that with whites so light that the eyeball looks flat rather than rounded. I've never had that issue with Ikon.
  2. I did something I thought I'd never do recently. I switched Debi over to Legacy Perky from Maitreya Petite. Blush and any other alts I have are still fully Maitreya because they don't use the petite add-on. I did this because I've noticed support for petite dwindle over the past months so significantly that it was becoming a frustration to shop for her. I know Legacy is a heavy mesh, but I'm not out in large groups very often so decided I would try the body. I am loving it for Debi. As frustrating as it was looking for fashion I liked in petite sizes, I can't imagine how frustrating it must be for anyone shopping for the Slink or Belleza bodies.
  3. For a very limited period of time, those who had purchased the Venus got both of the new bodies along with the updated Venus for free. It was a very limited time though. I know this because I was one of those who got all three and I've only ever paid for the very first release of the Venus. I was already a firm Maitreya only user by the time Belleza updated their body, but I was making content for Belleza, Slink, and Maitreya so naturally I grabbed the update as soon as it came out. I was surprised to get the new bodies as well.
  4. Yeah, they took forever with that first update. I honestly think it's the main reason Maitreya ended up being so much more popular than Belleza. But the other two bodies came out with that first update. I think perhaps that's why it took so long to get any update at all.
  5. I was thinking a couple days ago if we could hover for all those years while dancing, then why can't the guys sink into the floors for awhile!
  6. Thank you! I was trying to find something in my inventory to show that Maitreya came out after Belleza. But silly me, I delete prior versions once I receive an update. But I knew I had Wowmeh, TMP, Slink, and Belleza before Maitreya was released but I couldn't prove it. Belleza added two additional bodies though when they did their first major update which was after Maitreya had released. All those who had purchased the original body were also given the additional bodies without charge with that update. That's why I have all three Belleza bodies. Slink released Hourglass after Belleza came out with their update and the release of Isis and Freya.
  7. I am 5'3" RL and my avie is 5.98', so I am not anything as short here in SL as I am RL. I don't really have any complaint with height as long as avatars can be in correct proportion. And since my avatar at nearly 6' feet has her arms maxed out at 100 on the slider then I cannot get any taller and keep my arms in proper proportion. Consequently, I really do believe that that limitation is what really should be the deciding factor. The fact that size really matters with mesh and that smaller nearly always equals lower LI, that's just a bonus. Who doesn't love more LI when furnishing a home or stocking a business?
  8. He said 12 x 12 foot room. I honestly chuckled. A really small bedroom might be 12 x 12 feet in RL, but that's a small room. Really small. I think he even said a 20 foot living room is unrealistically big for RL. I don't think there's a need to build things that are 1 to 1 scale, but we can certainly adjust the camera and build homes smaller that aren't caverns masquerading as homes. There are creators who began scaling things down, including homes, over the past few years since the implementation of mesh.
  9. You did a really good job with the limitations we're presented with using edit appearance. I was amazed that your arms seemed to be the right length. But something was bothering me, but I couldn't quite put my finger on it until I compared it to the standard female proportion illustration. I have to admit that it's probably the best shape I've seen for an female avatar at this height, but it still suffers from the arm length and torso length limitations. If your torso wasn't so short, which raises the bottom of your pelvis to an unnaturally high position, your arms would be too short. Another give away about the problem is how the elbows don't line up with your waist but midway down your hips. I'd still rather have a proportional body than a tall body. Still I'm amazed at your talent to get a tall shape to look this good!
  10. The only real limitation to avatar height is the length of the female arms and to a lesser extent the female torso length. There is just a dead stop on that. We can't change the default maximum length of the sliders in debug or with any FS magic in settings. So that is the honest dead stop. The default camera settings are super easy to adjust. It's just a no brainer. To keep demanding that we use default camera settings and then adjust everything else, with no regard to realistic female proportion is ludicrous.
  11. Because this is what you'd end up with. There is no way to make a female avatar's arms long enough when the avatar is so tall. The sliders just don't respond enough to get the arms in proportion to the height. Hmmmm .. t-rex arms or stuck with my nose basically at arm pit level. Not much of a choice there!
  12. When making a female shape I went smaller due to the fact that you just can't get female arms to get long enough to be realistic with a tall avie. Males don't have this issue. Their arms grow much longer using the sliders than do females. I think this is part of the reason we had so many walking around with T-rex syndrome so many years ago. I've noticed that as female avatars got shorter, female avatars became more proportionally correct to the normal human form in regard to arm length. I can get a better proportioned avatar, even at very short heights, than I ever could trying to make a very tall female.
  13. At first, I thought you were asking about the new open floorplan Traditional models that Patch mentioned during Meet the Moles at SLB. I'm eagerly awaiting that update. I might find myself back in a traditional. Though I do love those stilts! I think Sakura and Stilts are my favorites. But an open traditional might just tie with a stilt for me.
  14. Having grown up during those times, though when this picture was taken I was a wee babe in my mother's arms, I can attest to learning how to walk in heels on grass. We tip toed! Our heels were indeed touching the ground but we knew better than to put any weight on any other part of the foot than the toes. Dolly Parton is 5 foot even and Carl Dean is 6 foot even. So there is exactly 1 foot difference between their heights. My mother-in-law and father-in-law were 4'11" and 6'2" respectively. Now that was a difference!
  15. This happens to me on occasion as well. I find that it's typically a result of my ISP having sporadic connection issues. Sometimes, just resetting my router will clear up the issue. There have been other times, rarer though, when this happens and within a few minutes to an hour something is posted on the status page about grid issues. There are a couple of brands that I've noticed this happening with more than others. In those cases, I'm inclined to believe it's because the mesh isn't optimized and consequently just takes longer to rez. But since you seem to have this issue with all brands and not consistently, I'm more inclined to suspect a connection issue.
  16. I don't blame you. The male NUX body displayed at SLB looked really good. I'm anxious to see what the female body looks like.
  17. True. I couldn't remember if this chair has couple animations and wasn't in world to check. I have broken furniture in the past when I removed what I thought was excess prims, only to find out that the script needed at least one object per person being animated in the linkset. I'm not a scripter by any stretch of the imagination. So, my knowledge is very limited in that regard. I'm just going by what I've learned while breaking some of my furniture when modding it. I do agree that it's annoying to have prims in a linkset that are too small to resize when it's completely unnecessary. Sometimes it's unavoidable but in many cases it's just an oversite.
  18. I think it's possible to get the same basic shape as your system shape with a Maitreya. I played around with my Mait body using the petite add-on and a shoulder deformer with these results. I think the biggest difference is the shading on the skin. The highlights on my skin do make the body parts seem a bit more rounded or fuller. But the shape itself is very similar to yours I think. I'd be more than happy to help you with a shape for a Maitreya body if you want to try it. And perhaps this is off-topic. I apologize.
  19. The seat prim contains all the animations. The small cube is the root, which was likely added so the merchant could be "seen" as the creator since the piece is full perm mesh. You certainly could remove the shadow. If you removed the "seat" prim though, you'd be removing all the animations as well. I suppose it would be possible to drop those animations into the chair, but then again, there are scripts that require that animations not be located in the root prim. I'd remove the small cube and shadow if really trying to reduce LI, but then you might end up with the animations being borked.
  20. I'm going to guess that #1 is the Maitreya, but you have used deformers to change the slope of the shoulder. I can still see the indent in the armpit though. Numbers 2-4 I think are Bellezza bodies due to the boxy knees and butts. Perhaps #5 is Legacy .. not sure if classic or perky. #6 I give up. I wish the rules for this game would have stated only a bikini and no body deformers.
  21. I believe ceiling height perception is tied to your camera angle. I changed my camera angle from the default view years and years ago to be more in line with my head and not hovering high above my head. I personally think the ceilings in most Linden Homes are too high. In fact, I made a wood ceiling for my Sakura home and dropped that ceiling as low as I could with it sitting on top of the window molding. But, I find nearly all ceilings in SL to be too tall, unless it's a modern home, and then I love tall ceilings. I seem to remember a conversation here in the forums when Bellisseria was first released about the height of the doorknobs being too high as well. Patch posted a pic of a line up of Lindens and moles to demonstrate the various heights of residents in SL. The variance was staggering. For some those doorknobs where well above their heads but for others the knobs reached just about at knee level. So I understand the quandary of building to suit such a wide range of sizes. Shown below is my current home with the dropped ceiling and my avatar at 5.98 feet tall. As you can see even with the dropped ceiling there's lots of space above my head. So perhaps changing your camera angle might give you a better perspective.
  22. It's such a cute chair I decided to buy it. It was really easy to resize WITHOUT unlinking anything. There are three parts that must be stretched before it can be resized. Simply use edit linked and target each of the three objects and make them larger. Once all three have been resized untick the edit linked box and shrink the chair. After getting it to the size you desire, target all three of those linked parts and size them back down. Animations work just fine. The three parts can be seen in this pic. There is an itty bitty cube, the shadow, and the prim that holds the animations. Be sure to hit control/alt/T to highlight transparent when you begin the process. A brief clip showing the process here It's such a cute chair for a great price.
  23. With the addition of mesh years ago, and the reality of land impact being that smaller objects equal less LI, we've had a rather large shift to making all things smaller. I love this! However, it seems that a large percentage of the male population and a smaller percentage of females haven't noticed this shift. I don't quite understand the shorter is nice but wider is even better trend that has invaded our female fashions, but to each their own. I do believe all this variety in sizes and widths is a big part of the your world your imagination aspect of Second Life. So, it's all good. I think the thing that makes me happiest is that back in the day, if your avatar had a more realistic height you were laughed at and told there was something wrong with your avatar, but these days I don't see that happening nearly as much. So that's a very good thing. We still have some creators who haven't noticed the shift toward shorter/smaller is better and still create homes/furniture for giants. Fortunately, most of those creators sell their products as mod so I can reduce the size accordingly; however, I have walked away from some really cute homes/furnishings because the items were not mod and just way too big for me to spend my precious land impact using them. With the reality of land impact and size I wouldn't mind if the shorter trend continued and we got even shorter. I agree that the default camera viewpoint caused this giant syndrome in the first place. Years and years ago I stopped using the default camera view. I think it's rather common these days for people to change their camera settings. Firestorm has made it super easy. You don't even have to open the debug to fix that problem anymore. By the way, my avatars are just at or slightly below 6 feet. I typically seem to be slightly on the taller range of most of the females I see these days. I've been this height for most of my SLife. Once upon a time I was super short in comparison to others .. now I tend to be just a bit tall. Still seem to find my nose at armpit level to most of the men I see. It's not a good look!
  24. When I want to create a platform in the sky this is what I do: rez a prim and resize it so it fits exactly inside my parcel boundary open the build menu and set the z elevation of the platform to the desired location (ex. 2000m) standing where the platform was only seconds ago, I open the map and in the z location type in the location +1 meter above where I sent the platform (example 2001m) when you open the map the teleport button is greyed out but as soon as you change the z elevation and hit enter the teleport button comes alive. click teleport voila I'm standing on my platform at the desired location ready to rez whatever I want. I've been using the open the map and type in the desired z location for a long time. You won't find me sitting on a prim! Also, make a landmark and drop it in your favorites bar and you won't need a teleporter to get from the ground back up to your platform/skybox. But you can believe I've made a copy of Abnor's script. Because if I find I want to move my fully furnished skybox to a different elevation, I'm not going to want to take the time to do the math to reposition everything by typing in a new z elevation. Being able to drop that script into whatever I want to move exactly the same distance as all the other objects is a lifesaver. So thanks Abnor for that little gem.
  25. Before I got less active in SL, I spent a lot of time as a mod helping people with their Maitreya body in the Maitreya Lara Friends group. We oftentimes got asked questions about mesh heads as well. You know what I found funny. Those who seemed to have the most reluctance in buying a mesh head were not the noobies .. it was the old timers who were so attached to their system heads. Honestly, I quite often tried talking the noobies out of getting a mesh head before getting used to using a mesh body, but they didn't want to wait. Some even seemed a bit annoyed that I suggested they get used to the body before getting a head. They often replied they wanted to learn it all at once and get it over with ... so ya just never know. I watched the video on the Legacy body, feeling as though I already know the Maitreya backwards and forwards, I thought the way he briefly mentioned the head was a good thing. Honestly, I think those videos are only an introduction. Seems like a good way to get introduced to a variety of mesh bodies. But if a person really needs help using the body of their choice there are lots of videos available that go into great detail. I like the idea of the videos personally.
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