RL is complicating my being at the Content Creation meetings. Fortunately for me, Medhue is live-streaming and recording the meetings. The video is here: Medhue @ Content Creation. My summary follows.
Vir Linden had nothing new on viewers. He often tells us about what he is doing with a specific viewer.
This week Vir has been working on the Animated Objects. Currently the work is in the nature of proof of concept. Next week he will start to look at server side changes that will be needed.
A total trivia bit is: Vir uses a SL Birthday Bear for his animation test subject. Continue reading
I was reading a thread in the forum where the Opening Post (OP) was asking how to deal with scripts. They went somewhere and found out they were wearing too many scripts and were threatened with ejection. Been there done that… it’s been awhile.
About Land – Script Info – Firestorm
Of course, there are the devices that will tell you your script weight. (Weight Scale – free) These generally provide an aggregate weight leaving you to try and figure out which scripts are heavy and lite.
However, the viewer has features you can use to make life easier. In ABOUT LAND (FS: World->Parcel Details – LL: World->About Land) there is a button (bottom-left) labeled Script Info. That pens a panel with the tabs; REGION and AVATAR. (see image) You can see it lists the script weight for each scripted item you are wearing.
You can also right click the ground and select ABOUT LAND.
YouTube is a fun site and offers lots of handy features. When we start to build things in Second Life ™ we run into some challenges. YouTube gives us some help.
See: YouTube Embedded Players and Player Parameters. As you scroll down the page you’ll eventually find the commands to add to a URL to get the video player to do what you want.
There are people that have figured out lots of tricks that can be done with the YouTube player. For instance, see: 10 YouTube URL Tricks You Should Know About.
PS: Taylor.p points out that 6.4 was released last May.
Those playing with RLV will get notices that Open Collar has an update out, v6.4.0. Provided they have not turned off ‘notices’. The update is a bit different than other updates we deal with in Second Life™. The update will upgrade a range of RLV Relay attachments.
Back To Black
Oh, and it is free. There are more details on Open Collars “Update” page. Continue reading
The new package rolling out to the main grid’s RC channel has a fix that should make offline IMs and group notices a bit more reliable. That comes from Simon Linden. I didn’t see anything about it in the server version release notes.
The place where my dreams comes true
There will be no Server/Scripting meeting next Tuesday (2/7). A Linden Lab meeting conflicts with the User Group time. Simon wasn’t giving us any information as to what the Linden meetings was about, other than it was NOT a feature summit. But, new features will likely be discussed at some point. Continue reading
Mesh development is shaking down into some common methods. This tutorial covers how to make Slink Nails using 2017 information. Section headings will give you an idea of what you can skip and what you need to read based on your experience level.
If you are totally new to Second Life™ there is a lot to learn. I am only touching on the parts needed to make nails for Slink Hands. Other brands of hands are similar.
Make Your Own Slink Finger Nails – 2017
Classic verses Slink Mesh
In 2013 Linden Lab, owner of Second Life (SL), added a feature we call ‘mesh’. Prior to that all things in SL were made of primitives, shortened to ‘prims’. Technically everything in SL is a primitive and made of mesh.
What we call mesh is a particular type of primitive just as a cube or sphere is a specific kind of primitive. While everything in SL is made of mesh (press Ctrl-Shift-R to see it), we only refer to things made in Blender, 3D Max, Maya, and other modeling programs and then imported to SL as ‘mesh’, more convenient than rational. Linden Lab® added the mesh prim in 2013. Continue reading
The main channel got the RC package Tuesday. This is another of those packages with “minor internal” changes.
Homo Faber 3
The RC channels got a new package too. The release notes tell us:
- Adds Feature: BUG-6377 llGetObjectDetails(id,[OBJECT_ATTACHED_SLOTS_AVAILABLE])
- Adds Feature: BUG-40871 Add new llGetEnv() constant “region_object_bonus”
- Internal Changes
These features haven’t made it to the wiki yet. They are at this point beta versions of the functions. The SLOTS_AVAILABLE item is for those working with Experiences. It is handy to know if an avatar has used up all the attachment slots before trying to attach something else to the avatar. Continue reading
In the Server-Scripting meeting Simon Linden told us the regions were being restarted to enable the increased prim limits. So, as of today, all the regions in all the channels should have the new prim limits in place.
Jo Yadley, Inara, Linden Blog, and I have all covered the change in prim limits. Designing Worlds had an interview with Patch Linden talking about the change. The video of the meeting will be out in early December. Continue reading