Animating Second Life Petites

Judith Flow

I woke up way too early this morning… browsing through the forum I came across a post by Judith Flow about working with petite animations, which I am clueless about. Judith has a process for correcting animations so they work well with petite avatars.

Check it out: How to: make your animations Petite Mesh Avatar Compatible

Thanks Judith.

I would appreciate comments on how well this works from those that have been working with Petite avatars and animating them.

Scripting News Week 34

Working with Pathfinding I’ve needed to do some things I don’t normally do. Basically I avoid doing rotations as much as possible because I just have not gotten my brain around idea of Euler-Quaternion and why gimbal lock is a problem.

The new task I needed to accomplish is how to get my Pathfinding AI Character to look at someone in the area. We have lots of new functions that can be used to assist with that.

My Pathfinding Character

I looked at llLookAt(). This function points the positive Z-axis toward an agent or object. That creates an immediate problem because the llCreateCharacter() points the Z-axis up. I think one can rotate the Character to make the Z-axis horizontal, but that doesn’t work for my character that needs to be taller than it is wide.

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#SL News Week 33

Bandwidth

Bandwidth is a problem right now. Those using capped services and those having ISP’s with a strict abuse ToS are supposedly running into problems.

Server & Scripting 8/2012

The Magnum release channel seems to suffer the most. The worst case is when approaching the SW corner of a region that has 3 adjacent regions. Large draw distance aggravate the problem.

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#SL Vehicle Work-Around

I found a work-around for some of the vehicle problems in the SL Forum. MB Robonaught wrote:

While many of the problems with vehicles used on Pathfinder have been addressed to help with older created cars, there remains a few issues that need serious attention for newer Mesh cars. As per SVC-8048 I have discovered that if a builder uses at least 4 contact points with linden ground where all 4 are set to Convex hull the car will not sink. A single prim does not appear to have the buoyancy to ride above the edge of the land no matter what the size of the prim.

For those that run race tracks, we’ve found that volume detect is handled in a much different way. When a collision occurs between a physical vehicle and a prim that uses llVomumeDetect prim, size matters. For example if a prim that measures 0.5m x 1.0m x 10.0m is used it will randomly trigger a collision event (PATHBUG-156) making the car suddenly jump or veer off to one side. A fix for this for now is to make the prims as small as possible, such as using a 0.05m x 0.05m x 10.0m prim size instead of the above. Another option is to drive over instead of through the prim. (Reference)

My friends that work with vehicles are experimenting to see what works. So, I’m not testing vehicles. I can fly and don’t really need a vehicle. I know for many the various vehicle experiences in SL are a primary reason to be here.

HTML HUD’s

About a year ago Kelly Linden debuted HTML HUD’s. See: #SL Server Update Week 34 for my first mention of HTML HUD’s in 2011. We have not seen many of these being used. The advantage of HTML HUD’s the reduction in scripts and prims needed to make a working interface.

Darien Caldwell is one of the creative types making such HUD’s. He has pointed out that these JIRA’s are a problem:

VWR-29448HTML (Shared Media) HUD objects exhibit Unintuitive Focus and Control Behavior. This is about how the HUD’s work and look within the viewer. Most floated in the viewer go transparent when they lose focus. We know that we have to shift focus to the panel, by clicking it, before we can click buttons in the Panel. HTML HUD’s do not go transparent when losing focus. This means we click buttons in them, probably expecting something to happen, and nothing happens. That nothing is deceiving. The first click shifts focus. A second click will activate the button.

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#SL Server News Week 32

There isn’t a lot of news yet this week. I think everyone knows that Pathfinding rolled out to the main channel. You can find most of the information about Pathfinding in the SL Wiki: Second Life Pathfinding  Category. The new Pathfinding Tools are in the Beta Viewer.

It is unclear, at least to me, when those tools will roll into the production release viewer. There is no estimate when the third party viewers (TPV) will have all the tools. I expect the Linden and TPV’s to catch up this month.

Server Scripting August 2012

Simon noted Tuesday that the crash rate for Pathfinding (PF) regions had jumped up after the roll out. But, it seemed to be stabilizing and coming down. I suppose when one adds 5 times more regions the possibility of finding problems goes up five-fold too. Whatever, as of the time of the meeting the Lab was only collecting data and watching the system.

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