In 2013 Strawberry Singh posted a couple of articles (here & here) about positioning and moving avatars when setting up snapshots. This was needed for those areas where you do NOT have rez rights. Over time viewer upgrades broke those processes.
Every so often I would check to see if the problems with those processes had been fixed. With Firestorm 6.3.9 (May 2020 release date) I can move the avatar again sort of with her process.
Strawberry explained the process for moving your avatar. (Ref)
Open the Develop menu. Top menu, press Ctrl-Alt-Q to reveal it.
Then enable Develop->Avatar->Character Tests->Allow select avatar.
Press Ctrl-3 to open the Build Panel.
Right-click the avatar. Move arrows appear. Move.
Here is a video showing how it used to work. If you have a mesh avatar, right-clicking the avatar likely is not going to work. Instead, you have to right-click on your name tag. Then it works.
Everyone is interested in when Firestorm will release a new viewer with the EEP feature. Me too. However, it isn’t urgent for me as I may use the new Linden EEP viewer for a bit as it is said to have a really low crash rate. Something that has been an issue for me with this version of Firestorm. But, I am addicted to some Firestorm tools that keep me coming back to Firestorm.
Whirly Fizzle says Firestorm has just branched their code tree. This is something they do in preparation for releasing a new version. Sort of a feature and fix lock to allow items in the build to be cleaned up so it is ready for release. They stop adding stuff in. The new stuff goes into the new branch of programing code.
I am usually overly optimistic about Firestorm release dates, but I’ll say probably in the next 2 to 4 weeks.
NOTE: Flying often results in a crash from network and region issues. This version of Firestorm has contributed its share of crashes often poofing and dropping me to desktop. So, I am looking forward to the coming Firestorm update with the hope the crash rate improves.
See the feature… change… request BUG-227585 – [BOM] Display the new Universal wearables between the Skin and the Tattoos ones.
Gael Streeter (of GA.EG products) has pointed out a possible problem with the use of the Universal Layer added with BoM, Bakes on Mesh.
As it is now, most are familiar with the original Classic layers provided by the SL system pre-BoM and pre-Mesh, Skin, Tattoo, Underwear, and Clothes. These stacked respectively from bottom to top. Each layer could cover the layer below.
The Universal Layer added a new layer between the Tattoo and Underwear layers. The order of layers doesn’t seem all that important as layers other than skin can be used for any purpose. The problem comes in how people think of the layers and figure out how to use them. So, using a tattoo layer for anything other than a tat is confusing until one learns what is going on.
Skin makers for bodies and heads have run into the problem of adding shiny and wet looks. With the Universal above the Tattoo layer, things get a bit complicated and require way more textures and layer-items to get the look possible if the Universal were moved down one layer.
Think of it as a tat maker having to make their tats for the Tattoo, Universal, Underwear, and possibly the clothes layer so we can dress as we want and stay mix and match. Continue reading →
Firestorm has their new viewer out as of 1 AM (SLT?) Oct 1, 2019. The announcement is here Firestorm 6.3.2 Released. This is a major update and good news for Second Life™ users. However, it is a mess for OpenSim users as this version crashes OpenSim servers. It is explained in the FS announcement.
BoM Viewer Comparison
This version of Firestorm is a mix of current Linden Viewer features and features from RC versions of the Linden Viewer. So, this would be a viewer actually ahead of the Linden Viewer feature and bug-fix-wise. That hasn’t happened in a long time.
This version is a must-have update. Without this update, you will start to see avatars with blue and yellow textures poking through their skin and clothes. Over time the problem will get worse as more people move to BoM attire. Fortunately, most of the third-party viewers have implemented BoM support. Singularity does not yet have BoM support. I think it may be the only one. Continue reading →
Blender 2.80 released a few weeks back. I am waiting for AvaStar to update before seriously trying to use it. And now I see a version 2.81 is planned for release in November 2019.
Blender Nation is doing a series of articles and videos that show the planned new features in 2.81. Look for the Blender development watch.
Photoshop updated and added new features recently. See What New? There is nothing that will be earthshattering for Second Life™ designers. There are features that will make those into SL Photography happy.
My experience point is with GA.EG’s Jennifer head. The rest is hearsay. So, you’ve been warned.
Every Time I Breathe I Take You In
There is a significant problem, IMO, taking the current Bento Mesh Heads into BoM compatibility. As the pre-BoM Bento Heads provide considerable control over makeup, at least GA.EG does, and I see no simple way to provide that control to the system layer style of makeup, I expect little change as BoM capability is added to Bento Mesh Heads.
Thus, the simple change is to add the ability to add BoM skin to a Bento-Head. GA.EG does that with an applier. A new head could be made that has BoM built-in. But, would it still provide a choice of applier or BoM skin? The applier does. A new head would have to add scripting to provide the choice. I find script weight already a problem.
I love the Slink Redux body because it reduces my script load by about 2MB. A BoM-Head that increases script load seems counterproductive. Continue reading →
Ever wonder how the SL travel and places blogs find those awesome places?
It seems the Blogger & Vlogger Network has a list of them. (here) They also have a form one can fill out to add to the list. So, they find these places when people stumble-on or otherwise find them and add them to the list.
Only those who dream learn to fly
The list is titled Photogenic, Rezzable Sims. Rezzable? My first thought was griefers will LOVE this list. However, many of the locations require membership in a group to get rez-rights and a number of those groups have a Join Fee. About 20 of the 37 locations are listed as free. If there is a cost it is referenced in the listing. They also have the region’s maturity rating, PG, Moderate, and Adult. Nine are rated Adult, but not all 9 are hook-up places. And even those that are, look good.
The list apparently has some age. Several of the links landed me at places other than the obvious intended landing point but the correct region. However, a couple of regions were gone or repurposed.
I found Backdrop Cove (Map URL) in the list. Got some pictures. This place is not as crowded as Backdrop City. So, posing and setup was nicer. Also, you can rez stuff without having to join a group. They use a 60-minute return. It is a moderate region and the pose and animation stuff I saw was PG. Donations are appreciated. Please help out. Continue reading →
Busy week for me in RL. I’m behind. MIssed the Topless Cruise. We do have interesting news.
We had the first Content Creators’ meeting in a couple of weeks. Vir Linden gave us a little information on what came up in the Linden Summit Meeting held in Massecuites a couple of weeks ago.
The ARCTan project is being set at a priority such that we will likely see work resuming on it this quarter.
EEP and BoM are hopefully to soon release. Vir is on BoM now. There are a few bugs blocking the release of each. EEP has some performance issues and problems with various graphics cards. BoM has good overall performance. But shadows and alphas still have some render problems.
Also, there should be a new Animesh Project Viewer out soon. This will have the Phase II stuff, animesh customization. There will be LSL stuff to play with.
Dirt Sim 421 is the server-side of the viewer on ADITI that works with this coming Animesh Viewer. Continue reading →