Archive for 2015

More collar updates

I pushed yesterday’s update on the other collars (all the TB collars minus the braced collar) and added the following:

  • The classic leather shock collar ‘s anti bark feature will not zap you for using emotes anymore.
  • When a TB item is locked, it will not be editable or adjustable anymore.
  • The double-click menu now shows the right RLV status.
  • The animation re-applier is no longer tied to the action of sitting and will check for missing animations every 10 seconds.

New update lined chrome collar & shock collar

I just release an update for those two products, they are now using the notecard database, I also made the back lock point a valid leash source and wrist binding source (you can now run chains from the back of the collar to the wrists instead of only from the wrists.

I also tweaked the leashing system behavior, it will automatically disable far touch if you have RLV active.

Lastly, I’ve split the shock collar zapping animation in two, the head twitch will keep the same animation priority, while the hands are now at a much lower priority to reduce AO breakage, especially for non human avatars.

If no major issues are reported I will continue deploying this patch.

A fine day for code

I started a small code restructuring project on the TouchBound system. The main reason there hasn’t been new animations lately is that 90% of the animations involve the wrists. With 19 animations per wrist, the scripts where basically full, due to how lists work in SecondLife, they quickly add up memory wise. I found a solution which involve a little bit of Notecard based voodoo.

My experience is that it’s pretty much as fast as the previous system of splitting and filtering lists, but the memory footprint and processing time is a lot smaller.

This should raise the amount of animations an item can support to a very comfortable ridiculous level. But more testing is required to ensure that I haven’t broken anything.

The Ai leather cuffs get a visual upgrade.

The Ai leather cuff set just received a very nice visual upgrade, new high-definition textures and 3 additional leather colors, existing owners will receive the update as usual through the automatic update. As for the others, what are you waiting for?

Click here to visit the KDC Shop!

Better late than never! KDC/ER Chrome elbow cuffs are out!

This might not entirely qualify as a new product, but I’m sure that those who liked the other parts of the set will be happy to have it finally complete!

ER Chrome elbow cuffs

As usual, available from the KDC Main shop, and the SecondLife Marketplace.

New release! KDC Strict leather braced collar

Unsurprisingly, the new collar is finally out 🙂

It features a total of 3 chaining rings (front, left and right) all LockMeister compatible, a double set of locking straps in the back. Two “stiff” neck poses: a normal one and a “gag” version that is automatically activated when wearing a ball gag (or any other gag that uses the express_open_mouth animation).

Material enabled textures, customisation HUD, RLV locking, leashing, the usual 🙂

KDCStrictLeatherBracedCollar

And as usual, you can grab it from the KDC Main shop, the SecondLife Marketplace or from PrimBay

Almost at destination!

Sorry for the lack of updates over the past few days, I worked a lot and didn’t feel like posting every changes.

I thought that I had nailed it friday texture wise but by sunday I had decided to rearrange my UVmap to squeeze a little more detail on the straps. As a result, I had to redo all the textures. I finished them sometimes last night (right before I had to go on a (RL) appointment). Following this, a quick snooze and I was back at it…

It’s almost done, I should be able to release in the next couple of days, so in the meantime, here are a few vanity shots, from SL this time 🙂

Low poly model done!

2303 triangles for the whole model! That’s not bad at all, it’s in the same range as the shock collar, and the shock collar has some rather intricate little parts. I guess I’m getting better at judging those things now.

Next step for tomorrow: The unwrapping. A few things to consider then, I need to put the outside and the inside on separate texture maps to maximize texture efficiency, I will probably do some UV space sharing on all the metal parts, like I did on the blindfold. It is a little tricky to achieve in blender, but it led to good results last time.

Third time’s a charm?

Alright, apparently the last update to the paw mittens that I released introduced a script run time error…

So instead of trying to fix it, I moved forward and decided to finish the porting of the paw mittens to the new TouchBound code base, which doesn’t have those issues. Frankly I should have done that a while ago but I always managed to postpone it to “later”.

The mitten blocking code should be a lot more robust now, and with an up to date wrist animation set.

Sorry again, all buyers should receive version 6 the next time they wear any of the previous versions, whether the main script crashed or not. If not, you know where to find me 🙂

Paw mittens bugfix … again!

It has been brought to my attention that I somehow failed to address the problem that the paw mittens had. I guess I was tired or something because I left a rather large issue. This time, it really IS fixed.

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.

October 2024
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