Archive for the ‘pet projects’ Category
Leather material iterations
After several attempts I finally got the stitches and grommets just where I want them (featuring some node graph madness).
At this stage, it is pointless to continue tweaking materials without a low-polygon model to bake to. So that is my next step.
Making some good progress on detail masks
I think I’m “almost” done preparing those. I had to fix those pesky corners and in retrospective… (you can see a beforer/after) I should just have used a different UV projection there. Oh well.
I’m not entirely sure about it being on the tightest notch but it looks a little odd with so much strap left if i remove the last hole.
Collar material work underway
This will officially be the second “transition” with my 3D leather work, the first one was when I migrated from 3D studio Max to Blender, with blender 2.8x officially removing what used to be my rendering engine of choice (Blender:Render), it is way overdue for me to move my leatherwork to Blender:Cycles.
I’ve been using it a lot already with all the recent “metallic” products, but the big challenge is getting everything to look close enough to allow this collar to be used seamlessly with previous leather products. This is all preliminary obviously, as the actual texture rendering will more than likely look different from those pictures.
I included a few version, but the differences between each might not be entirely obvious (unless you look really hard?)
Buckles, straps, rivets, oh my.
Good progress on the new collar, I ended up ditching the weird “ribbing” from the liner and the trim on the strap (it made the strap look too narrow). I also added rivets and finished shaping the strap to accomodate for the D-rings and buckle.
New collar project
This is based on a real collar but I’m trying to push it towards something that would be suitable to complete the “Classic” set, still very work in progress.
Not a big fan of those padding creases… too many too regular.
In-progress in-world assembly
Thanks to everyone who voted!
I thought that I was finished with the code and assembly, but my head feels like a bowl of oatmeal so obviously I made a bunch of mistakes…
- Right side: U shackle in XL size with 3oz weight.
- Left side: V shackle in XS size with number plate.
Nipple shackle dilemma.
I had to widen the shackle gap to make it look right around a “standard” nipple (okay, whatever I had on hand really).
But I’m not really sure which version would be the best:
- A The V shaped shackle.
- B Straight shackle and wider 180° turn.
- C Straight shackle with a “two step” 180° turn.
I’m not sure that the polling plugin works anymore but I’ll try to add one anyway, feel free to vote for more than one option.
Which nipple shackle design should I use?
- A: V-shaped. (25%, 11 Votes)
- C. Straight with a "two step" 180° turn. (23%, 10 Votes)
- B: Straight with a wide 180° turn. (52%, 23 Votes)
Total Voters: 41
Yes, I know the poll results don’t show, it’s a bug, but votes are still recorded.
LockMeister support officially part of AVsitter2!
After much back and forth, various changes and improvements, the LockMeister plugin for AVsitter2 is now part of the official repository!
The final version includes a couple of optimisation improvements and support for sitter swapping.
Enjoy!
Alternate shackle sizes
I’ve finished debugging, testing, re-testing, re-debugging, and so on. This is as good as it is going to get code-wise.
So here are more pictures:
- On top of the “light” version (cannot be padlocked or chained) I’ve added two variants with a shorter and longer shackle (called XS and XL) to offer more adjustment flexibility.
- I haven’t really shown a good shot of what the captive ring indents ended up looking like, pretty crisp for what it is.
- XL + a tag plate, and while they are smaller than on other items, it’s still ridiculously cumbersome. I guess it works if you don’t plan on having a formal diner that day.
(But you don’t, since you eat your food from a bowl on the floor, right? :P)
Update on the nose shackle and code review.
I am more or less done with the nose shackle code, so I figured I would give a long hard look at some of the TouchBound core code to see what could potentially be improved.
I have found a handful of small little issues that I’m going to correct, I know this is probably not something anyone cares about, but here is what I’ve found and fixed:
- Some of my timer threads would end timer processing before other threads had a chance to run, this causes the animation watchdog to stop running during a suspension.
- Lock “pins” wouldn’t reset to hidden on script reset.
- Some messages still used llInstantMessage rather than llRegionSayTo (causing some delay).
- I MIGHT have greatly improved memory & script time of the animation watchdog.
- I removed some message arguments I don’t use anymore.
- I was accidentally loading some lists in the module script that… aren’t actually used there.
- A few functions were passing sounds around that are already the default one.
I’m tempted to merge all of this into the master branch right now but I’m afraid of introducing bugs -_-.






































