Archive for the ‘product updates’ Category

Stuffed ballgag & Mittens bug fix

I’m feeling better than I was monday. I’m not yet completely healed but for now it will do.

There has been a lingering bug in my HUD code that affected the paw mittens and the stuffed ballgag pretty much since day one, but a lack of consistent bug reports made me unable to pinpoint its location.

This is now corrected, after way too long, my apologies.

I will also now include a notecard change log for each future product updates, this way you can have a brief summary of the new features and bug corrections.

Bridle update: Blinker HUD

Little update on the bridle, and as promised it now feature a HUD for the blinkers. It should be invisible by default, and should display blinkers automatically when someone put the blinkers on the bridle.

It will automatically take the colors of the bridle and will lock itself in place ( RLV ) when the bridle is locked.

It’s sized to work properly on widescreen displays up to 16:9 (according to my tests, since i only have a 4:3 display) and any space over this will show as black.

When active, the blinkers should block about 2/3rd of the screen on a 16:9 display. It is now part of the bridle package and should be delivered to everyone through the automatic updater.

Don’t forget to send bug reports if something doesn’t work as it should!

Nipple ring bug fixed

There was a small bug in the nipple piercing that would prevent the locks to show properly on the right nipple ring.

Bug is history! 😀

The update should arrive through the auto updater.

Back working on the bridle!

Now that the base code is up to date, I resumed working on the bridle, locking work and so does attaching the blinkers on and off. I recorded some “snap” sound effects for it. I also added the lock nodes as you can see in the picture.

Okay that’s a LOT of locks… i admit.

I still have a bunch of things to make for it, the hud for color change and figure out how i want to make the blinker hud.

Feel free to give your suggestions!

Touchbound core update 2.0 released!

I made a major update to the TouchBound system, it concerns currently the most pressing items: the cuffs and collars. It features a few changes and new things here and there:

Changelog – general:

  • Toned down the amount og glow from the active sections.
  • One script less per attachment.
  • Added LockMeister Version 2 compatibility.
  • Complete code rewriting.
  • Removed the auto inversion of certain commands to get more consistent behavior for the end-user.
  • Reduced the prim count of some objects (less click helpers are now required).
  • General speed increase with the different actions.
  • RLV: When leashed you will be automatically unseated if the leash point move away.
  • RLV: When leashed you cannot teleport.
  • RLV: When someone hold your leash they can force teleport you.
  • Improved the chain reconnection on login/teleport.
  • Improved animation system, less script activity.

Changelog – wrist cuffs:

  • All wrist related animations redone.
  • Two new wrist to neck poses:  over head and inverted prayer.
  • More room for larger breasts on the wrist to nipple poses.

Changelog – ankle cuffs:

  • All ankle related animations redone.
  • New, more stable avatar slowdown code with limited jump and no flight ability.
  • New “hopping” mode for the ankle to wrist animations and ankle to ankle tight hobble.
  • Added a “hobbled” walk, which currently simply slow down the avatar (until I can make a decent hobbled walk).

 

Existing buyers, you don’t have anything specific to do to get the update, the self update should trigger automatically the next time you wear your TouchBound items.

Until I update the online documentation, feel free to contact me for help and information inworld. I will be happy to be of assistance!

Ponyplay bridle work in progress #6

All the textures are more or less assembled, I also made a lighter metal for the buckles and a few LODs, a big thank you as usual to Linden Labs for not supporting custom bump maps, specular maps or anything else that would let me use textures more efficiently.

Anyway, here is the result, and unlike SOME shoes designers, this is IN second life, not a pretty raytraced render in DAZ3D 🙂

Mini update, and more free stuffs.

I probably rendered … maybe 4 or 5 failed texture batches between Monday and Tuesday, between having the resolution set too low, various errors in the UV padding and several tests. I’m rendering the (hopefully) final version as I’m typing this post. I kept the eyelets painted on, it turns out they look fine as they are, added a little metal KDC logo on the neck strap for branding. Now I’m waiting for those renders to finish so I can complete the composing in photoshop and make the LODs for SL.

After that, it’s either i start modeling one or more bits or script the bridle first. (They are independent objects)

I also added a couple of scripts in my “Free Stuff” category if anyone is interested.

On a side note I am also slowly replacing the current delivery boxes for KDC products for a model that isn’t as easy to break.

Oh! I also have a Flickr page too.

Ponyplay bridle work in progress #5

Stitches, and some texturing done, tested it in SL, even with this amount of detail it’s still about 35 prims.

I’m probably going to do the eyelets in 3D rather than paint them on.

Ponyplay bridle work in progress #4

And here is yet another episode of our regular show 🙂

Uvwmapping is done as far as I am concerned, all the UVs are packed in 3 maps, the mesh is merged, I added locking tabs and rollers to the buckles and corrected a few minor issues.

Mesh wise, I need to add eyelets to the straps  where the holes should be (unless I change my mind and draw them into the texture).

Texture wise, I need to start stitching everything.

Enjoy a few material testing and a look at the final UVs.

Ponyplay bridle work in progress #3

I think an update every 2-3 days is the right rate… everyday would be a little spamming and i generally do not have enough things done in one day.

I’ve added stitches to the entire bridle, it looked nice and then I deleted it all because if I keep adding details while the model isn’t a little more complete, it’s going to come back to bite me later. Now the goal is to complete the bending/mirroring of all the parts so we have a mesh that is complete and ready for detailing, and before this I need all the texture UVs to be in a reasonable state, simply because as long as everything is flat, it’s easy to make good-looking UVs.

I apologise for today’s pictures, but it’s the same bridle so i see no reason to post more fancy pictures until i get to the point where i will work on the textures.

So that’s what I’ve done most of the day, getting all the little parts UVWmapped, I will .. most likely pack all these on 3 distinct maps: base, accent, and metallic parts.

A friend of mine suggested that I add a support to add a personal logo on the bridle, the outside of the blinkers is a nice, mostly flat surface that would be perfect for that, so that’s probably what I will add once I’m done unwrapping the straps.

I still haven’t made any kind of bit, but considering it will work as an independent part, and that it’s a fairly easy shape, i will keep it for later.

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

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

May 2025
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