Archive for the ‘product updates’ Category
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.
Ponyplay bridle work in progress #2
A little update for those who are still following. Straps are more or less done, I added the edge details on them and the face contour of the bridle, smoothed the edge of the leather pieces so it’s more rounded. I also added a plume socket to the forehead strap.
I’m not sure if I’m going to keep all those “inner face” rivet heads as polygons or if I will use the texture for that, they kinda eat a lot of polygons for detail stuffs. The outer ones however will stay as they are.
On the second set of pictures you can see how it looks with the material IDs set (in black and red, my favorite :D) So the inner face + edges will be independent of the outer face, maybe the metal bits too… I’m not sure yet.
Still a lot of work to do:
- Unwrapping everything.
- Adding the buckle prongs.
- Adding eyelets (textures or polygons?)
- Making stitches.
- Figure out where the KDC logo would add an elegant touch without going all “advertisement” like.
- Removing all the hidden surfaces.
- Making LODs.
- Rendering textures.
- Scripting.
As usual, I’m open for suggestions 🙂
Ponyplay bridle work in progress #1
This is the first post on the creation of the new KDC mesh pony play bridle. I decided i would continue on the “boxing helmet” style because it has many elements that I like.
- It looks very sturdy and non slipping.
- It gives plenty of possible attachment points.
- Lots of room for potential decorative elements.
- The connecting straps can support interesting things like plumes and other stuffs. and doesn’t get too much in the way of the hairs/mane.
I’m thinking about a lot of things now, obviously the blinkers will be removable, most edges need some kind of padding, maybe I will make it in such a way that the inside and outside can be colored differently.
The forehead strap will need some thinking to make it looks pretty and can accommodate a plume.
I’m also thinking about the possibility of an
I know people will want a HUD too (check the included… preliminary “HUD view”) i have to think about the most elegant way to do this later.
I’m not entirely sure that i want to make the bit an integral part, the separate bit of the previous design worked well, and it will allow me to make it a piece that can also stand on its own (bit burrs, tongue depressor maybe?) so it can be work without the bridle.
Feel free to comment on those ideas and on the work done so far, I’m open to suggestions.
The future of LockMeister
I started the new year by putting the groundwork necessary to update the LockMeister protocol.
For years now, the system relied on a simple ping/pong message to recover the key if the chain anchoring point. LSL Scripts now allow scripters to call pretty much every prim changing commands from the root prim of an object, making the need for child scripts mostly obsolete.
Unfortunately, chat commands are not part of those, to this day, we still cannot send a chat command from the root prim and have it look like it’s coming from one of the child prims and Linden Labs doesn’t appear to be interested at all by this idea. Because of this, a change in the lockmeister protocol is required so content creators can avoid using a slave script to relay LockMeister pong messages.
I am currently writing the new example scripts, the LockMeister protocol V2 will be structured in such a way that it piggyback on the original system and will be able to work with V1 and V2 objects regardless.
TouchBound changelog
Before i start I’m not sure if I’m actually going to publish change logs all the time but this one felt needed considering it affects nearly every TouchBound products:
Affected products:
- Lined Chrome Collar (version 3->4)
- Lined Chrome Cuffs (version 4->5)
- Lined Chrome Ankle Cuffs (version 3->4)
- Stuffed Ballgag (version 6->7)
- Isolation Headphones (version 2->3)
- 10 Gauge Nipple Rings (version 1->2)
- ER Chrome Collar (version 1->2)
- ER Chrome Cuffs (version 1->2)
- ER Chrome Ankle Cuffs (version 1->2)
Changes:
- Fixed a sound glitch.
- Corrected an error in the anchoring code.
- Removal of the glow synchronisation table and move to llSetLinkPrimitiveParamsFast().
- Added code for Mitten type object forced cancelling.
- Added Mitten status flags in the shared bitfield.
- Added ability to reject touches when the Mitten flags are on.
- Tidied the shared bitfield manager in a function.
The self updaters contained in those objects should request the new version automatically, if you come around any delivery bug, or general bug, do not hesitate to contact me inworld, file a bug, or leave me a message.
Some more bug squashing and teaser pictures
I haven’t posted pictures for a while now, so I thought i would add a few, the mitts have the same chain system that the wrist cuffs have, with more features, they have their own HUD for selecting textures, and they are detected as LockMeister anchor points and TouchBound targets.
I’m planning to release them at first with the animations from the shared cuff set and a manual alpha setter, also, when time allow to lightly tweak the chained poses to account for the mitts size.
If there is a demand for it I will also add a RLV enabled alpha setter (the alpha layer has to be put on manually for now.
I also discovered another bug that need to be squashed in all the products, the tp blocking when leashed is not refreshing properly which can cause issues, but also makes it behave erratically. This will be fixed before I release the mittens.
The last two bits I still have to code are the following:
- The mittens to remotely cancel touch interactions for non RLV user. For RLV users, wearing both mitts and locking them prevent you to touch or edit any objects in world. It still let you use your HUDs.
- The “safety” feature I was talking about in my earlier post so you cannot lock the mitts with biometric locks that you marked yourself. I need to come up with a comprehensive error message for this too…
For those who wonder, the TouchBound objects are … Really complex under the hood, mainly because they do a lot of background work for the user and they are all communicating with each others to keep the limb animation system synchronized, I’m trying to make them work in such a way that they are as transparent as possible for the user.
Several persons reported that the whole “clicking business” is a bit difficult to use for the average user, and i understand this problem. I’m open for suggestions on this matter if anyone think they have a solution ( one that doesn’t involve abandoning the “natural use” concept completely).
The bondage Mittens logical conundrum
I’m back to work on the TouchBound bondage mittens (or whatever the final name will be). I pretty much finalized the common code changes for all the TouchBound products that enables the special features of the bondage mittens, which means that when both wrists wear a mitten type TouchBound items, all the attachments will reject clicks from their owner :), on top of it I will add an RLV compatibility layer for those with RLV clients.
However this new feature brought an interesting little conundrum:
- If you wear the mittens locked, you cannot unlock them by yourself.
- If you locked them with biometric padlocks, only you can open them.
- As a result, you’re pretty much stuck because only you can pop the locks open and you’re the only person not allowed to interact with them.
I think I will add a safety feature to them that doesn’t allow self locking with biometric padlocks, just to be on the safe side of things.
This is taking longer than expected
I’m using GIT to keep my multiple scripts in check, to finish the paws i needed to roll a patch on all my touchbound products, well I apparently had prepared ANOTHER patch before that and it’s causing GIT to choke a little so I have to check quite a few conflicts in the script merging.
The good news is that LL introduced new bugs which I’m going to fix at the same time I’m rolling the mitts patch. So that means the black tabs of doom on the isolation headphones will be corrected. Why is there no one reporting those bugs?
The bad news is that all this is pushing me further behind my schedule and I get the feeling the paws won’t be released before November the 2nd, at which point I will be gone to visit a friend in USA.