Upper section draft
Alright, things are moving forward, I drafted the upper areas and sleeves. And this is where thing are getting a little tricky.
You can see a “funny” before/after with 2nd and 3rd, I changed the pose between the two and shaped the sleeves a bit but it still looks extremely unappealing to me…
This model “shouldn’t” be rigged, it isn’t really designed for it, but I need some kind of idea of how it will look with the arms folded.
Then we come to the 4th picture showing yet another issue: the arms and the start of the front loop don’t exactly match.
This crusade is gonna take a while…
Familiar sights
This is going to look like “déjà vu” for some people, I figured I would include a view of the subdivision cage. Since there are straps in specific places I built the straps first and now I’m basically filling the “gaps”. It’s the easy part, but I already like it, plus I can see a few places where I can easily reenforce the “fabric effects”.
For some reason it looks very leathery at the moment…
Lady Eleanor Spade Crop is out!

It took 5 hours of extensive debugging today but the wait is finally over!
It has all the main features of the Leather variation (multiple stances, mouse-look striking, HUD striking, target detection, Doodles&Strikes support) But it has its own little detail too, every hard hit that connect with someone have a chance to add some blood spatters to the blade.
You can obviously disable this feature, or even change the color of the blood if you like disciplining aliens or robots.
As usual, you can get it from the KDC Main Store, or from the SecondLife Marketplace.
Combined update.
There was a lot of bugs to squash this time and I still have a release to post so I will be brief.
Lady Eleanor Leather Crop
- FIXED: StopAnimation bug.
- FIXED: Animation naming consistency.
- FIXED: Rare stance switching bug.
- FIXED: Small security issue on the HUD deploy command.
- FIXED: Stance change in mouse-look now works properly.
- CHANGED: Lower memory footprint & removed unused code.
- CHANGED: Reduced texture usage (lower complexity).
- ADDED: Proper specular map.
- ADDED: Spade crop compatibility.
- ADDED: Compatibility with the “Doodle & strikes” impact system.
- ADDED: Hit range is now tied to the crop’s actual length (capped to 1-5m).
Doodles & Strikes for Avatar 2.0
- CHANGED: Memory footprint reduction.
- ADDED: Riding crop interaction.
- FIXED: Bruises not fading all the way.
Still stuck on the riding crop marks
Pretty much everything else is done, HUDs, holders, and I even made a new sound for the spade crop, but getting the riding crop marks to look right is taking some time.
Too late for halloween: how to disguise as a zebra
Coming soon to a KDC retailer near you 😛
Code refactoring
I’ve refactored a bunch of code on the Lady Eleanor leather crop, redundant code, unused functions, I also fixed a couple of very minor things and will be exposing the sounds.
For the longest time I’ve been referring to sounds only by their UUIDs but it doesn’t allow users to set up their own sounds, also since UUIDs are longer than your average sound filename, it uses more memory to do this.
Next step is to make strike decals for it.
Spade crop test upload

It actually looks better than I expected, but everything using materials usually looks great at DeBasement. For some reason SL refuses to go lower than 380 triangles for the lowest LOD so I’ll have to make a custom mesh for it.
Added a link to my mesh LOD calculator
It is in the resources section if anyone wants it.
It’s handy I swear!
Finally: a breakthrough!
After reshaping the spade to a more pleasant profile, it took me a while to decide how I was going to make the blood effect, but I’ve come up with a really nice way to do it.
It looks even nicer with some normal mapping to give the blood a little bit of thickness.

BUT… This is too much. I mean it’s a metal riding crop, not a spear!
I think I’ll make the blood overlay a lot shorter, focus on the spade and maybe 1/3rd of the stem.
A bit more “tasteful” wouldn’t you agree?
















