On Sun, Jun 26, 2011 at 11:43 AM, Adeon Writer wrote:
> \Name is an afterthought to function. :)
>
>
> Don't call it irving.
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the polic
Well, there it is. Maybe it should be called Prop. But whatever works. Name is
an afterthought to function. :)
> Perhaps; although the thing with the mRoot joint is that it never moves in
> relation to the avatar, so it won't actually be positioned on the center of
> their body. (People will u
Perhaps; although the thing with the mRoot joint is that it never moves in
relation to the avatar, so it won't actually be positioned on the center of
their body. (People will use it for worn vehicles, props, dance poles)
But if that's not to confusing, I say go with it.
> For non-technical peo
The official name for the joint is "mRoot" so I suppose "Root" is the most
logical thing to name it.And yes, it should auto-fill in the menus, if "id" and
"pie_slice" have the correct values. I'm not sure how they work. The ones I
provided certainly aren't correct.Additionally, the position and
You get this string when right clicking an object in your inventory, and
choosing "Attach To" the new attachments added to the XML show up at the bottom
of the list (They're actually sorted by ID number, I believe) as
"MissingString(Name)"
There are a few places the new attachments will need to
Me Too
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges
Absolutely, Positively.
YES!
As in yesterday. That video says it all. A long needed addition.
On Sat, Jun 25, 2011 at 7:43 PM, Adeon Writer wrote:
> That's a very common belief, and possibly why the neck attachment has
> been missing for so long. But it's not the case: The neck is it's own bo
That's a very common belief, and possibly why the neck attachment has been
missing for so long. But it's not the case: The neck is it's own bone as is the
"root" bone; as anyone who has created an SL animation can tell you. :)Here's a
youtube video to explain my case: It shows the new Neck and
True, though the neck is in a fixed location in relation to the chest and
spine. Adding neck-worn items has worked pretty consistently well using those
points.
On Jun 25, 2011, at 6:30 PM, Adeon Writer wrote:
> Yes, although the catch here is that there simply isn't a Neck slot or a Root
> sl
Yes, although the catch here is that there simply isn't a Neck slot or a Root
slot, so the fact that we can attach multiple objects to any given slot is
irrelevant; those two slots have yet to be created. Neck and Root here are
unique locations that aren't simply a duplicate slot of something w
Haven't we had the ability to put multiple attachments on any given attachment
point for nearly a year now? I think there's a max per avatar (32), but once
you've got an attachment on a particular point, select the next one you want to
add and choose either Add or Add To from the context menu.
In the interest of seeing how feasible adding "mNeck" and "mRoot" attachment
points to the official LL viewer would be, it turns out that it's as simple as
adding the joint names to the avatar_lad.xml file.
It's been known for a while that modifying the file can give you more
attachment points
12 matches
Mail list logo