I have finally completed marking for Assignment 2 and your marksheet has been emailed to you. Please let me know if you don’t receive it or if you have any queries.
I apologise for the time it has taken but as I am sure you are aware I have been in hospital but I have been trying to keep up with some of the great things you are creating for Assignment 3.
Hope all goes well for the rest of the semester.
NOTE: Just to remind you all on some of the specific criteria for your builds.
A minimum of 50 and a maximum of 300 prims used in the construction, with a combined land impact of no more than 350. This will also be considered if the builds are created in Unity or using imported Blender mesh.
All objects in the build must be your own creations.
For both these criteria I will be derendering any objects where you are not the creator or where objects go beyond the maximum limits prior to marking. This means I will not see the objects (or any particles/effects they produce) and will therefore be marking the build as though they were not there.
Today will be the last opportunity to ask for advice or support with regards to Assignment 3. I will be inworld as usual from 3 to 5 pm to assist where needed.
With regards to completing the assignment, remember that Friday the 16th is the assignment due date. At midnight on Friday Koru will be closed off to entry and will be reopened once marking of your builds is complete. Do check through the criteria in the googledoc for Assignment 3 to ensure you have met all the requirements before the shut off.
For those producing machinima please provide access to the file before the due date/time. This file will be downloaded at midnight on Friday and considered the final product. This also applies to Unity builds. Please ensure full and straightforward access is provided to the build before the due date/time. This will also be downloaded/accessed at midnight on Friday 16th.
Please make sure that all revelent blog posts are up before the due date/time as well. Remember to include a final reflection on the project.
For my part it has been another enjoyable year on Koru. A special thank you to all who put in the effort to approach the subject in a mature and professional manner. It was appreciated.
I am hoping that you are all now going well with your assignment 3. I will be in the lab this afternoon if you need any help. I will also try to be in SL too and will help inworld if I can. You are welcome to access the class either from Second Life or in the lab which ever is most useful to you.
See you later!
This Wednesday we will be continuing on with scripting with a look at some new functions and events that will allow you to add further interactivity to your build. So far we have looked at simple functions such as colour changing and floating text. This week we move on to more sophisticated aspects such as scanners and dialog boxes and investigate the use of variables and sound.
I do suggest that you investigate the resources already linked to in the post Scripting 101 and work through the Default Script Slideshow to re-familiarize yourself with the basic terminology and syntax.
A heads up too regarding your MUV601 GoogleDocs. There are a number of you who have not yet provided me with an invitation to edit. Please make sure you have done so by the end of the week.
See you tomorrow.
I have just finished emailing you your marksheet for assignment 1 using the email you provided on your google doc. If you haven’t received it or have a problem accessing it, please let me know by email.
My apologies for not writing very extensive notes on your sheets but I spent most of the break still sick 😦 I will go over the assignment in class this afternoon and am happy to answer questions then.
I will also be going over Assignment 3 and what you need to do by next TUESDAY in readiness for it.
See you later
Class notes will be here later.
This Wednesday we will be investigating character creation, starting with a look at some of the different in-world aspects used in the creation of the avatar itself.
NOTE: Depending on how the session goes we may continue to look at scripts in the 2nd half.
The following is a YouTube tutorial that looks at saving and wearing outfits, so that you can easily assemble different looks for your avatar from a collection of different clothing items and body parts. This video will help in preparing you for the session.
Defining a character isn’t just a physical look but is also how a character presents themselves in the environment, through their stance, their walk, etc. To this end we will also be looking at AOs (Animation Over-riders), in-world tools that over-ride the default animations of your character and add another layer of uniqueness to your look. The following are two AOs that are available for free from the Second Life Marketplace. In preparation for the class, purchase (for L$0) either a male or female AO, or both if you wish. Read through Shopping in the Second Life Marketplace before attempting to purchase any items there.
NOTE: There is a small anomaly in the marketplace system which stops you purchasing things for L$0. You must have at least one item of value in the cart for the purchase to go through. If you want to get these HUDs through the marketplace find something worth L$1 and add it to the cart before purchasing. Otherwise you can find them inworld at http://maps.secondlife.com/secondlife/Ubunil/82/121/135 Use the Animations TP at the landing point then look for the desk by the central stairs. The vendors for the freebies are behind the desk.
TuTy’s – DAILY sLIFE FREE Male AO
TuTy’s – LUCKY GIRL FREE AO
As I have now covered most of my class work for the course I thought we would spend the time this afternoon on individual work. This will be an opportunity for you to review the work you have been doing with Isa and build confidence in your ability to work on your own project next term. I will be happy to help with sorting out any issues that you have or finding textures/scripts that might be useful and answering any questions that I can.
If you feel you are up to speed with all the SL aspects you are free to either develop those skills further on your own or work on Assignment 2 – your choice!
See you shortly.
For those who need to revisit it or missed the session on the default script here is a Slideshare slide show that goes through the steps for you. The slide show is also available on the projector in-world.
I have been asking you to create the basic lamp for texturing this week but instead we will postpone the texturing till after the holidays. With smaller classes we sometimes get ahead at this point and can fit in Advanced Texturing early but this year we will stick to the schedule. So this Wednesday we will looking at the basics of scripting (programming) in Second Life. In next week’s session, the last one before the holidays, we will look at the basics of character creation.
To help ease you into scripting I have added a number of resources below that you should take a little time to browse through. I have also placed a number of scripting examples onto our parcel for you all to interact with and consider the processes that occur.
The LSL Portal
The Second Life Wiki: LSL Portal. This is the index for the Linden Scripting Language (LSL) and contains all the EVENTS and FUNCTIONS available to the language. The ‘Getting started with LSL’ section is worth having a look over for those who have never programmed before.
A Script Deconstructed
This SLENZ Build Deconstruction post looks at the welcome script that I created for the SLENZ Build. It provides the full script as a pdf file and talks the reader through the scripts construction. This isn’t about learning to create this script rather just think about the process and the different options that needed to be built into the script to have it function appropriately for the user.
Consider if there wasn’t a function built into it to recognise that the user had already received the dialog box and they were constantly spammed with this every time they were detected. Scripting is very much about usability.
A Gentle Introduction to Scripting in Second Life
This Wikibook is written for the SL user who has no experience with computer programming; or, for users with programming experience who would like a gentle introduction to LSL.
Collision Based Effects
Also provided are two resources accessible from our inworld parcel. These look at collision based EVENTS and FUNCTIONS. One is another script deconstruction from the SLENZ build, the other more visual in that it contains a video of three different uses of the llVolumeDetect FUNCTION. The stair described in the deconstruction has been set up on our parcel as one of the script examples mentioned at the beginning of this post.