Assignment Three: Final Days

This coming Wednesday 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 15th 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 point.

For those producing machinima please provide access to all relevant files before the due date/time, as links in your Googledoc. These files will be downloaded at midnight on Friday and considered the final product.

For those creating a character I will make arrangements this Wednesday with you for a presentation time. You will need to have an LM to your selected environment ready and provide screenshots of your character’s outfit window. Futher evidence may be required for specific aspects of your outfit as necessary, during your presentation.

For all options, please make sure that all revelent blog posts are up before the due date/time and that all blog posts applicable to the assignment are linked to from your GoogleDoc. Remember to include a final reflection on the project.

For my part it has been very enjoyable year on Koru. A special thank you to you all for putting in the effort to approach the subject in a mature and professional manner. It has been appreciated.



Animations in Second Life

This coming Wednesday we will be covering the basics of scripting animations in Second Life. This will focus on the use of animations within pose objects rather than animations that apply to the normal avatar movement keys.

As creating the animations themselves is beyond the scope of this course, you are permitted to use animations by other creators in your builds, characters and machinima, though of course the script that controls the animation must be your own. If you do want to attempt to create your own animations then the following links will be helpful starting points.

Also don’t forget to check out the resources linked to the floating spheres inworld.

See you on Wednesday.



Scripting 102

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 the basic script and considered functions such as floating text, chat messages and prim colour changes. This week we move on to more sophisticated functionality 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. The floating sprites on our parcel also hold two scripting examples for you to investigate. Knowing the builds a number of you are attempting, the collision based effects these talk about should be most useful.

A small heads-up re the constructive feedback on your task plans. Do take the suggestions on board. They were made for a good reason.

See you on Wednesday.

Advanced texturing/Task plan

Just a reminder that we will be looking at more advanced texturing this coming Wednesday, using the lamp that has been set out on our parcel. You may have done a little work on it last week while we were waiting for Madasa to arrive but it would be good practise for you to complete that by Wednesday, ready for the texturing session. In that way a fully textured lamp with you as the creator, will result.

One last heads-up too, that your task plan for Assignment 3 is due today. Please make sure that you have completed it, posted it in your blogs, and just as importantly, put a link to it in your Googledoc. Remember, without a plan your project can not be judged against the purpose for it that you propose. A number of marks in Assignment 3 are often missed out on because of this.

See you Wednesday


Assignment 3 Discussions

This coming Wednesday we will be looking more closely at the requirements of Assignment 3 and discussing any queries you might have with regards to the criteria for any of the assignment choices. In particular I will focusing on the your task plan post that is due on Tuesday, 15th May.

I will also be giving you a demonstration of a number of different enhancement possibilities for your projects, some that we have already talked about in earlier sessions, that are important aspects of creating environments that engage and affect the user. For this demonstration you will need to be sound capable and have particles enabled in preferences (see below), so do make sure you have speakers or a headset connected this coming Wednesday.

We will also be talking to the visitor I mentioned last week, possibly another as well, about assembling an avatar and visiting the sim associated with the character they have created. Please do remember that these visitors are invited guests on our sim, i.e. we are hosting them, and that they may invite us into their private homes, so please act appropriately and treat them with respect when interacting with them.

Looking forward to seeing you on Wednesday.


Character Creation 101

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.

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. You may wish to read through Shopping in the Second Life Marketplace before attempting to purchase any items there.

Otherwise you can find them inworld at 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.





The Default Script Slideshow

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.

Scripting 101

This coming Wednesday we will be looking at the basics of scripting (programming) in Second Life.

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 how it would feel for the user 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.

Koru’s Texture Boards

This coming Wednesday we will begin to look at textures; an essential aspect of any build you create. So that you all have a good range of textures available for your building projects I have placed two Texture Boards on the group parcel on Koru.

MUV601 Texture Boards

MUV601 Texture Boards

These textures have been gathered and put together into the boards and made available as full permission textures for your use. A Texture Board is a tool, freely available in Second Life, to help you organise and view your textures, and can be more user friendly than trying to look through textures one by one in your Inventory. How to access the textures in the Texture Boards is set out below.

When first rezzed a Texture board displays as shown below.

A Rezzed Texture Board

A Rezzed Texture Board

The Board contains the texture preview section to its left, a larger screen to the right to display the selected texture, and the categories, tiling and previous and next buttons at the bottom right. To select a specific category, in this case Metals, Glitter etc, click on the button. It will highlight as shown below.

Button Display

Button Display

The Board will then display thumbnail previews of textures in that specific category as shown below.

Category Thumbnails Displayed

Category Thumbnails Displayed

The button display also contains a Previous and Next button. Clicking on these will cycle back and forwards through the thumbnails of a particular category if it contains more textures than will fit on the display at one time.

Previous and Next Buttons

Previous and Next Buttons

To display a larger view of any particular texture click on its thumbnail image. It will show as highlighted with the texture name overlaid, and a larger version of the texture will display on the selection board to the right.

Thumbnail Selected

Thumbnail Selected

Some textures are tileable, i.e. when the texture has more than one repeat on a prim face the texture repeats without obvious breaks, as all edges of the textures are designed to flow perfectly into their opposing edges. Note that some textures will be designed to only tile vertically or horizontally depending on what their end use is. For example a texture for a wall may only tile horizontally as the texture may have been created to have a specific top and bottom and only tile well along the wall. To view how well a texture tiles click on the Tile button and the texture will display as shown below, with the full texture in the centre of the selection screen so that all edges will display their tiling quality. To turn off tiling click on the Tile button again.

Viewing the Texture Tiled - This One is Considered Tileable

Viewing the Texture Tiled – This One is Considered Tileable

A Non-Tileable Texture

A Non-Tileable Texture

To obtain a displayed texture hold your cursor over the larger image. The cursor will display as a hand as shown below.

Hand Cursor Displayed

Hand Cursor Displayed

Click on the large texture and the following dialog box will display. Click on Keep to take the texture into your Inventory. The texture will now be available in your Inventory for use in your building projects.

Texture Dialog Box

Texture Dialog Box

NOTE: You might have noticed that in the resources you receive in class this week, there is a blank copy of this board (Texture Board – Empty) for you to use if you wish. If you need instruction on how to load it with your own textures I will do a quick session at the end of this week’s class.

Building Resources

For those that missed them please see below for links to the building resources that have been provided on our parcel in-world to date. Do make sure from now on that you check in-world each week as generally there will be additional resources made available there.

Printable Resource: Building in Second Life 101
Web Resource: Building 101

I’ve also added an additional video that reviews copying and selecting and linking and unlinking prims and also editing individual prims in a linked object. It also shows you another method for selecting prims that we haven’t really covered in class so something new to learn there too. While it has been captured in the Second Life viewer it is just as valid for Firestorm. As usual it’s best watched in full screen and high definition so you can see the menu details.