Author Archives: Aaron

Assignment 3 Criteria: Important Note

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.

Aaron/Isa

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Assignment Three: Final Days

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.

Aaron/Isa

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 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.
Isa/Aaron

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.

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

Daily_man_ao

TuTy’s – LUCKY GIRL FREE AO

lucky_girl_ao

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

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.

Using the Texture Boards on Koru

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.

Building 101

This coming Wednesday, March 15th, we will be looking at the basics of primitives (prims) creation, the oldest building blocks of Second Life (SL) and OpenSimulator. Aside from the original primitives, two additional building options are available these days, sculpties and mesh. Their complexity puts their initial creation beyond the scope of this course though you will learn how to build a sculpted prim from a provided sculpt texture/sculpt map later on. As regards just prims however, some amazing builds have been created using only these basic building options and they still play an important part in in-world creations.

Three resources are available to prepare you for Building 101, one a printable web resource accessible from the MUV601 parcel, the other two the following videos. Although the videos and imagery were captured in the Second Life viewer the instruction is just as relevant for the Firestorm viewer, as prim creation and manipulation use the same methods and the same menus. This first video demonstrates the creation of a basic prim and its manual positioning, rotation and resizing.

The next video was created for the 2013 class to highlight how to investigate a build; an excellent way to start getting your head around how objects are put together in-world; and is as relevant today as it was then. It starts out on the sim Kowhai, which used to be next door to Koru and contained the original MUV601 class parcel. It goes into some depth in terms of not only looking at how a build has been constructed, but also about finding out a little more about creators of a specific in-world object.

Both videos are best watched full-screen and at high definition so that you can see the menu details.

Enjoy!

Creating Display Names

When you first create your SL account you are required to choose a name for your avatar. This is called the username and is the name you use to log in with. By default it is also the name shown above your head.

Now it may be that you were hasty in choosing it or the name you wanted was already being used. Don’t worry because you can change the name that you display to the world; your display name.

Open your profile, Avatar > Profile, and select the spanner icon next to your name (see image below).

Note that your display name can only be changed once a week but for good continuity with the people you engage with inworld, it really is best if you decide on one name and stick to it.

IMPORTANT: At the end of this coming Wednesday’s session I will be creating individual skybox workspace platforms on Koru for each of you. Each platform will have a personalised TP up to it so it would be good to have your display names finalised by then.