Category Archives: Isa’s Sessions

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, e.g. a sit in a chair, 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 placed in an object 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.

Isa/Aaron

 

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Advanced texturing/Task plan

Just a reminder that we will be looking at more advanced texturing this coming Wednesday, using the lamp design that has been set out on our parcel. Do complete your lamp 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 tomorrow by 5pm. 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 its proposed purpose. A number of marks in Assignment 3 are often missed out on because of this.

See you Wednesday

Isa/Aaron

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. I will also give particular focus to the task plan post that is due on Tuesday, 7th May, and going over in more detail what is expected in this post.

I will also be giving you a demonstration of a number of different enhancement possibilities for your projects 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 getting back up to speed with scripting, tackling a couple of the functions and events that were contained in the scripting challenges that were set out over the break. By the way, congratulations Jeff for completing the first task of Challenge 2.

Looking forward to seeing you on Wednesday.

Isa/Aaron

Another Challenge

Well all, the last Bag o’ Gold in the first scripting challenge was won by Blake. Congratulations! Now there’s a second scripting challenge ready and waiting for you on our session breakout parcel.

And as with the first challenge there are Bags o’ Gold for those brave enough to venture in and figure out the challenge tasks. A little more gold in them than last time as the tasks are a little more complex. And this time you aren’t limited to one win only.

Three prims have a message that needs hearing and then repeating back to the challenge board, which means three Bags o’ Gold to win.

Good luck!!
Isa/Aaron

Congratulations Challenge Winners

Congratulations to the first two of you who succeeded in winning the Bags o’ Gold in the MUV601 Scripting Challenge 1: Sakar and Jeff. Enjoy your reward.

One more Bag o’ Gold to win though folks. I wonder who’s going to claim it?

Isa/Aaron

MUV601 Challenge Activities

As mentioned on Wednesday, over the break there will be some activities for you to participate in on Koru. The first is a scripting challenge which is ready to go and is already waiting for you on our session breakout parcel.

To sweeten the deal this old pirate has provided some more Bags o’ Gold for those brave enough to venture in and figure out the challenge tasks. Three prims need their colours changing and three Bags o’ Gold await those who can succeed in doing so.

Good luck!!
Isa/Aaron

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, immediately after the coming session I will be placing 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 will be 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: In the resources you will 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.