Linden Lab’s latest move into the realm of censorship violates and contradicts their own Community Standards in both word and spirit. Read on, after the fold.
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31May
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31MayUncategorized No Comments
Tags: silly
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22May
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15May
I have to say, the topic of this post is practically old hat by now: Robin Linden’s post from May 9, Accusations Regarding Child Pornography in Second Life. When I started writing this, it was brand-new hat; yet, countless revisions and edits later, I serve as a textbook case of being timely versus being thought-out.
I’ll just say I’m being fashionably late. Onward we go!
(Fair warning: you should probably get your tongue limbered up, because you’ll need to insert it firmly in-cheek before the end. I wouldn’t want you to get a cramp, you know.)
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14May
One of the small tweaks I’ve done to my client is to increase the precision that is displayed in the edit window for object position. The normal client only displays 3 digits of precision, while mine displays 5 (this makes me 1000× better at building, I think! Or else 0.001×… Hmm!). (If you want to change this yourself, just edit skins/xui/en-us/floater_tools.xml around lines 588-596. Just change where it says
decimal_digits="3"todecimal_digits="give me plenty plzkthx"! You can do it for size and rotation and other stuff, too!)In addition to being a darn spiffy development in itself, this tweak has revealed an interesting little factoid about prim position and prim drift… which I will reveal after the fold!
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10May
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04May
In case you haven’t heard the news, the beta grid has the sculpty prim preview! I wooshed over there to try it out for myself! An hour and a half later, I had made 30 sculpt prims from 30 different hand-painted textures! I used GIMP’s channel mode to let me color the brightness of the red, green, and blue channels individually.Here are some of my lovelies, with the sculpt texture applied for the normal texture for your colorful viewing pleasures!
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04May
Over the past week, I’ve been working on a script to export SL-compatible BVH animations from Blender armatures/sketelons.
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