• 10Jul
    Feature Ideas, Gripes, Interface Comments Off

    Do. Not. WANT.

    After hearing accounts from people who have been able to do more than just look at a screenshot, I’ve realized that I was wrong: the Communicate window is not sexay. It’s an abomination, a Frankenstein’s Creature of communication methods!

    Ok, ok, maybe that’s being a bit dramatic, but it seems that the reality of it isn’t up to par with the glowing possibilities in my ever-optimistic imagination!

    “Do. Not. WANT.” was too good to pass up, but my view is more accurately represented by the following lollisms: “Your Communicate XML. Please to show me it.” and “OH HAI I’z just fixin ur UIz.”

    (I just hope they don’t make it too hard for us to revert to the old UI. Toggle buttonz plz kthxbai.)

    Tags:

  • 05Jul

    I can has Communicate? So I was reading Torley’s post about bug reporting, following the links and having a grand old time, when I noticed something I’ve never seen before

    Hey, what’s this?! I quetly thought to myself (and shouted aloud, startling my cat).

    After some preliminary investigation (i.e. looking at the picture), I deduced that this is none other than Uiwindowus communicatus, commonly known as the Communicate Window, in its only known natural habitat: the First Look client.

    Many of you probably know that Linux users won’t be chatting it up with voice any time soon. I don’t mind that so much, but I sure hope we get our pengi flippers on this sexay Communicate window! I lurve me some new UI floaters!

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  • 26Jun
    Building, Interface, Musings Comments Off
    • At first, I didn’t think the pie-menu-edit crash affected me, but I was able to crash when I tried the repro on the PJIRA.
    • Just reading that there was a new crash when entering edit mode was enough to make my stomach tense up with anticipated guilt. I had a Victor Frankenstein moment: what sort of monster have I created and unleashed upon the world? Fortunately, I haven’t seen anything to suggest that it’s directly related to my patch. Phew.
    • In this version, I can walk and fly around with the edit window still open! It doesn’t close (and thus forget what I had selected) just because my avatar moves anymore! Yay!
    • Even when I uncheck Client > Character > Character Tests > Go Away/AFK When Idle, my avatar slumps over when I minimize the viewer or switch to a different virtual desktop (which effectively minimizes the viewer). In previous versions, my avatar would stay upright and respirating. This is a disaster: now people will be able to see how little attention I’m paying to what they are saying! (Seriously, though, I do a lot of multitasking between windows, so I hope this gets fixed soon.)

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  • 25Jun

    “Edit Linked Parts” Menu Item (new in 1.17.1.0!)

    You might notice a new entry in the Tools menu for SL 1.17.1.0: Edit Linked Parts!

    That’s right, the feature I added back in March and submitted to the JIRA has now made its way into the official client release! The menu item works just like the checkbox in the Build/Edit floater, allowing you to switch between editing whole linked sets of prims, or editing the individual members.

    Not good enough? You want more?

    Well then how about I tell you guys how you can add your very own keyboard shortcut… in just 3 easy steps?

    1. Open the Second Life/skins/xui/en-us/menu_viewer.xml file in your favorite text or XML editor.
    2. Go down to line 695 (or do a search for “Edit Linked Parts”) where it says shortcut="", and type in your shortcut between the quotation marks! For example, to bind it to Shift-L, you’d type in shift|L!
    3. (Re)start Second Life, and enjoy!

    A word about the format for shortcuts: Put the modifier keys first, separated by the pipe character, | (Shift-Backslash, above the Enter key). The standard order for modifiers is control|alt|shift, but I’m not sure the order matters too much. For Macs, “control” means the Command key.

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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" to decimal_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!
    Continue reading »

  • 04May

    Over the past week, I’ve been working on a script to export SL-compatible BVH animations from Blender armatures/sketelons.
    Continue reading »

  • 28Apr

    Tateru Nino: You know what the edit window needs? A prim alignment function.
    Tateru Nino: Select a bunch of prims, select align on [X|Y|Z] axis, and let them snap together.

  • 10Mar

    Goal: Make the “Profile Cut Begin and End” spinners visible in the Edit window while editing a Box, Cylinder, or Prism. Currently it only shows up for Torus, Tube, and Ring (and under the name “Dimple” for Sphere), but the setting does have a useful effect on Box & friends. I also wanted it to only show up when I turn on the the “AdvancedMode” preference that I added.

    Continue reading »

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  • 10Mar

    Goal: Add a keyboard toggle for the “Edit Linked Parts” checkbox in the Edit window. I’ll also probably add a menu entry for it in the Tools menu as part of that process.

    Continue reading »

    Tags:

  • 28Feb

    Today I came across an article, Interfaces for Staying in the Flow by Benjamin B. Bederson. “Flow” is a term for a highly-desirable mental state characterized by concentration and an enhanced feeling of efficacy and control over the situation. Opposed to flow are feelings of distraction, frustration, or futility. Imagine a free-running river compared to one which is stopped up by a dam, and you’ll understand the metaphor.

    Bederson notes that software user interfaces can be designed to encourage flow, or (through bad design) discourage it. I had Second Life’s interface in mind as I was reading, noting places where its interface was good or bad.

    Continue reading »

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