*Long Hair* I am sure this is a revisit
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Rogo Gorky
Registered User
Join date: 9 May 2005
Posts: 39
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05-21-2005 14:28
I've become a little disheartened with my creations because of lack of projects, then a nice person came to me and asked me to make long hair for her avatar. This gave me something fun to try and work on.
Now, I am fairly new to SL. I am fair at scripting but way rusty, pretty good at Poser, BVH files and coordinates. But in the end I am having trouble getting my feet wet conceptualizing so I was hoping to brainstorm and thinktank on how to achieve the project.
The Requirements: -Textured Prims, no shapes used to make hair tendrils -Full Length Hair. Head to almost ankles. -Must be able to bend or joint so that when her head turns the hair doesn't just stick straight out.
Masterpiece Accessories: - Either 1.)Scripted swaying of pieces, 2.)Scripted flow... basically a delay of hair rotating to meet head direction. - If both is possible it would be golden.
I don't want to let this nice person down. Any help will be VERY appreciated. I will even pay for good advice. If a scripter guru wants to take the initiative and create a well commented and open script for me so that I may learn something good on my first SL project, I will pay a handsome price.
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Talila Liu
Micro Builder
Join date: 29 Jan 2004
Posts: 132
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05-21-2005 14:48
Not really possible as of now.
You cannot rotate attachments on an avatar. You can change the scale though, but I dunno how tha twould look with hair.
The only other option though is Using multiple attach points.. to simulate about where the hair would bend at the waist.
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
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05-21-2005 15:08
partical effect comes to mind
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Rogo Gorky
Registered User
Join date: 9 May 2005
Posts: 39
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05-21-2005 15:23
Talila Liu: Yeah, that's what I've heard, that attachments can't rotate. You are definitely on the same page as me, the next idea I was thinking about was have Hair Piece 1 attached to the skull, Hair Piece 2 attached to the back, and finally Hair Piece 3 attached to the waist. Second idea, which I think would be really sweet, but I would LOVE to know if it's possible is offsetting the default skirt to anchor to the head!
Is this possible?
Kurt Zidane: Intriguing. Is it possible to spark off a few particles and have them each root down to a certain area relative to the model... then move and sway but stay oriented?
I could make a textured particle, and make them like shingles or scales that pop up and are rooted to where they would look like hair, and just sway back and forth softly.
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
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Hmmm...
05-21-2005 15:24
Now, I have wings that check if you're flying and get how fast your flying and flap accordingly. I was actually even thinking of trying to make hair that was similar, that animated and "flowed" in the air if you were moving fast. And that can be done, a better scripter than me could probably even do it in a way that wouldn't crash sims.  If you make a script that periodically gets the angle your AV is facing, then check that against the last time it checked, and then make an animated-hair-swaying-left and animated-hair-swaying-right texture... Or it could check where your AV is in relation to their last position, and then sway accordingly. But, any way I looked to do it was inefficient - you'd need a timer or something to keep checking these at least every 6 seconds or so, and where the wings I made can "turn off" when you aren't flying, the hair would always move... In other words, I think script-wise it CAN be done, but I can't think of a way that wouldn't be lag-inducing, and you'll have to "fake" the bending by making at least a few different animated textures (you said it would be textured hair and not shapes for hair tendrils anyhow).
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Rogo Gorky
Registered User
Join date: 9 May 2005
Posts: 39
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05-21-2005 15:31
How does this strike you Logan:
Have a prim located near or around the skull (attached) and give it the name Target, Then have a script on the hair model that first: offsets it so it's near the head in the right position, then just have the script make the hair object copy Target's rotations plus the offset? Would that be efficient or possible?
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Rogo Gorky
Registered User
Join date: 9 May 2005
Posts: 39
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Nevermind
05-21-2005 15:32
See how dumb I can be... if it did what i just said then I might as well just attach it, we need the other parts to mimic it as well 
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Talila Liu
Micro Builder
Join date: 29 Jan 2004
Posts: 132
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05-21-2005 16:20
If you do use particles you still have to pre place the emmiters, which can tend to look goofy if you start moveing.
Also if you would like that I recomend waiting until Havok 2 comes into SL.
Ive heard a rumor that it might be possible to attach items with physics to an avatar.
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Rogo Gorky
Registered User
Join date: 9 May 2005
Posts: 39
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05-21-2005 17:00
yeah, I heard that too. Well, I think that may be a wise idea. I think I can make do with seperate attachments until the new engine.
But if any scripting god is out there and wants to make a bundle, get in touch with me.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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05-21-2005 17:06
Just do one attachment, with several "frames" that animate one after the other. No need for multiple attachments, though it might be wise for you to learn how llSetTextureAnim works to make it completely efficient.
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Rogo Gorky
Registered User
Join date: 9 May 2005
Posts: 39
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05-21-2005 17:34
oh, the animation part I got down pat. We were saying that if it's a single attachment, say to the head, that when she bends forward, her hair will stick straight out backwards.
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
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05-21-2005 19:05
From: Rogo Gorky oh, the animation part I got down pat. We were saying that if it's a single attachment, say to the head, that when she bends forward, her hair will stick straight out backwards. Hmm, I just tried attaching a cube to my head with a script to just tell me the result of llDetectedRot(0) - This will tell you when you turn left or right, or when you are physically, say, laying horizontal, but as far as looking up/down, or say the "nod" animation, I don't know how you could test for that. But, you can put a script in to test with llDetectedRot for when you turn left or right and then trigger the right animation frame...
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Rogo Gorky
Registered User
Join date: 9 May 2005
Posts: 39
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05-21-2005 20:18
Logan: I think you lost me on one point. You said "have it trigger the right animation frame." Do you mean animated hair via Poser? Or did you mean an animated prim? Oh I sure hope you mean the former 
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
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05-21-2005 20:53
From: Rogo Gorky Logan: I think you lost me on one point. You said "have it trigger the right animation frame." Do you mean animated hair via Poser? Or did you mean an animated prim? Oh I sure hope you mean the former  I mean have one object that animates frame by frame, like described here : /54/4e/33550/1.html
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Heratiki Turnbull
Juggalo Ninja Master
Join date: 2 Mar 2005
Posts: 81
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05-24-2005 03:20
Have you thought about doing a small section actually attached to your avatar and then smaller sections which will follow the head attachment say the same way that a pet follows it's owner... That way one attachment for the head and then the rest follow the object as if they needed it greedily... Only problem there is Crossing SIM borders and the like but I still think conceptually it's possible... Then the hair would "move" with the rest instead of just sticking out... Ok or maybe I'm just crazy...
Heratiki
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elka Lehane
WOWAWIWA
Join date: 30 Mar 2005
Posts: 983
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09-28-2005 22:24
That is CRAZY amazing. I am not the person who asked, and sorry to make this thread relive... But I've been looking for the longest possible hair since I am a newbie. If you ever suceed, Im a buyer. Name your price. Thank you!!
elka
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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09-28-2005 23:11
From: elka Lehane That is CRAZY amazing. I am not the person who asked, and sorry to make this thread relive... But I've been looking for the longest possible hair since I am a newbie. If you ever suceed, Im a buyer. Name your price. Thank you!! elka Once 1.7 comes out, expect moving hair. Attachments will be able to do that. But, also expect it to be sluggish. Too many scripts and all scripts slow down in 1.7.
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elka Lehane
WOWAWIWA
Join date: 30 Mar 2005
Posts: 983
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10-10-2005 19:59
From: Jillian Callahan Once 1.7 comes out, expect moving hair. Attachments will be able to do that. But, also expect it to be sluggish. Too many scripts and all scripts slow down in 1.7. Cool but I really don't care for *moving*... I just want outrageously looooong LOL But I guess moving helps, since when bending and such, that loooooooong hair will definivitely stick through people's ribs and kill them oh god O.o
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