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Tiny Prims on veils, silks etc.

Kagome Aeghin
Pissed Off Pussy
Join date: 2 Apr 2008
Posts: 112
07-22-2008 14:14
On veils, silks and even on some skirts they use very tiny prims in a cylinder i believe what i ask is there a easy way to get it to join together around a avi without making each individial prim.

I'm finding it a nightmare to make it look right when i move them around my avi.

Please help:)
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
07-22-2008 14:29
prolly not what you want to hear but that's really really bad building to do so.

how about a single cylinder flexi prim with a nice and detailed alpha texture?
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Peggy Paperdoll
A Brat
Join date: 15 Apr 2006
Posts: 4,383
07-22-2008 15:54
From: Kyrah Abattoir
prolly not what you want to hear but that's really really bad building to do so.


I know where you're coming from and I can't really disagree much. But what I think the OP is trying to do is follow the contours of the avatar body......a cylinder does not allow you to do that. I've done what the OP is suggesting....not with tiny prims but with spheres reduced to .01 x .02 x .01. It is tedious and a little aggrivating pushing the individual prims around while constantly adjusting the rotation. It end product didn't look half bad.......but, unless I have a really great inspiration, I won't do it again.

A fairly decent subsitute for following the contours is to use a torus and distort it with twist, cuts, skew, and revolutions and placing them around the avatar's body. Still tedious and easy to get lost on which way to skew or rotate but it's less of a chore than placing prims around the body.

A good alpha texture works pretty good if you don't also have alpha panels in the skirt or item. OpenGL's alpha glitch can be really disappointing after spending a few hours sqinting at your monitor screen. :)