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Arcane Clawtooth
5 By 5
Join date: 7 Jan 2008
Posts: 201
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08-09-2008 23:42
Ever been so bored that you decide to create a tail one strand of fur at a time? I started to, but seem to have hit a link limit, is there any way around it?
BTW, I never intend to use it, just curious if it could be done and how it would look. So far all the strands moving around kinda hurt my eyes LOL
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
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08-10-2008 04:15
That reminds me of the other night when I found you could make a chain from torus's linked together when physical, and thought about making a whole suit of chainmail this way  Someone else remarked how much phun it might be to make a sandpit using prim sand spheres set to physical
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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08-10-2008 07:21
You run into a number of constraints there. Some mechanical, and some related to link limits. :
Making a tail out of individual flexi strands is only possible for tails that appear to be mostly long hair attached to a short stub of a tail, like a horse's tail. This is because there is no way to attach multiple flexy parts to other flexy parts, except at their bases. They all have to share the same base attachment point for them to appear to move together at all. You can't attach one prim to a point part-way down any flexi prim, because the apparent position of the flexi at any moment is strictly a client side effect. You can't even attach a rounded tip to the end of a cylindrical flexi cat's tail! That tip will remain anchored to the position it would be in if the rest of the tail was not flexi.
So a tail like a cat or a dog or a fox or a wolf has is impossible to add fur to as a bunch of flexis. You can't create the flesh and bone "core" and have the fur follow its motion.
Most furry flexi tails are 3 to 6 flexi cones, all attached to the same base point, and textured with an alpha texture that is "fuzzy" at the end and gradates to transparent. And they tend to have issues even then with the various parts not staying in synch with each other as the tail moves.
The link limit is 255 prims, by the way. Though if you really wanted to go gonzo, you could attach one tail to the "Pelvis" attachment point, another to "Stomach" and a third to "Spine", and position all three so they roughly overlapped each other. But the client-side lag created in terms of avatar rendering cost would be horrific.
I have a few furry avatars where the maker used lots of tufts of flexi 'fur' attached to the body prim parts, to make it look 'fuzzy'. the effect is great, but the client side lag / Avater rendering cost of those avatars is horribly high.
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