Skin suit gloves breakthrough
Today I finally had a breakthrough with the skin suit gloves. Once I started exagerating the finger joints, knuckles and creasing the underside it sort of began clicking into place in my head. I’m thinking that mid-biceps, is probably long enough for this type of glove. I haven’t decided yet if I want to add some decorative cuff or trim to the edge, maybe a really simple detail strap or trim. I also have to make matching socks, so I probably shouldn’t overdo it.
There were some weird issues yesterday that made me extremely anxious last night: I STILL do not know what happened but connections to my server backend from SL kept failing, I couldn’t be sure if it was a problem on my end or not and ended up recompiling everything on the server box. I’ve also switched a bunch of the scripts around the dead realm region to use SSL because I was suspecting that the 301 redirects from http to https were the culprit.
It ended up going from dozens of connection failures yesterday to just one today, nearly 12 hours ago. I have no idea if it was my doing or if Linden Lab’s.
More slave shackle work
More progress on the slave shackle project!
I didn’t take a lot of pictures early on but I am quite impressed with what I’ve been able to do with the material. It’s one of those cases where you don’t want to know how the sausage is made I guess. It’s just weird that it looks so good for what it is.
I included the very first version of the material, which looked very “meh”. I’m usually bad with the “true color” of things and tend to make them a little too gray or black.
Super happy with the distressed look, the wear, and all the little dents that are covering the outer edges. I tried adding a concave bevel around the edge; A bit like a grinder would leave behind, but anything I do to that edge seems to make the cuffs look slimmer, and also removes most of the dents, so I’m going to leave it as is. I also made a version with a simpler interlocking hinge design, not sure which one to include in the final model. The simpler version makes “more” sense for this design but obviously doesn’t look as intricate.
Finally, I’m coding some sort of generic “auction” system. I’m not sure what I’m going to use it for yet, it’s just a prototype. I’ve spent most of my time on this little project trying to generate “pretty” bidding intervals.
Not much to report, sadly
What an embarassing update… I don’t have much to report today. All I can show is a tiny bit of low-poly work on the skin suit, and that’s not even what i should be working on at this time but that’s all I could muster.
Last night I did spend quite a bit of time on the beta grid to try the new Luau scripting environment. It’s interesting in a few ways: It seem quite fast, and I did a few object-oriented programming tests that could be useful in the future. I’m really rusty on Lua-scripting (the last time I did was in the early days of Gmod10) but it is certainly promising. The big issue might be when it comes to weird LSL quirks not being entirely handled by the Lua VM but they do map one to the other quite well.
I couldn’t do any memory usage tests as the functions appear to return fixed values.
I don’t see how they are going to allow client-side scripting in a way that is actually useful beyond client mods, but we’ll see.
Sci-Fi Handcuffs progress
Not what I had planned to work on, but the sci-fi handcuffs kept nagging me. I think I’m going to abandon the traditional ratchet design and go for a “rack and cogwheel” design, similar to what is used by Anhua HC-01 handcuffs. The idea is that the actual ratcheting mechanism is hidden and protected inside the body of the handcuffs, the bracelets interface with an intermediate cogwheel. Theoritically this makes it impossible to shim (more secure).
But in this case, it also looks really good in my opinion: far better than the ratchet teeth. I initially thought of using two gearwheel, but ultimately decided against it because it caused problems with rivet positions and the window for the lock’s colored shutter thing.
Vergilius Collar & Cuffs now available for VRChat!
Having a video did so well last time (for the stunprod), sooo… I made another one for the Vergilius set. It’s… a bit questionable? We’ll see if booth ends up removing it, but it does make me wish that I could record some smooth VR choreography… I digress.
It is a fairly simple product feature-wise, I tried to build upon the prisoner shackle set and included a pre-made animator setup to show/hide the different cuff groups, saves you from making your own. Personally? I don’t use the included menu, I just have my clothes toggle the cuffs on/off directly to prevent clipping.
I also added a Poiyomi material set in addition to the standard shader setup and a couple more variants to save you from having to import the cuff set in Blender.
It isn’t made for any specific avatar in mind but unless you need to do something very specific, the ModularAvatar setup should get you sorted. Oh and if you want the locks to be smaller or the ring shackles to be bigger, you can just resize those bones in Unity, no fuss.
As usual for VRChat assets, head over to booth.pm if interested. Do message me on booth if you have issues/suggestions related to it.
Looking for the Second Life version? head over here.
Yet another random project idea
Here we go again, yet another random project idea that I ended up pushing at the front of the queue this weekend.
It is based on an old sketch I picked up from somewhere… I’m not exactly sure where anymore. The hinge need to look more… functional, and the design seem a little too cramped to accomodate secure locks, but It very much has that “sci-fi high-security overengineered” vibe that I like.
Unrelated, but more important topic: I’m almost finished with the prep work of the Vergilius set for VRChat, the readme and license files are written (in 4 languages…), the booth storepage is more or less done. I’ll do a photo/video shoot tomorrow and it should be ready for release.
I gave the package to a couple people for testing, we’ll see if I get any feedback.
Slowly getting there…
I’m slowly getting there, to a point where I feel that the VRC version of the Vergilius set is about done. I ended up modeling a simple little padlock that uses an unused corner of the metal texture, looks the part, right? I ended up having to redo the locks twice due to bad proportions, I also remade all the lock posts and shackles because the previous version had no UV coordinates for some reason.
Ended up redoing the “skeleton” two or three times because I kept deleting bones I did not think I’d need and had to redo physbones & toggles every time. Oh yeah I also wrote the animator stuff to show/hide each pair of cuffs (it just shrinks them to 25% of their size, really). There is a menu too, but personally I don’t use it as other garments can operate the cuff toggles, that’s just as good if not better.
Lastly I’ve cooked up some passable “standard shader” settings for the metal and rubber (as seen in the pictures). I’d like to add poiyomi material settings, but the matcaps I use are my personal stuff…
Currently it will ship with two variants: collar-only and “full-set” (8 cuffs + collar). Should I include more options for this? wrists and elbows only maybe?
Working on a Vergilius cuff set for VRChat
I need a new collar for the Valentine dance so I’m making a Vergilius cuff set for VRChat!
I ended up modeling a simple padlock for it today because I don’t have any that isn’t built as a sculpted prim for the TouchBound system. I managed to cram them in the free space of the metal texture UV but they are pretty low-resolution all things considered. Since this version is for VRChat I’ve put it together into a custom skeletal rig that uses ModularAvatar for ease of installation and low object/material count (1 mesh for the entire set and 2 materials).
It’s a bit on the heavy side with 40Ktris for the entire set (collar + 4 sets of cuffs), but I’ll include a more “stripped down” version where the inner side of the straps has been removed, and a couple variants for convenience (collar only, wrists only, etc…)
Once this is sorted I’ll return to the “skin suit” project!
The last 3 hours have been absolute hell as I ended up locked out of the site! I assumed the worst and was ready to purge the entire subdomain… But it turned out that it was a misbehaving outdated plugin.
The feeling of the intense stress coming down was almost… orgasmic.
Classic Shock Collar update!
Since the classic shock collar update adds a major feature, I’ve actually put it on the “new product” stand at the store. I think it deserve to be there.
The big change is that there is now a flag you can set in the collar inventory (Off by default) that allows to connect the collar shock function to the Openshock or to the Pishock official servers to control real-life compatible shocking device.
You can configure how exactly the “duration” setting of the remote gets translated to shock intensity and shock duration on the shocker API side of things (for the time being, the controls will remain unchanged). I realise this will only be useful to a very small niche of users, which is why the feature is completely invisible unless you enable it.
This update is completely free to existing owners and you will receive it through the updater. As usual, you can find it at the KDC Main Store, or on the SecondLife Marketplace.
Enjoy~
Shock collar update almost ready to release
I think I’m pretty much done with the shock collar update, if the function is enabled you will get a fairly informative addition to the frequency menu that allows to reload & clear the shocker configuration. It also contains a brief summary of the intensity/duration settings (and links to the two supported services obviously).
The manual is already included in the TouchBound clickable zone menus so I did not feel the need to also have it here. The configuration options will only be available to the collar wearer, that goes without saying, but if another user is configuring the collar frequency, they will see the current settings. All this will be locked out when the collar is locked, as before.
I’ve also added a mandatory cooldown that forces a pause equal to the duration of the last shock, just as a spam/safety. It only affects the RL hardware shocker function, the normal shock function remains unchanged.
Because when I created the shock collar I only added a configurable duration, I adding configurable boundaries for both shock intensity and length. This way you can set a fixed duration/intensity, regardless of the shock length, or you can configure it to adjust strength and/or shock duration according to the shock length supplied by the remote.
Lastly, I’ve been playing with a really rough idea for a “simple” new collar/cuff set. I believe that it has some potential… But I have other things I should focus on.