Archive for 2011
Usually SL creator profit from the Christmas festivities to release a few winter themed products, and I’m sure a lot of people wonder why I never do the same. The thing is that I’m way too slow when making new creations to be able to release something on time for festivities.
On top of this, I’m spending the festivities with my family, so i figured i might aswell take a break from SL creations and focus on other projects until this blows over.
I know that everyone would rather see me make fetish stuffs than video games, still here is a (very dark) of a crappy little FPS game I’m trying to make, as a learning project.
It’s about shooting zombies in a gloomy cemetery, if I ever complete it I will put a download link here.
Laminated… what a convoluted word hm? Well that’s what stuck during the modeling process, and it’s fitting if you consider that this monstrous set of cuffs is made of several thick steel plates, laser cut to shape and assembled with heavy-duty bolts.
Like the paws, those cuffs are almost completely mesh based, so you will need a viewer 2.0 if you want to see them in all their glory (you should really switch to a mesh viewer if you haven’t yet there are quite a few now).
They feature my classic cuff script with all the TouchBound standard features and special animations with cuffs and collars, also the bolt slide in and out of it’s hole in the outer ring of the cuff if you lock/unlock it.
This design is supposed to use an inner cuff ring that fit closely around the wrist and is kept captive (and shut) inside the outer ring. In theory they should be able to rotate freely around each others.
You can get them from the usual places:
Continuing my serie on the “cylinder cuffs” (temporary name) Early test in SL, looks very promising 🙂
Mesh pretty much done, now it’s only about texturing and minor tweaking.
Low polygon model, pretty much done (still missing a hole and a hinge peg), the unwrapping could be more efficient, so I still have to do that, and there is a few iffy things with the projection cage. But the result speaks for itself:
from 518640 triangles to 1546 triangles:
They have a customisation HUD with a wide variety of leather colors and independent base/details, like the stuffed ballgag (so you can match them), they have a new special feature when both mittens are worn and locked that will prevent the wearer to interact with TouchBound products.
Also they are my first mesh enabled creation and I’m pretty proud of it!
I updated the documentation wiki with the new information, check it out if you are lost!
Before i start I’m not sure if I’m actually going to publish change logs all the time but this one felt needed considering it affects nearly every TouchBound products:
- Lined Chrome Collar (version 3->4)
- Lined Chrome Cuffs (version 4->5)
- Lined Chrome Ankle Cuffs (version 3->4)
- Stuffed Ballgag (version 6->7)
- Isolation Headphones (version 2->3)
- 10 Gauge Nipple Rings (version 1->2)
- ER Chrome Collar (version 1->2)
- ER Chrome Cuffs (version 1->2)
- ER Chrome Ankle Cuffs (version 1->2)
- Fixed a sound glitch.
- Corrected an error in the anchoring code.
- Removal of the glow synchronisation table and move to llSetLinkPrimitiveParamsFast().
- Added code for Mitten type object forced cancelling.
- Added Mitten status flags in the shared bitfield.
- Added ability to reject touches when the Mitten flags are on.
- Tidied the shared bitfield manager in a function.
The self updaters contained in those objects should request the new version automatically, if you come around any delivery bug, or general bug, do not hesitate to contact me inworld, file a bug, or leave me a message.
I haven’t posted pictures for a while now, so I thought i would add a few, the mitts have the same chain system that the wrist cuffs have, with more features, they have their own HUD for selecting textures, and they are detected as LockMeister anchor points and TouchBound targets.
I’m planning to release them at first with the animations from the shared cuff set and a manual alpha setter, also, when time allow to lightly tweak the chained poses to account for the mitts size.
If there is a demand for it I will also add a RLV enabled alpha setter (the alpha layer has to be put on manually for now.
I also discovered another bug that need to be squashed in all the products, the tp blocking when leashed is not refreshing properly which can cause issues, but also makes it behave erratically. This will be fixed before I release the mittens.
The last two bits I still have to code are the following:
- The mittens to remotely cancel touch interactions for non RLV user. For RLV users, wearing both mitts and locking them prevent you to touch or edit any objects in world. It still let you use your HUDs.
- The “safety” feature I was talking about in my earlier post so you cannot lock the mitts with biometric locks that you marked yourself. I need to come up with a comprehensive error message for this too…
For those who wonder, the TouchBound objects are … Really complex under the hood, mainly because they do a lot of background work for the user and they are all communicating with each others to keep the limb animation system synchronized, I’m trying to make them work in such a way that they are as transparent as possible for the user.
Several persons reported that the whole “clicking business” is a bit difficult to use for the average user, and i understand this problem. I’m open for suggestions on this matter if anyone think they have a solution ( one that doesn’t involve abandoning the “natural use” concept completely).
I’m back to work on the TouchBound bondage mittens (or whatever the final name will be). I pretty much finalized the common code changes for all the TouchBound products that enables the special features of the bondage mittens, which means that when both wrists wear a mitten type TouchBound items, all the attachments will reject clicks from their owner :), on top of it I will add an RLV compatibility layer for those with RLV clients.
However this new feature brought an interesting little conundrum:
- If you wear the mittens locked, you cannot unlock them by yourself.
- If you locked them with biometric padlocks, only you can open them.
- As a result, you’re pretty much stuck because only you can pop the locks open and you’re the only person not allowed to interact with them.
I think I will add a safety feature to them that doesn’t allow self locking with biometric padlocks, just to be on the safe side of things.