pet projects - KDC: Kyrah Design concept – Second Life content creation, 3D modeling, programming & game design

Archive for the ‘pet projects’ Category

More pipe work

A lot of pipes

  • 3x parallel pipes, straight sections spaced for 1 m, 30 cm and 10 cm pipe flanges.
  • 3x parallel pipes, with a 90° curve spaced for 1 m, 30 cm and 10 cm pipe flanges.
  • 2x parallel in straight & curved versions.

I still need to get everything clean and packaged up, that’s for tomorrow.

I also prepped the thigh cuffs and updated their code, they are pretty much ready, save for those extra animations.

Thigh Bands WIP

Here is a little update on the thigh bands WIP. I couldn’t get much done last week & the weekend was pretty busy, so that’s why I didn’t post a lot. I think I’m done with the new thigh band model, LODs included. Furthermore, I still need to make a proper suspension pose set (finally?) before I can push this update into the wild.

Ankle cuffs and some new pipe parts

I’ve started working on a much-needed update to the pipe kit, namely parallel pipe sections, both straight and curved, this is the 30 cm diameter version, with just enough space to put the flanges in, and some realistic space between them. I plan on making these for each pipe size since they all need a different amount of space. Not only that, but I might also add some other parts, I’m not entirely sure what else is urgently needed there.

Furthermore, I figured I’d also make a picture of all the remade pieces of the lined chrome set, just to prove that they are all different and unique, because the picture I’ve been posting the past couple weeks might give the wrong impression there.

Lined chrome wrist cuffs remake on the way

I want to apologize for the lack of updates, my sleep cycle and mood have been pretty messed up since I came back from visiting my family on Easter. I’m working on getting everything back on track. In the meantime, I started working on the lined chrome wrist cuffs remake, I don’t have much to show, but they look really similar to the elbow cuffs anyway.

I have to pretty much redo each pair one by one as those are a bit less tolerant to resizing since there isn’t so many parts to them anymore.

The wrist cuffs are also noticeably thicker than the original, it started with the elbow cuffs, because I was accounting for resizing of the original sculpted prims, and I figured I might as well make it consistent across all cuffs, just to give me a little more wiggle room for fitting.

As a result, the collar is slightly thinner, maybe I’ll fix it, maybe I won’t?

Elbow cuffs!

Why would I do the elbow cuffs first? Well… I did not actually plan this, I picked the wrong reference model and only noticed when I was pretty much done with it.

These look so much better with actual holes…

New collar models are complete!

The new collar models are complete (collar body, D ring, triangle ring, round ring). The complexity only dropped by about half, despite only 1/5 of the triangle count.

Oh well, at least the locking mechanism looks much better, some of the click prims are now redundant, and it should be a LOT easier to edit.

I’ll try to update the product picture & push the update sometime tomorrow or Friday.

A bit more work on the Lined Chrome Collar remake

The Lined Chrome Collar remake is going well, I still have no idea how it will end up looking in-world. I’m thinking about adding a very simple material setup on the backing to enhance it a little compared to the original.

I did a few “fancy” renders to test it, it is a bit subtle, maybe too subtle, but it works.

I have also re-added some of the small details, like the surface rivets, the adjustment holes (actual holes this time!), and the locking post.

Lined Chrome Collar remodeling

This probably wasn’t the most urgent thing in the world, but despite its age, the Lined Chrome Collar is a fairly important product because it contains all the core features used by all the other items… and yet it is still an old crappy sculpted prim.

Since I don’t really have the original models anymore, my goal here is to recreate it as best as I can, but also to correct the many issues of the original, especially the ludicrous polygon count.

The first picture is the original, 15000 triangles… The new one isn’t complete yet but weighs a mere 2800 triangles, with all the parts that are done at the moment.

Where things are right now.

It took me a couple of days to finally fix that annoying bug where on relog chains could turn into suspensions if you stood in a spot that qualifies for a suspension. I’ve also given a beauty pass to the RLV activator, it uses symbols where text isn’t necessary (UTF characters really), and I tried to make the menus a bit more explicit in what they are doing.

I’ve also added to it a” function to stop all currently playing animations, this can break stuff (but not TouchBound products because of the TB animation manager), but it can also be helpful.

I’ve also added a safety feature that prevents the wearer of a TouchBound item from chaining themselves to an object further than ~2 meters away. This might be seen as a downgrade, but the main reason is to spare you the embarrassment of chaining yourself to a chaining point that you cannot reach anymore as soon as RLV kicks in. It will only affect the wearer obviously, and people playing with you won’t be affected by this restriction.

Mid-march code madness

I haven’t died! I merely took a break.

I’m easing back into work mode with some work on the TouchBound core code, fixing some bugs, and adding small quality of life features, I might be on this the entire week as I’ve left the issues/feature request pile up for a long time.

I haven’t yet decided what will be the next product either.

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.
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