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More cage features.

Alright, I have to admit there is a lot more to do than I thought (wasn’t this cage supposed to be a “small” project?). Here is a little breakdown of what’s done (in green) and what’s left to do (in red):

  • TouchBound Locking.
  • RLV Relay support to restrict touch distance, tp, cage editing and prevent sit teleport.
  • RLV Tracking/teleport of cage occupants on relog.
  • Notecard configuration.
  • Option to open doors automatically on unlock.
  • Option to restrict locking by users and by group.
  • Option to have the doors self unlock after a fixed time.
  • Sitting with adjustable Z position.
  • Custom sound effects for opening/closing/rattling.
  • Sitting animations.
  • Multiple chaining points inside the cage.
  • Texture configuration.
  • Final textures.
  • Multi tether code for all TB items.

Cold and code.

I’m dragging a nasty cold since the Global Game Jam, so my work output has been severely reduced.

Regardless, I’ve been working on a global TouchBound update to increase the flexibility of the chaining system. It’s a bit tricky to integrate within the core system.

I should probably complete the cage first, but the two are (very) loosely connected.

Finally getting somewhere!

Good things happened today, I Came up with a really nice weathering of the floor plate and a pretty convincing concrete slab to support the cage, complete with corrosion stains.

It is getting VERY close to where I want it.

Interesting material results

I need to go back to actually finishing the model, there is still a few bits that aren’t ready for texturing. Here are a couple more tests that i did last night.

Dirt and grime

Piecing the normal map together took me the better part of the day because I had to restart a few times. The second and 3rd shots are with some quick material tests, not bad but we aren’t there yet.

A new year, and new projects.

This time I’m working on something a little different from what I usually do: a cage.

As you can see I’m making it up as i go, the first door looked awful, and so did the first version of the “food hatch” at the bottom of the door.

Pop in a few rivets and it’s already more like it (what about welding tho?).

The base could use some embellishment and I still need to slap a few chaining plates here and there for good measure.

Small vacuum system patch

I noticed a slight issue with the current IAPI vacuum system, the problem only concerns the floor dust surface and the vacuum chargers and should fix problems with the vacuum dust content “sticking” between usages. It should also display the right transparency level for the floor dust.

The KDC Tasanee Collar is out!

Tasanee Collar

And it’s out, right in time for an emergency Xmas gift! A more elegant collar for those formal occasions, or simply to reward an especially well-behaved submissive.

If locked with one of the valentine padlocks it looks just adorable šŸ˜€

The rivets can be fully configured with the HUD and you can write your own preset patterns using the 4 different rivet types (or no rivets too).

As usual you can find it at the KDC Main Store on the SecondLife Marketplace and on PrimBay.

Night update

I released a fix/usability patch for all the TB compatible collars:

  • FIXED: Animations improperly cleared on detach.
  • ADDED: Added low neck freeze animation to the collars that where subject to animation related clipping.
  • ADDED: Deleting the animation BACKGROUND_LOOP will disable the neck freeze without causing errors.

Dainty little collar

Here is a little thing that I started working on.

wip3

Since I don’t have any “fancy” collars in my collection I figured it would be a reasonable projectĀ  to squeeze in December (with the festivities and all it is unlikely I would get to complete a big project.

 

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

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

February 2025
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