Ankle shackles almost ready to go!
I made some good progress today and over the weekend, and I’ve almost finished the ankle shackles variant.
I couldn’t re-use the collar texture because it is so much smaller and the band area ends up too compressed and unnatural, I’ll try to reuse the texture for the wrist version, however.
So far, the look and feel of the ankle set is my favorite, and it will probably remain that way since it is what the entire set was really all about.
ER chrome collar & Classic posture collar update
This update brings up those two collars up to date on feature & bug fixes.
- FIXED: Incorrect limb reservation on the collar suspension.
- ADDED: Collar→genital piercing binding pose.
- ADDED: Ability to lock the wearer in sitting position when a chain is drawn to the sat-on object.
- ADDED: RLV Activator (2.5) animation purge function & new menu layout.
- FIXED: Normal chains turning into suspensions on avatar relog.
- FIXED: Objects that use the multi-anchor plate script can be sat on without triggering a link refresh.
- FIXED: Wearer cannot draw chains longer than 2 meters to prevent self-suspension accidents.
Enjoy~
Releasing four new Allen keys!
I figured that, since we do have a handful of bolt-compatible products, it was time to make a few more Allen keys.
I have also revisited the pictures for the two original ones (triangular and hexagonal) to make them pop a little more.
As usual, these are all available at the KDC Main Store (10% off), and on the SecondLife Marketplace.
Warden Straitjacket Update!
This Warden Straitjacket update was long overdue and contains a handful of changes of various usefulness:
- Ability to lock the wearer in sitting position when a chain is drawn to the sat-on object.
- 5th “extra hard” sleeve tightness stage (I can’t actually beat this one).
- New RLV alpha folders for “tied” and “untied” mode.
- RLV Activator (2.5) animation purge function & new menu layout.
And a few small changes such as config card name change, and some tweaks in message wording.
I’ve updated the manual to reflect those changes, if you use the auto alpha feature, you should the new folder structure.
The Prisoner Neck Shackle has been released!
A heavy forged design, the pride and joy of our apprentice blacksmith.
Overall, I’m very happy with the results here, and it doesn’t completely blow the texture budget, what more to ask, right? Feature wise it is a bit “light” given that it only has a single chaining ring. In addition, the main locking point ONLY works with the bolt system or heavy padlocks (I’ve included both).
As usual, you can get it from the KDC Main Store (10%off), or from the Second Life Marketplace.
Enjoy!
Making a handful of new bolt types
The prisoner neck shackle (current name, yay!) is almost ready to go scripting, configuration, animations, it’s all done.
I also decided that since we now have a handful of items that support screw/bolt locking, it would be a good time to introduce a handful of new bolt styles.
- “Secure” hexagonal (the ones with eh little post in the middle)
- Square (we had triangle already, right?)
- Hexalobe (torx-like)
- Spanner drive
Textures and LOD models complete
I’ve just finished cleaning up and uploading the final models & textures. I was going to use a custom specular map, but it doesn’t appear to add much to the overall look, so we’ll do without and save 2Mb of textures.
I still have the feeling that I’ve gone overkill on textures with this (1024×512), since most of the detailing immediately disappears unless your eyes are glued to the model.
In my eyes, it looks acceptable… now I need to get on with the scripting.
Shackle set progress
I was sick on Tuesday, so I pushed the shackle set progress update to today.
I’ve gotten in a place I kind of like when it comes to the texture, it definitely looks very nice in blender, but might need to be a little coarser to do the trick. Furthermore, I ended up reusing one of my “scratched” node group, I don’t even remember how I made it, but it does “things that I like”.
I forgot to unwrap the ring, granted I could just use a prim for this, but I need a click surface to cover the hole, and so I might as well make it a mesh too.
Texture work and some random things
I have finally put together some kind of metal material that looks about right for this type of collar/cuff, I did a quick bake test (second picture) and it appears to hold “relatively” well. I have added a scratch layer that shows through with a wear map, and some coloration variations in an effort to make the welds more visible.
Today’s update also include two random things. (I saw a latex pig mask in a fetish photo that I thought actually looked nice, but I am not sure if I can quite do justice to it)
This is no good…
This is no good, I’m sleep-deprived again… I have spent most of the day trying to come up with a metallic look that I like.
So far? Nothing really horrible, but nothing that I like either.
I’m trying to create something that doesn’t look painted and has a little amount of wear visible. Not too much, but not too little that it won’t be visible at all. I’ve even tried using some of my previous metal materials without much success.
I tried adding a bit of rust too, but it doesn’t look right either and whatever scratches or uneven brushing I tried to add wasn’t really noticeable enough, or looked fake.