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<rss version="2.0"> <channel> <title>Evernote Openbook: SL development</title>
<link>http://www.evernote.com/pub/paviglok/sldev</link>
<description>Notes from paviglok&#039;s  Evernote Openbook: SL development</description> 

  
  <lastBuildDate>Sun, 01 Nov 2009 05:07:56 GMT</lastBuildDate>
 
  
  <item> <title>Mirror Water « Zonja Capalini</title> <link>http://www.evernote.com/pub/paviglok/sldev#babdeeb6-fdc3-4a4c-8c8f-8252b361c22f</link>
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        <div class="ennote"><div><div><p><a href="http://www.opensimulator.org/" target="_blank" shape="rect">Opensim</a> and <a href="http://secondlife.com/" target="_blank" shape="rect">Second Life</a> have no mirrors. <a href="http://www.flickr.com/people/oracolo-janus/" shape="rect">Oracolo Janus</a> found <a href="http://my.opera.com/OracoloJanus/blog/2008/06/28/just-started-some-windlight-extreme-presets" target="_blank" shape="rect">a way to tweak the Windlight parameters of water to get a near-mirror effect</a>, which I’ve been using creatively.</p><p><a title="0544 - The changing room 1 by Zonja Capalini, on Flickr" href="http://www.flickr.com/photos/zonja/3471537402/" shape="rect" target="_blank"></a></p><p>(See my “<a href="http://www.flickr.com/photos/zonja/sets/72157604137306864/" target="_blank" shape="rect">Trompe l’oeil” set</a> in Flickr for more examples)
</p><p>I <a href="http://www.flickr.com/photos/zonja/2675549227/in/set-72157604137306864/" target="_blank" shape="rect">published Oracolo’s preset</a> in <a href="http://www.flickr.com/photos/zonja/" target="_blank" shape="rect">my Flickr stream</a> to help other people that wanted to try it, but Oracolo’s preset, as I published it, has two problems: 1) not everybody knows how to create an .xml file in Windows, and 2) this only works for Second Life, not for the Opensim-based grids (since it is using the UUID of the image, and this UUID can’t be the same on the Opensim grids). Therefore, I’m writing this step-by-step guide to install and use Oracolo’s original “Still Water” preset. This guide can be used both by Opensim and Second Life users.
</p>Mirror Water – Step-by-step guide
<p>1. Download the following image (the “normal map”) using your browser (Windows: right click on the image and select “Download image”). Rename the downloaded image “Mirror Water” (“Mirror Water.jpg” if you are showing file extensions — if you don’t know what this is, this doesn’t affect you).
</p><p><a title="Mirror Water by Zonja Capalini, on Flickr" href="http://www.flickr.com/photos/zonja/3560736248/" shape="rect" target="_blank"></a></p><p>2. Open your Second Life/Opensim client, and upload the image you just downloaded.
</p><p>3. Now go to World -&gt; Environment Settings -&gt; Environment editor, a panel will appear, press the “Advanced water” button. You’ll get a panel similar to the following one.
</p><p><a title="Settings tab by Zonja Capalini, on Flickr" href="http://www.flickr.com/photos/zonja/3560727288/" shape="rect" target="_blank"></a></p><p>4. Press the “New” button. You’ll be asked to enter a name. Enter a name you’ll remember (“Mirror water”, or “Still water”; in the example figure, it’s “StillWater”). Move all the sliders so that they show exactly the values shown in the image.
</p><p>5. Now select the “Image” tab, and press the “Normal map” image. Select the image you uploaded in step 2 (i.e., “Mirror Water”). Move all the sliders so that they show exactly the same values as in the image.
</p><p><a title="Image tab by Zonja Capalini, on Flickr" href="http://www.flickr.com/photos/zonja/3559911493/" shape="rect" target="_blank"></a></p><p>6. Now press the “Save” button.
</p><p>7. Go to “Edit -&gt; Preferences -&gt; Graphics”, check “Custom”, check all shaders, set “Reflection Detail” to “Everything”.
</p><p><a title="0603 - Graphics settings by Zonja Capalini, on Flickr" href="http://www.flickr.com/photos/zonja/3585790078/" shape="rect" target="_blank"></a></p><p>8. You’re done! Your “Advanced water” button (in World -&gt; Environment Settings -...</p></div></div></div>
    
    ]]></description> <pubDate>Sun, 01 Nov 2009 05:07:56 GMT</pubDate> <guid>http://www.evernote.com/pub/paviglok/sldev#babdeeb6-fdc3-4a4c-8c8f-8252b361c22f</guid> 
  
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  <item> <title>ThinkBalm-Crossing-Chasm-One-Implementation-at-a-Time-Sept.-2009.pdf (application/pdf Object)</title> <link>http://www.evernote.com/pub/paviglok/sldev#3c8a3f48-8ba2-47bf-a57c-312f56e12c16</link>
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    ]]></description> <pubDate>Mon, 28 Sep 2009 01:34:47 GMT</pubDate> <guid>http://www.evernote.com/pub/paviglok/sldev#3c8a3f48-8ba2-47bf-a57c-312f56e12c16</guid> 
  
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  <item> <title>Journal of Virtual Worlds Research: 3D Virtual Worlds for Health and Healthcare</title> <link>http://www.evernote.com/pub/paviglok/sldev#dcf839ef-6a96-4857-8131-7d3c64791e31</link>
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        <a href="http://www.evernote.com/pub/paviglok/sldev#dcf839ef-6a96-4857-8131-7d3c64791e31"><img align="right" src="http://www.evernote.com/shard/s2/thumb/dcf839ef-6a96-4857-8131-7d3c64791e31"/></a>
        <div class="ennote"><div><a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/" rel="bookmark" title="Permanent Link to Journal of Virtual Worlds Research: 3D Virtual Worlds for Health and Healthcare" shape="rect"><br clear="none"/>Journal of Virtual Worlds Research: 3D Virtual Worlds for Health and Healthcare</a><div><div> August 3rd, 2009 |  Author: <a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/#" title="Author" shape="rect">Lowell Cremorne</a>
</div></div><div><p><a href="http://jvwresearch.org" shape="rect">The Journal of Virtual Worlds Research</a> continues to go from strength to strength, and the current edition is devoted to health and virtual worlds. I’ll be writing about some of the specific pieces in coming weeks, but you’ll see the full table of contents below:
</p><p>Table of Contents</p><p>Editor’s Corner</p><p>Musings on the State of ‘3-D Virtual Worlds for Health and Healthcare’ in 2009
</p><p>Maria Toro-Troconis, Maged N. Kamel Boulos</p><p><a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/index.php?_cms=1249063671" shape="rect">Abstract</a> | <a href="https://journals.tdl.org/jvwr/article/view/629/496" shape="rect">PDF</a>
</p><p/><p>Invited Articles</p><p>Virtual Worlds in Health Care Higher Education
</p><p>Constance M Johnson, Allison A Vorderstrasse, Ryan Shaw</p><p><a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/index.php?_cms=1249061882" shape="rect">Abstract </a>| <a href="https://journals.tdl.org/jvwr/article/view/699/498" shape="rect">PDF</a>
</p><p/><p>Peer Reviewed Research Papers</p><p>The Growth and Direction of Healthcare Support Groups in Virtual Worlds
</p><p>John Robert Norris</p><p><a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/index.php?_cms=1249142518" shape="rect">Abstract </a>| <a href="https://journals.tdl.org/jvwr/article/view/658/500" shape="rect">PDF</a>
</p><p>Development of a Virtual Reality Coping Skills Game to Prevent Post-Hospitalization Smoking Relapse in Tobacco Dependent Cancer Patients
</p><p>Paul Krebs, Jack Burkhalter, Shireen Lewis, Tinesha Hendrickson, Ophelia Chiu, Paul Fearn, Wendy Perchick, Jamie Ostroff</p><p><a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/index.php?_cms=1249062736" shape="rect">Abstract </a>| <a href="https://journals.tdl.org/jvwr/article/view/470/493" shape="rect">PDF</a>
</p><p>Does this Avatar Make Me Look Fat? Obesity and Interviewing in Second Life
</p><p>Elizabeth Dean, Sarah Cook, Michael Keating, Joe Murphy</p><p><a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/index.php?_cms=1249063328" shape="rect">Abstract</a> | <a href="https://journals.tdl.org/jvwr/article/view/621/495" shape="rect">PDF</a>
</p><p/><p>Research Papers</p><p>Development and Evaluation of Health and Wellness Exhibits at the Jefferson Occupational Therapy Education Center in Second Life
</p><p>Susan Toth-Cohen, Therese Gallagher</p><p><a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/index.php?_cms=1249144002" shape="rect">Abstract</a> | <a href="https://journals.tdl.org/jvwr/article/view/708/502" shape="rect">PDF</a>
</p><p/><p>Research-in-Brief Papers</p><p>Development of Virtual Patient Simulations for Medical Education
</p><p>Douglas R Danforth, Mike Procter, Richard Chen, Mary Johnson, Robert Heller</p><p><a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/index.php?_cms=1249145759" shape="rect">Abstract</a> | <a href="https://journals.tdl.org/jvwr/article/view/707/503" shape="rect">PDF</a>
</p><p/><p>“Think Pieces”</p><p>Virtual Worlds, Collective Responses and Responsibilities in Health
</p><p>Rashid M Kashani, Anne Roberts, Ray Jones, Maged N. Kamel Boulos</p><p><a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/index.php?_cms=1249063055" shape="rect">Abstract</a> | <a href="https://journals.tdl.org/jvwr/article/view/607/494" shape="rect">PDF</a>
</p><p>Pitfalls in 3-D Virtual Worlds Health Project Evaluations: The Trap of Drug-trial-style Media Comparative Studies
</p><p>Maged N. Kamel Boulos, Inocencio Maramba</p><p><a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/index.php?_cms=1249064598" shape="rect">Abstract </a>| <a href="https://journals.tdl.org/jvwr/article/view/669/497" shape="rect">PDF</a>
</p><p>Towards a virtual doctor-patient relationship: Understanding virtual patients.
</p><p>Vanessa Gamboa González</p><p><a href="http://www.metaversehealth.com/2009/08/journal-of-virtual-worlds-research-3d-virtual-worlds-for-health-and-healthcare/index.php?_cms=1249143815" shape="rect">Abst...</a></p></div></div></div>
    
    ]]></description> <pubDate>Mon, 03 Aug 2009 19:39:21 GMT</pubDate> <guid>http://www.evernote.com/pub/paviglok/sldev#dcf839ef-6a96-4857-8131-7d3c64791e31</guid> 
  
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  <item> <title>Ayumi Cassini Does Second Life: The ultimate guide to prim twisting</title> <link>http://www.evernote.com/pub/paviglok/sldev#57bf18a1-273d-47d6-b69d-e041cf41ca34</link>
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        <div class="ennote">Aah, prims. Plywood shapes that magically turn into the most beautiful SL builds. Yes, those prims know how to twist and shout! ... Wait, wh... what?! ... I'm talking about prim twisting - shaping prims into unusual shapes. Prim magic!<br clear="none"/><br clear="none"/>We've got sculpties in SL now, which means almost any prim shape is possible without big prim cost. But back then, before sculpties rocked SL, you needed different methods - you needed methods that worked with regular prims. These methods were discovered by early SL residents and sometimes kept secret (the famous one prim double knot for example). I think even the most advanced builder/sculpter should know the basics. You should never underestimate the power of regular prims. That's why I'm giving you this ultimate guide to prim twisting. Every item shown here is only one prim!<br clear="none"/><br clear="none"/><a href="http://www.flickr.com/photos/ayumicassini/3763746914/" target="_blank" title="00 Tutorial overview by Ayumi Cassini, on Flickr" shape="rect"></a><br clear="none"/><br clear="none"/>Enjoy, comment and share with friends :)<br clear="none"/><br clear="none"/><br clear="none"/>Leaf<br clear="none"/><br clear="none"/><a href="http://www.flickr.com/photos/ayumicassini/3762950107/" target="_blank" title="01 Leaf by Ayumi Cassini, on Flickr" shape="rect"></a><br clear="none"/><ul><li>Rez a sphere</li><li>Set Size to: X=0.500, Y=0.250 and Z=0.370</li><li>Set Path Cut to: B=0.000 and E=0.500</li><li>Set Hollow to: 95.0</li><li>Set Twist to: B=180 and E=-180</li></ul><div>Two leaves</div><div><br clear="none"/></div><div><a href="http://www.flickr.com/photos/ayumicassini/3763747160/" target="_blank" title="02 Two leaves by Ayumi Cassini, on Flickr" shape="rect"></a></div><div><ul><li>Rez a sphere</li><li>Set Size to: X=0.500, Y=0.300 and Z=0.300</li><li>Set Path Cut to: B=0.700 and E=1.000</li><li>Set Hollow to: 95.0</li><li>Set Twist to: B=360 and E=47</li><li>Set Dimple to B=0.100 and E=0.950 (use these two options to differentiate leaves sizes)</li></ul></div><div>Flat leaf / raindrop</div><div><br clear="none"/></div><div><a href="http://www.flickr.com/photos/ayumicassini/3763747298/" target="_blank" title="03 Flat leaf/raindrop by Ayumi Cassini, on Flickr" shape="rect"></a></div><div><ul><li>Rez a sphere</li><li>Set Size to: X=0.500, Y=0.500 and Z=0.010</li><li>Set Twist to: B=360 and E=-360</li><li>Set Dimple to B=0.000 and E=0.050</li><li>If you want to have a flat leaf contour, set Hollow to: 85.0</li></ul></div><div>Claw</div><div><br clear="none"/></div><div><a href="http://www.flickr.com/photos/ayumicassini/3763747422/" target="_blank" title="04 Claw by Ayumi Cassini, on Flickr" shape="rect"></a></div><div><ul><li>Rez a torus</li><li>Set Size to: X=0.430, Y=0.500 and Z=0.500</li><li>Set Path Cut to: B=0.500 and E=1.000</li><li>Set Taper to: X=1.00 and Y=1.00</li></ul></div><div>Flower I</div><div><br clear="none"/></div><div><a href="http://www.flickr.com/photos/ayumicassini/3763747574/" target="_blank" title="05 Flower I by Ayumi Cassini, on Flickr" shape="rect"></a></div><div><ul><li>Rez a tube</li><li>Set Size to: X=0.070, Y=0.350 and Z=0.350</li><li>Set Twist to: B=-360 and E=360</li><li>Set Hole Size to: X=1.00 and Y=0.50</li></ul></div><div>Flower II</div><div><br clear="none"/></div><div><a href="http://www.flickr.com/photos/ayumicassini/3762950807/" target="_blank" title="06 Flower II by Ayumi Cassini, on Flickr" shape="rect"></a></div><div><ul><li>Rez a sphere</li><li>Set Size to: X=0.010, Y=0.500 and Z=0.500</li><li>Set Twist to: B=360 and E=-360</li><li>Set Dimple to: B=0.000 and E=0.050</li></ul></div><div>Ribbon I</div><div><br clear="none"/></div><div><a href="http://www.flickr.com/photos/ayumicassini/3763747898/" target="_blank" title="07 Ribbon I by Ayumi Cassini, on Flickr" shape="rect"></a></div><div><ul><li>Rez a sphere</li><li>Set Size to: X=0.010, Y=0.500 and Z=0.500</li><li>Set Hollow to: 95.0</li><li>Set Twist to: B=-360 and E=360</li><li>Set Dimple to: B=0.700 and E=1.000</li></ul></div><div>Ribbon II</div><div><br clear="none"/></div><div><a href="http://www.flickr.com/photos/ayumicassini/3763748036/" target="_blank" title="08 Ribbon II by Ayumi Cassini, on Flickr" shape="rect"></a></div><div><ul><li>Rez a sphere</li><li>Set Size to: X=0.035, Y=0.500 and Z=0.500</li><li>Set Path Cut to: B=0.130 and E=0.870</li><li>Set...</li></ul></div></div>
    
    ]]></description> <pubDate>Thu, 30 Jul 2009 14:18:13 GMT</pubDate> <guid>http://www.evernote.com/pub/paviglok/sldev#57bf18a1-273d-47d6-b69d-e041cf41ca34</guid> 
  
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  <item> <title>Maxping - Inside the Opensim Asset Server</title> <link>http://www.evernote.com/pub/paviglok/sldev#ac0da9cd-82d2-4284-9070-1f25b25ab7d1</link>
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        <div class="ennote"><div>Inside the Opensim Asset ServerBy Adam FrisbyEdited by: Jani Pirkola
Source: Adam Frisby's blog <a target="_blank" href="http://www.adamfrisby.com/blog/2009/07/inside-the-asset-server/" shape="rect"></a></div><div><br clear="none"/></div><div>Adam describes how the asset server works. Recommended reading for any region operator and well written also for normal users who like to get an overview.
</div><div><p>The single most misunderstood bit of technology in both OpenSim and Second Life is the thing called the asset server; while my understanding of the backend of Second Life's asset cluster is limited (<a href="http://www.squid-cache.org/" shape="rect"> Squid</a>+<a href="http://www.isilon.com/" shape="rect"> Isilon</a> AFAIK) - my understanding of OpenSim's is fairly comprehensive.
</p><p>Let's start with the basics - the asset server is a gigantic document storage server. In our cases, documents are things such as primitives, textures, sounds, avatars - the works.
</p><p>Each document is referred to by a specific unique filename called a UUID - which is a 128-bit number (think 3 with 38 zeros behind it - big number) - a UUID looks something like this &quot;d61c1990-79b9-11de-8a39-0800200c9a66″ when represented in hexadecimal notation. You have probably seen them around a lot - just using OpenSim or Second Life.
</p><p>A UUID is an excellent choice for a filename; because you can make them up randomly and statistically guaruntee it hasnt been used before (the chance of a UUID duplicate for a good random UUID is about <a href="http://en.wikipedia.org/wiki/Universally_Unique_Identifier#Random_UUID_probability_of_duplicates" shape="rect">1 in a very very very very large number</a>). This means you can have multiple asset servers on the one grid - each upload can be given an ID randomly, without the need for a central authority to give them out.
</p><p>They also optimize extremely well - each &quot;bit&quot; is a single yes or no question; to find out exactly where an asset is located, you can play a game of 20 questions, but in this case, with 128 bits - you can ask 128 questions. For example; finding which server an asset is located on, in a server farm with 4 machines (labelled 1,2,3 &amp; 4) could be found with the following question chain…
</p><ol><li>Is the asset on a server labelled closer to 4 than 1? (yes - servers 3,4 still possibilities)</li><li>Is the asset on an odd numbered server? (yes - located on server 3)</li></ol><p>Asset found on server #3. It's not very lo...</p></div></div>
    
    ]]></description> <pubDate>Wed, 29 Jul 2009 13:36:01 GMT</pubDate> <guid>http://www.evernote.com/pub/paviglok/sldev#ac0da9cd-82d2-4284-9070-1f25b25ab7d1</guid> 
  
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  <item> <title>nielson polls of video gaming 2008-2009</title> <link>http://www.evernote.com/pub/paviglok/sldev#0c64e7e5-ea64-47dc-8d69-ce8776d54346</link>
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  <item> <title>MUO-Network-Manual</title> <link>http://www.evernote.com/pub/paviglok/sldev#79c74ce8-1445-43dd-b375-a91a1d0c2d09</link>
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  <item> <title>10006286-technological-accommodation-of-conflicts-between-freedom-of-expression-and-drm-the-first-empirical-assessment</title> <link>http://www.evernote.com/pub/paviglok/sldev#e4c9d54f-79f4-47d1-af3d-22b2a75cc877</link>
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    ]]></description> <pubDate>Sat, 30 May 2009 12:05:26 GMT</pubDate> <guid>http://www.evernote.com/pub/paviglok/sldev#e4c9d54f-79f4-47d1-af3d-22b2a75cc877</guid> 
  
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  <item> <title>hold stuff lsl script</title> <link>http://www.evernote.com/pub/paviglok/sldev#14b90e54-52f5-4bef-96cc-34e027f9e823</link>
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        <div class="ennote"><div>// hold stuff lsl script</div><div><br clear="none"/></div>integer POSING = FALSE;<br clear="none"/><br clear="none"/>default<br clear="none"/>{<br clear="none"/>    state_entry()<br clear="none"/>    {<br clear="none"/>      llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION);<br clear="none"/>         <br clear="none"/>    }<br clear="none"/>    touch_start(integer touchcount) <br clear="none"/>    {<br clear="none"/>        if(POSING == FALSE) {<br clear="none"/>               llStartAnimation(&quot;telescope2&quot;);<br clear="none"/>               POSING = TRUE;<br clear="none"/>        } else {<br clear="none"/>               llStopAnimation(&quot;telescope2&quot;);<br clear="none"/>               POSING = FALSE;<br clear="none"/>        }<br clear="none"/>           <br clear="none"/>    }<br clear="none"/>    run_time_permissions(integer perm)<br clear="none"/>    {<br clear="none"/>            <br clear="none"/>            llStartAnimation(&quot;telescope2&quot;);<br clear="none"/><br clear="none"/>    }<br clear="none"/>        on_rez(integer st)<br clear="none"/>    {<br clear="none"/>    llResetScript();<br clear="none"/>    }<br clear="none"/>        attach(key id)<br clear="none"/>    {<br clear="none"/>    llStopAnimation(&quot;telescope2&quot;);<br clear="none"/>    }<br clear="none"/>    <br clear="none"/>    <br clear="none"/>    <br clear="none"/>}</div>
    
    ]]></description> <pubDate>Tue, 26 May 2009 20:48:21 GMT</pubDate> <guid>http://www.evernote.com/pub/paviglok/sldev#14b90e54-52f5-4bef-96cc-34e027f9e823</guid> 
  
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  <item> <title>Blender &amp; Zbrush what works on import/export</title> <link>http://www.evernote.com/pub/paviglok/sldev#8caceea6-b308-48a1-9871-c35afd9fbed3</link>
  <description><![CDATA[
    
    
    
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        <div style="background-color:#ffffff;" class="ennote">
<div>Blender &amp; Zbrush what works on import/export </div>
<div>I've been testing out importing/exporting obj files back and forth between Blender &amp; Zbrush, with my main reason for doing this to fix UV mapping problems, redo's &amp; tweaks. What I've found is that sometimes it works, sometimes it doesn't. It doesn't work when you create any geometry in Zbrush, such as adding edge loops to your mesh. If you don't add any edge loops, or do not create a mesh from Zspheres, it works fine.<br clear="none"/>
I'd really like to get any input and help on exactly why it's not working under some circumstances if anyone knows or has any ideas at all as to why.<br clear="none"/>
<br clear="none"/>
Here are my notes:<br clear="none"/>
<br clear="none"/>
I'm using Zbrush2, and Blender 2.42RC1<br clear="none"/>
<br clear="none"/>
what works:<br clear="none"/>
Scenario #1<br clear="none"/>
-import an existing obj file into zbrush(mine were created in blender)<br clear="none"/>
-work on mesh, have many subd's, lots of detail using proj. master, move vertices around, etc.-but do not add edge loops.<br clear="none"/>
-export obj at subD1 (having options obj, txr, qud, mrg checked)<br clear="none"/>
-import obj into blender, make uv changes<br clear="none"/>
-export obj from blender<br clear="none"/>
-import obj into Zbrush at subD 1.<br clear="none"/>
Model works just fine, all subd's are intact, and new UV's are working as well!<br clear="none"/>
<br clear="none"/>
what works:<br clear="none"/>
Scenario #2<br clear="none"/>
-work on Zbrush model, doing ANYTHING to it(including edgeloops)<br clear="none"/>
-export model as .dxf from zbrush<br clear="none"/>
-import into blender, fix UV's.<br clear="none"/>
-export from blender as obj<br clear="none"/>
-import into zbrush as obj<br clear="none"/>
Model works! All subD's intact and uv's have been fixed!<br clear="none"/>
<br clear="none"/>
what works:<br clear="none"/>
Scenario #3<br clear="none"/>
-create a mesh in Zbrush from a sphere 3d, or one of the primitives, making them a polymesh.<br clear="none"/>
-adding detail, subD's, anything but edgeloops.<br clear="none"/>
-import into blender, fix UV's.<br clear="none"/>
-export from blender as obj<br clear="none"/>
-import into zbrush as obj<br clear="none"/>
Again, it all works!<br clear="none"/>
<br clear="none"/>
<br clear="none"/>
<br clear="none"/>
What doesn't work:<br clear="none"/>
<br clear="none"/>
-work on imported mesh in Zbrush, creating edge loops. OR creating a mesh from Zspheres(then using adaptive skin to make it a real mesh).<br clear="none"/>
--tried making the subd1 a polymesh, doesn't work either<br clear="none"/>
-export as obj(same settings as above)<br clear="none"/>
-import obj into blender, reUV map.<br clear="none"/>
-export obj from blender<br clear="none"/>
-import into Zbrush..mesh is all messed up w...</div></div>
    
    ]]></description> <pubDate>Sun, 24 May 2009 23:16:39 GMT</pubDate> <guid>http://www.evernote.com/pub/paviglok/sldev#8caceea6-b308-48a1-9871-c35afd9fbed3</guid> 
  
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