Archive for the /dev/null Category


It’s been fun! But for now, I’m closing this blog.

Second Life has been a terrific muse. While I still take part every so often, I find I no longer have the initiative or time to develop my tools further. I feel others have done a more than adequate job of taking my place. To them, I am thankful.


Because this blog was always dedicated to my works in Second Life, this hiatus represents one of two things: either a closure, or a change in focus to my other interests.

I am still very passionate about 3D and virtual worlds, and continue to express that passion elsewhere. But I feel my time with the Linden system is at an end.


To those who listened to me ramble all these years, thanks! I wouldn’t have come this far, nor created what I had without your time and support.

The pages I’ve posted here will remain active, as well as my contact information and source code. I simply won’t be posting about Second Life any further.


One chapter ends; another begins. Here’s hoping we meet again in the not too distant future. :)
It’s been many months since the last public release of Prim.Blender. With the summer months rapidly approaching here in the States, interest has resurfaced in this project.


As original project founder and maintainer, I no longer actively develop Prim.Blender for personal reasons. However, for those who are curious, or otherwise interested, I wanted to share my ideas and tests over the past few years.



This should be considered the roadmap that never was: feature ideas, fixes, and tasks from my agenda, and those suggested to me by others.



The basic outline is as follows:

Feature Ideas
* Textures and Render Pipeline
* New Sculpty Sizes
* Primitive Animation Sequences
* Sculpty Animation Sequences
* Light Render Tests
* Texture Projections
* LSL and Link Impostering


Bug Fixes
* Refactored Mirror Support
* Fixes to Primitive Params
* Prim Torture
* Megaprims
* UI Cleanup
* Benchmarking and Expanded Use Cases
* Code Refactoring


Dev Tests and Errata
* More Thorough Regression Tests
* Menu Integration
* 3D Model Import and Export
* Documentation

For details, see below.

(more…)
It’s been several months since my last post. I’d like to take the time to detail my thoughts and offer insight on where I’m moving next.

Prim.Blender is effectively without a master at the time of this writing. Shack Dougall has done a terrific job over on LifeRain working on Prim Composer, and floating the idea of porting it to Blender. If you support continued offline development, his work is excellent, and worth pursuing. :)


As for my own development status, here’s a few tidbits I’m working on that I’d like to share.

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Yesterday, America received a historic new president. The irony is not lost on me, then, that I choose this time to give a status update on Prim.Blender and this blog.

Newcomers to this site may notice I haven’t posted new material in the past six months. A large part of this was the completion of my Master’s degree at the University of Miami. But… some of it wasn’t.

In particular, I want to discuss the lapsing of support for Prim.Blender, what it means, and what I have next on my own agenda.

(more…)
I’ve added a new Tutorial section in preparation of the Prim.Blender: How To Use It series, as well as a few sites from past and present.

Prim.Blender has also been updated to 0.5.4, with a *ton* of fixes for Windows users.

Full changelog:

- Added new params: Faces and multires (previously hardcoded)
- Added new GUI components for faces and multires values
- Added “Reset Mesh” to sculpt type options
- Fixed default Prim.Blender.blend file for a GUI bug with new objects
- Performed additional regression tests
- Added Windows XP to tested OSes
- Fixed a bug related to not having a full Python installation present
(we now warn the user and catch exceptions as necessary)
- Fixed a directory bug on Windows
- Reformated this text file back to DOS mode to be readable by Notepad.exe
- Updated .prims save output to DOS mode to be readable by Notepad.exe
- Fixed a bug where changing the mirror mode would nuke sculpty meshes without warning
- Changed default LOD back to 3

—–

Enjoy! :)
The importer for Prim.Blender has been posted to Sourceforge, as well as the source section of this site.

Built copies are available here:

http://slurl.com/secondlife/Great%20Pubnico/23/71/93/



Happy 4th of July! :)

(Even if it’s technically the 5th on the server’s clock)
I’ve released another copy of that wonderful, crazy building tool for Blender! With Sculpties! :D

It can be found on its SourceForge page:

https://sourceforge.net/projects/primdotblender/

—–

I’ve also posted its code to the Source section.

Yay!
I’ve posted a copy of the original (1.3b) release of the Prim mirror in the source section of this site.
I’ve added a bit of source code to the new source section of this site. Currently it holds LSL2 code for some of my older Second Life projects, plus a new one I might be discussing very soon. Enjoy!