Ok, we've got meshs almost figured out. As you can see here the mesh's vertices are now properly enveloping the mesh, so the placement is correct... There are some issues regarding which joint is which, however, and some other minor gotchas that need to be worked out.
2024-02-18 23:32:52 +0000 UTC
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I'm continuing to try to figure out what's going wrong with the rigged meshes.
It seems the math we have for how the skeleton should be arranged is not correct.
Now we need to figure out why exactly this is happening.
2024-02-07 19:55:23 +0000 UTC
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So having played around with what we've got so far, I've come to the conclusion that the problem with the rigging right now is that the vertices are likely offset from where they ought to be, resulting the skeleton being outside the body.
Spooky invisible skeletons and it's not even Spooktober yet.
2024-02-06 18:42:52 +0000 UTC
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Here's the current state of rigged mesh progress. This was tested on Second Life, but the data is more or less the same with OpenSim, and we are also doing lots of testing on OpenSim as well.
There's still some issues with the rigging, but it's coming along.
2024-02-02 20:41:15 +0000 UTC
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Some good folks at the Open Sim AvatarLife grid have been working on rigged meshes. A lot of the hold up is just reverse engineering which I've been helping them with.
It's not much but progress is being made on rigged meshes. There's some kinks to work out still.
Textures on prims are still not working yet but ...
2024-02-01 16:27:19 +0000 UTC
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The project has some developers who are going full bore on porting CF to mobile and they're also working on solving puzzles like cracking rigged and fitted meshes. Once they are done the code will be backported.
Open Sim's reference code now has PBR support and hopefully that means LibreMetaverse will support it too. I'll likely be dropping a...
2023-12-15 16:47:16 +0000 UTC
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So there was a bug when you logged into a varregion where nothing would happen. Literally nothing. No terrain, no objects, nothing. This was being caused by an unhandled exception. The problem has been fixed.
Note to self, put custom shaders in Resources folder from now on.
2023-11-11 21:43:02 +0000 UTC
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Snowcrashed users should now have access to the current state of the code as of the time of this writing. There's a lot of under the hood changes for efficiency and code management. Also this source is more up to date than the build 5 which was released 2 days ago.
It'll be in the code-snapshots channel of the discord, which is only availa...
2023-11-06 18:38:33 +0000 UTC
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PLEASE NOTE: This release is primarily about testing stability updates when logging in to OpenSim grids. Some things have broken since the last update. The reason is because the systems involved are currently being overhauled for stability and efficiency which is absolutely a necessity if Crystal Frost is going to be useable on anything but high...
2023-11-04 23:41:35 +0000 UTC
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A breakthrough has been made in getting rigged mesh to work. Sliders for fitted and bento won't be supported right away however.
The breakthrough is that I can now access the weight data for mesh assets. I need to write the code to decode the data and make sure it'll actually weight, however.
2023-10-14 00:03:50 +0000 UTC
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First off, let me just say that there has been an absolute shitstorm... nay a shithurricane of misinformation regarding what Unity has said. People watch videos, they look at screenshots, they didn't see the original announcement, they aren't developers themselves, and they're just believing propaganda being posted by people it doesn't even affe...
2023-09-22 23:18:33 +0000 UTC
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Wolf Mountain in the Wolf Territories Grid. Some quirks...
1: Framerate is really low for a while as it does the terrain patches. Some optimization will be needed. I've already done some optimization, but it only really smooths things out rather than improving the framerate.
2: Camera does not attach to the avatar and thus I need to ...
2023-08-19 23:01:20 +0000 UTC
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I've finally got some progress to report.
First of all, I've got adjacent sims and their prims loading. First screenshot shows that, but you can see gaps between the terrains of the 3 sims. Second screenshot is from the opposite angle, showing the terrain being stitched, so no more gaps now.
Second, I don't have any recordings of it ...
2023-08-10 05:04:02 +0000 UTC
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Currently the patreon is just over $300/mo. My rent is about $1200/mo and utilities are about $300/mo. Food is about $200/mo. Not counting taxes which are 30%. So in order for me to work on this full time I need about $2430/mo before taxes on Patreon to be able to afford to work on this project full time.
As it is, what's coming in is only...
2023-08-03 05:36:25 +0000 UTC
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It was a pain in the butt to make it handle multiple sliders simultaneously, but I got it working! At this point, all that's left is to implement the sliders that modify bone scales like arm length, leg length, etc, fix the rigging, and implement animations.
Varregions are still in the works, still waiting on the code submission to LibreMe...
2023-06-30 04:40:09 +0000 UTC
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We've got the protocol for handling VarRegions on Open Sim submitted to LibreMetaverse and will be able to begin implementing it into Crystal Frost once it goes through. In the mean time I've been resuming work on the base Linden avatar. Just early this morning I had a major break through with rigging. It should be able to be rigged correctly bu...
2023-06-28 17:02:02 +0000 UTC
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The base avatar is now able to be loaded and weighted at runtime, which means it's ready for animating. While the Bento Skeleton is in fact loading, only the pre-bento skeleton is currently supported in the code, at least for Ruth (which is what I'm calling the base avatar, mainly on account of "Ruth" being the name of the default stripped down ...
2023-04-18 02:34:52 +0000 UTC
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Here we have the standard Linden Lab base avatar that is what you see when you take off all your meshes and alpha channels on Second Life. Crystal Frost can now load it direct from the stock files that Linden Lab distributes with their viewer.
These avatar files are distributed by Linden Lab as LGPL, meaning it's legal for Crystal Frost to...
2023-04-13 04:17:18 +0000 UTC
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New build released for Goggled In and up. Only new feature in it is that glow should be working. Sky, Water, and rez effects are currently disabled. It's released primarily to see if anybody can find any more crashes now that the last crash has been isolated and the code that caused it disabled until it can be rewritten.
Also source code s...
2023-04-10 22:46:12 +0000 UTC
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I apologize for the info dump, I just wanted to let everyone know why there hasn't been an update recently, and be very transparent on what's going on.
So, just to keep you guys informed about what's going on.
There are three types of main types of updates that SL sends regarding objects other than avatars. ObjectUpdate, ObjectBlockU...
2023-04-06 20:16:39 +0000 UTC
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A few things going on in this update. First of all particles should be mostly supported. Particle targets (such as used by leashes) aren't implemented yet, nor are particle ribbons as well as a couple of other minor settings such as wind and emissive.
Another thing is glow was fixed and deferred rendering is enabled, but but the glow only ...
2023-03-20 17:59:11 +0000 UTC
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As in the last post, this build is primarily about a massive performance enhancement but also fixes a catastrophic bug regarding an as yet unsupported texture type that is so rare that I'm surprised anybody encountered it. Still, it's been fixed!
2023-03-09 02:17:35 +0000 UTC
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This update is kind of minor. Just a major performance increase as well as fixing a bug reported by a patron. Details and file in the discord for now. I'll put the file on the web and make a post for patrons with the URL later tonight.
2023-03-08 22:26:03 +0000 UTC
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This is an alpha version release for Patreon users only please do not distribute to the general public, and please make bug reports in the patreon bug reports channel on the discord.
An alternative version would be https:/...
2023-03-03 17:53:04 +0000 UTC
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Nothing has really changed, I was just trying to fix sculpted prim rendering and orphan prim handling, got that done, then I rezzed a sculpted boat and put it on a pivot box that slowly rotates to try to demo what it would look like to have a boat moving through the water system employed by Crystal Frost. This demo is using a very large water bo...
2023-02-27 00:22:31 +0000 UTC
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Water prims now obey the color setting of face 0 of the prim with the water prim tag.
So best way to make a water prim is this. First make a box in Second Life. Second, give it what ever textures and water you want to use as the fallback for other viewers. Heck you can even use an animated texture, it doesn't matter.
Color the text...
2023-02-26 00:47:39 +0000 UTC
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Not only does Crystal Frost have water prims, which LL refuses to implement, but they knock it out of the park and smash a window of a car in the parking lot outside the stadium. The water is realistically refractive as you see in this and previous videos showing the water, but they do real time caustics on the surface of a pool you put them in....
2023-02-25 20:17:11 +0000 UTC
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Today I got a lot done. Figured out a lot of problems that have been irking me for ages. Such as being able to retrieve object name and description, as well as avatar name. Once those were done, I made it so that Crystal Frost will display nearby chat in its chat log... and THEN... I made it so that the sun position syncs with what the sim says ...
2023-02-21 04:37:01 +0000 UTC
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Objects and child objects are now updating their position, rotation, and scale. I still have to implement prim torture and face changes. Prim torture changes shouldn't be too difficult, but changing faces might be a bit harder.
2023-02-15 23:40:44 +0000 UTC
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The avatar, which is the grey box, can be moved around now. The other tall, grey boxes are likewise other avatars.
Avatar rendering is a ways away because it requires alot more than I currently have.
It looks lower framerate than it is because there's no interpolation of movement.
2023-02-15 22:57:25 +0000 UTC
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