Artiste – Darkhorse Routine and FEATURE list :)

G’day Everyone

Today was the Rompers performance day so today I will showcase the finale of that show, Darkhorse

Its feature list includes,

***************Feature List***************
Sit2Sit via Relays x 2
One sit for normal for 3 sits in a row
Palettes x 3
Rezzers x 3 as in palettes(RezObject)
Particles galore in places
Palette dancing as seen in the middle as I walk the stage forward

…there is a lot more see if you can see them 🙂

DarkHorse Video
Enjoy the Video 🙂

Set Rezzer (3.51) and Linker (CreateLink/BreakLink)

Well hello everyone.

After the many fixes to the Artiste Set Rezzer and its full functioning abilities to handle the swift rezzing and positioning of nocopy/nomod items, its really showing versatility to any other rezzer out there, and the fact that you can now use all those old stashed-away things in the back of your inventory due to the fact that while they may not  meet the permission-restrictions of multi-scene or similar rezzers on the SL-market,  you now have a robust rezzing solution at your fingertips.

Now as far as the linker/delinker that is now 100% and works like a charm, imagine the possibilities you can do by linking your mover to something else? Imagination is the only limitation you have so what are you waiting for?!.

Cheers!,
SarahRho

The MJ Rule – Excessive Wait Times in an AutoFX Line Entry

It is called the MJ rule because MJ first stumbled upon it.

*events
TRACE,on
ELAPSED
1,”Event #1″,3
2,”Event #2″,5
3,”Event #3″,9
4,”Event #4″,21
5,”Event #5″,37
6,”Event #6″,44
7,”Event #7″,52
8,”Event #8″,79

*autofx
3,r15=Shoot$WAIT=3$r15=Holster$WAIT=4$

In this example the total wait times for event #3 is  (3+4) = 7. While it is less than the event time on event #3 (9), this is not the event that is applied. It is always the difference between the PREVIOUS  event and CURRENT event when ELAPSED time is used  which is the DURATION of Event #3, which is the most common type of EVENT TYPE used.

Subtract Event #2 time (5) from Event #3 Time (9).  9 – 5 = 4

Event #3. Its duration is only 4.  And so 7 seconds is greater than 4 seconds. There is not enough time for the WAITS to happen. This is an ERROR!

What we found out is that the consequences often happen many events later so its not obvious that the problem is on Event #3 because functions attached to event #3 might work fine.  In the real life case, the emote attached to event #7 did not fire. Where the behaviour will falter and suffer is complex and unpredictable.

This was argued to me. But once I found the problem and fixed the WAIT times so they were less than the duration of Event #3, the problem in Event #7 was fixed

======================

*events
TRACE,on
DURATION
1,”Event #1″,3
2,”Event #2″,2
3,”Event #3″,4
4,”Event #4″,12
5,”Event #5″,16
6,”Event #6″,7
7,”Event #7″,8
8,”Event #8″,27

When using DURATION as the Event Type, it is a lot easier and intuitive to detect. The DURATION for EVENT #3 is 4.

Artiste Measurements

Good Day all the folks of Artiste land.

I am reporting today what I should have done awhile ago, but with a major overhaul and reopening of a venue coming soon, things have been rather busy.

But i am writing this post to say why I would do a small routine with near 80 commands in just over 4 mins to a song.

Well simply said its to push things enough to see limitations if any, or problems if any.

I have made a lot in the past 6 months.  I won’t say how many routines i have made but lets just say the final could be pretty high and each routine I have incorporated different measures.

But this one I am writing on now uses 4 huds, not all working at the same time but with attach and detach,  and with a lot of varying commands so if you break the structure down a hud is issuing something at the average percentile of 2-4 seconds per event.

I know that is not a figure set in stone but a estimate for the math wise folks, why push the limits of a routine?  Well why treat it like a Rolls Royce?  And get under the hood of a Ferrari and take it for a spin?, so that’s my reason!.

Palette Range to Anchor

rez a palette near an anchor, let it fully load to ready status, then drag the palette outside of a 20 meter radius and then configure its initial, reset the palette on the initial position and you can then move the palette anywhere and somehow it will always go back to the initial but the initial is not based on grid position it is still based upon the the corelation to the anchor, so setup a palette todo the InitialOffset, on reset to find the anchor, then drag away and do the initial and wala palette can go anywhere and is still able to find the anchor 😀 even if it doesn’t say it does in local, if you need any help contact lat or myself. ty