2017年2月26日

[sau]日本語版説明書

オンラインマニュアル/トラブルシューター

大きさの変更: Options->Advanced->Resize
サウンドセット: Options->Advanced->Sounds->サウンドセットを選べます。
アニメションの位置設定: Position-> アニメションを選び、位置を調整できます。
塗装の変更: Options->Graphic->paint->パーツを選び、塗装を変更できます。
色の変更: 塗装の変更と一緒です。[sau]は、SLベーシックカラーの代わりにテクスチャ化したカラー塗装を使っています。
バイクの影を隠す: (一部のバイクにはアップデートする必要があります) Options->Hide/show

光沢度設定:Opions->Graphic->Shine (一部のバイクのみ)
コントロールの調整: Options->Controls->Gears,Brake,Banking,Steering,Skid etc.
名前の変更: Options->Advanced->Rename
シフトスタイルの変更: Options->Advanced->Shift Style
アップデート: 「updater」を地面に置けばサーバーから最新バーションを貰うことができます。
再起動: Options->Advanced->Reboot
オートマチックトランスミッション: Options->Automatic

カスタム塗装:/チャンネル(半角スペース)UUIDで変更できます。チャンネルナンバーとPSDテンプレートはお店で確認してください。

ペイント缶・ペイントシステム:バイク・車の側にペイント缶・ペイントシステムを着用または置いてからメニューから選んでください(一部のバイク・車のみ)

コントロール:
-Press W/S/A/D(or arrow keys) for controlling  基本コントロール
-Press E/C to change gear (Changeable to shift+A/D) シフト
-Press AS/DS at the same time in high speed to drift  コーナリング
-Press WS at the same time for boosting  ブースト
-Press SC at the same time for burnout  バーンアウト
-Press SE at the same time for rev  オーバーレブ
-Press EC at the same time to wheelie ウィーリー
-Press Shift+A/D for drifting (車専用:簡易ドリフト)

[sau]はSL内の既存パーツを一切使用せず、長年にわたってSLバイカー達に自信を持って一台一台手作りのハイクオリティーバイクを提供致します。近年オリジナルデザインバイクを中心に制作しております。乞ご期待!

もしご質問がありましたらお気軽にNiR McBrideにご連絡してください。



2016年8月3日

Indian feather necklace


Indian feather necklace-魂継承

Thanks for purchasing from us!

These Indian feather parts are very easy to edit to create your own style.We are planning to make more parts in the future.

Release history:

Aug,2016@TMD
1012: silver eagle x 1, black feather/golden cap x 2,black feather/golden button x 1
0131: violet/golden feather/golden claw x 1,violet/golden feather with golden cap x 2
0007: golden feather/golden cap x 1


0137:violet/golden feather/sliver claw x 1,violet/golden feather with golden cap x 2, faust metal x 1
1042:golden eagle x 1, violet/golden feather with golden cap x 2, violet/golden feather with golden button x 1

2016年4月11日

Some thoughts about vehicles in Second Life vol.3

Before I start writing this article, I want to use a few minutes to show my respect to kejwla anwyl and his Q custom.LL closed his account and store.He was a worthy opponent and a good friend to me.Designed a lot of incredible bikes.It's a huge loss to virtual motorcycle builders.

This article is more like a shower thought, don't take it too seriously :P


I have an interesting question today : What exactly we are creating?

"Virtual world" is a big bobble that can't get anything clearly. We used to talk like we build virtual motorcycles and sell them, but I think our contents creators are making digital contents data instead of making a real motorcycle .Of course, it doesn't existed in our physical world, that's why we use the word "virtual".

Then we have the another question: Since we are not making real bikes, can we use the name "ninja"?

The word ninja is a common japanese word that I don't even need to explain.And by the way, the word hayabusa is a common word in japanese too.Can we use them as a name for our digital contents data?That looks like a bike?and exchange for some kind of virtual money?

I used the word "exchange" instead of "sell",because L$ is not a fiat currency in any country.When we sell L$ on LindenX, that's real "selling".So are we doing commercials or not?

It's a difficult question to me to tell my friends, my tax accountant what kind of job I'm doing.And my business model.

I tried to ask these questions to Linden Lab and I got no useful answers.Maybe I need to ask an attorney for accurate answer. But so far, it still confused me.

2014年5月29日

Some thoughts about vehicles in Second Life vol.2


I want to share some thoughts about vehicles in SL again.Something changed in the past few years and something doesn't.We'll talk about optimizing meshes,market,and the future about next generation second life.

Optimizing meshes: Are those details really necessary?

Every mesh creators(Or modeler,content creator,3D artists...) has their own understanding about their polygon and texture usage.Someone prefer low-poly with texture details(professional game developers mostly),someone prefer make every details with polygon(photo realism CGI artists).Polygons usage are widely like from 3000~300000 polygons.That really affects on your SL experience.

Low polygon and texture usage means low quality on graphic,It's a professional way to save the performance but not very effectually unless you are able to do the same thing on most objects in your draw distance.Included your mesh hair ---most mesh hair and sculpted prim hairs has insane polygon counts because they need recycle and re-use those hair parts to keep the quality and save the time.

High-polygons are just like those hairs .I understand people always wants high quality models,just like plastic model cars/figures in real life,we all get amazed by their details when we open the hood or take off the rear bumper.But think about it  :Are those details really necessary?You don't see your engine while you are driving,but they are still eating performance of your computer and server.And how many times you opened the hood and check inside instead of just put the car in there as a decoration for your home?

In my opinion.I would like to take the balance.Like low-poly or use texture for the unnecessary,low priority parts .Save the polygon and use them for the high priority parts such like curvy body, rounded edges.It sounds like Mid-poly for most games which has different LoDs but there are no other LoDs because we need to take care about land impact So actually it's a semi-high LoD. And design the texture usage carefully by adjusting UV, leave bigger texture space for important details,and use same texture for multiple parts(And unfortunately it makes the custom paint very difficult to customer if you don't have good photoshop knowledges,that's why my custom templates comes so slow.)

Market!

No offence but it's a bit funny when you see so many creators release the same design after something new uploaded on GTA mods websites.And it's more interesting because those websites updates when new game releases.I play console only because I'm using a mac. And I'm not interested to download and export those model to check because it's just too troublesome and I'm lazy.

It's their own responsibility to use those models in SL.But I still hope they can learn something to optimize the model ,even start make their own.I'd recommend make your own stuff.Not the "legal" "original" thingy but by my experience. It's just like programmers don't like to read codes written by the others. Make your own isn't that hard and interesting.I learnt most skill by youtube videos and I'm not even a native english speaker.I'm sure some talented people can do better than me.

Future!

The next generation second life is coming.I don't have much details of it,I just want to share some thoughts about vehicles.

Better permission management:
For example, you can change the texture but you can't unlink the object.You can edit the notecard inside but you can't read the script. I don't think it's a hard part but it will be nice if creators can take control about their creation ,it will bring more customizable features without making complex scripts.
Also options for turn off alt zooming please.

Skeleton:
Things in SL needs to be animated.Who don't want to see smoothly working AI bus,flying birds,working cranes and zombies,robots?I hope we can upload custom skeletons for objects in next gen SL.It will brings much more possibility to virtual world.
Think about riding transformable sci-fi vehicles with legs,that will be cool.

Bigger sims:
Or automatically teleporters  like most games.I don't think it's hard because there are 2048*2048 sims in open sims already. why not?

Better land impact calculating:
Land impacts based on the scale is not the best way to control server performance usage.SL is lack of huge details like full sized low poly airplane or something else.Why object size so matters?


Fresnel,roughness and Fake HDRI:
They are the some of secrets about make CGI more realistic.


I might update this post some time, I just finished my rendering ,see ya next time :)

2013年1月16日

Some RL works & 2013






  At first, merry christmas, and happy new year my dear friends and customers.I was really busy in RL so hardly got time to login.Now I'm back !
  But unfortunately I got my finger cuts yesterday(ouch)So the new bike will comes out a bit more slowly, sorry for keep all you guys waiting but I've almost finished the modeling part :D

  So,I want talk something about my RL works this time.I'm studying in japan and my major is design.What kinds of design? I'm not sure,I'm going to graduate in the next year,and I'm still not sure what kind of design I'm doing.These's graphic design,product design,system design,and 3DCG you can see.What a messy.


  This poster was a school work of mine.Its name is  <>,a poster about countries in the world.



  I always interested about 3D printing machine ,here's a keyboard I designed and made by it.I wanted to make it plastic but that's too expensive.



   Same in AR and VR.I'm too lazy to translate the information from japanese to english.But there's one thing I need to say ,it's 100% absolutely not similar to google glasses.



 This is what I made for nagoya dennouten . I accidentally cut my finger when cut the panel for it..It's 2 posters about media controlling.Made in....blender! yay my fav 3d software!

2012年12月3日

Some thoughts about vehicles in Second Life vol.1

  At first ,I'm a game nerd.I love open world games like GTA,mercenaries,saint row.They allows you walk around in the world,they has a lot kinds of vehicles.I don't know why but motorcycles in those games has very good handling,I like to just take a ride in the city for whole day.Accelerate, steer,brake...everything just in my control.

  So,that's probably the reason why I join second life.I join second life in 2007,and after I rezzed myself ,I saw an ATV and ride on it ! ......and it sucks.In 2007 second life doesn't has good physic engine like Havok4.So almost every vehicles you see in the world sucks.You press W slightly then out of sim .It was the rocket age.

  Also there were only very few sculpted prims used in second life before.All cars and bikes looks like toys.Except a freebie benz.I admire it,but its control is still not very well.I'm not a benz fan in RL so I just take a look and drive for a few hours.

  The first "good vehicle"I ve seen is M.H Galla52 in 2008.M.H was the biggest car maker before.They make cars like a boss because they can use sculpted prims.And Galla52 was the best one in their products line.Handling still good but kinda laggy.

  We all knows there were many real life vehicles maker joined this virtual world before.I had all YAMAHA's bikes.They let some professional cg artist to make those bikes-----really professional ,That's the first time I realized you can render the shadow to the texture, to make bikes looks more realistic.They made a plugin for MAYA and I even wanted to save money and buy it ,but way too expensive like 2,500USD.

  Then Shack Dougall made an incredible plugin for 3DsMAX called Prim Composer.It makes my dream comes true.I can even use V-ray to render shadows for sculpted prim parts.If someone knows me before,I make guns and vehicles--I made the 1st total full perm sculpted glock17,Ak74 and M4a1 in second life, which glock17 bought me a lot of trouble.And first AH-1 Cobra and A-10 in the world.Well some professional guys saw I got some success so they made sculpted guns and an A-10 too.I realized I have to make something that high-tec,unique,and good scripts.

  I can't do scripts at all so I'm not able to develop my own vehicles system.I tried almost all full perm script on the marketplace/XstreetSL.Finally I found KCP ACS, an awesome script system from Karyn Vaher.I think I don't need to explain why it's awesome.Just check my bikes----They are KCP scripted.All works for me just adjust some numbers,add animations and sounds.

  There are 1400+ KCP bike makers in SL now.That's a huge number ,so let's talk about how to make a good bike,and market.

  Somebody likes second life basic shinny and glows and somebody prefer rendered textures.I prefer rendered textures.I do drawing and sculpts in real life too so I think it's very important to make "balance" for my stuffs.Second life has many many visual styles.But basically fits the openGL rendering.If you make your stuffs too realistic it will not fits the environment of second life.  Some professional artists comes and didn't get success.I think that's why.But to some new bike makers in SL ,my suggest is just "Do your best".Improve products are always not a bad idea.

  So there's another thing,many people uses free internet models as their own products.Some of them are ripped from games.All I can say is "good luck".But at least they learnt how to separate wheels from models to make it rotate.


  Ok thanks for reading ,and sorry for my poor english,and happy holiday ,happy everyone , Christmas 's coming ,and have a nice day:)

2012年12月1日

[sau]FAQ

Online manual/Troubleshooter

(I'm a noob coder so I couldn't make the informations collapsible.Please use Ctrl+F to search the keyword you are looking for.Sorry for the inconvenience)

Common issue:
The animation is broken: 
1,You might assigned animation to the wrong state.Please rezz the updater to get a new bike from server .Or you can follow the keywords, like "Idle" is for "Idle state".
2,If you "shrink" or sit on the wrong place when driving ,you may messed up the positions of animations, It's very easy to fix in all [sau] bikes because animations are seamless and have the same axis point. Please get on the bike, click positions, Idle, use the menu get the right position, then click "Tools->Pos2All" ,it will re-sync all animations with idle's position.


The bike model is seems broken into pieces:
Sometimes when the bike change animation state from park to drive, or drive to park, some parts will looks like stay in the wrong place, this is a bug caused by lags from the region server, a simple right click on the bike will help.


The color menu doesn't work(for most bikes that has color menu):
The color menu is for second life basic colors, it's ugly and I decide use pre-rendered textures instead of color menu. Please use graphic->paint instead. 

How to use updater:
Simply rezz or wear the updater and you'll receive the latest version of the bike from server.
Sometimes server may have network issue so if you tried many times and still didn't get the bike ,please contact me and I'll send you directly. 

Decay when press and hold forward/W key:
Vehicles under second life physic engine uses decay to control the speed  so you won’t run too fast if you press and hold forward.There is a way to reduce the decay but affects the other values a lot and will makes vehicles very slow and buggy in bad network connection.It’s a compromise to use decay. But you can turn on the Turbo to make the bike smoother.If you really really want a bike without decay in ultra low speed.You can contact me and I’ll adjust for you :)

Avatar height issue:
Sometimes if you have a very tall avatar you'll have some physic issue on the bike.
To solve this issue please resize the bike bigger.And if you can't reach the handle bar and foot plate at the same time please adjust your arm length or leg length.All animations for my bikes are created with default avatar shape so I'm pretty sure you can reach them at the same time.
From HAYA II I used a new technology which can let you ignore the height issue .




How to...
Resize: Options->Advanced->Resize
Sound sets: Options->Advanced->Sounds->Select a  sound set.
Animation: Position-> Select  an animation and adjust
Change paints: Options->Graphic->paint->Select  a part->Next
Change colors: Same to change paints, the color menu on the graphic is second life basic color ,it's very ugly so I use rendered texture instead of colors.
Hide the shadow under bike: (May need update,if the bike you own doesnt updated this feature yet please contact me) Options->Hide/show

Shine changes:Opions->Graphic->Shine (Not every bike has this feature)
Controls editing: Options->Controls->Gears,Brake,Banking,Steering,Skid etc.
Rename: Options->Advanced->Rename
Change Shift Style: Options->Advanced->Shift Style
Update: Rezz or wear your "updater" in the box and you will get the newest version.
Reboot: Options->Advanced->Reboot
Automatic Transmission: Options->Automatic


Custom Paint: We don’t use KCPaint anymore.Here’s the new way to paint your bikes: input  /channel UUID ,for example, /214 ce1bdce8-64c1-6ab1-0f0e-857e53e5ea1d to change the paint for NEMESIS. Please update your bike to the latest version to use this feature.

Template download and Channel list: Please come to in-world store to download.

Paint Can/Paint system: wear the paint can or rezz the paint system near your vehicle.Click to change themes. 




Basic Controls:
-Press W/S/A/D(or arrow keys) for controlling 
-Press E/C to change gear (Changeable to shift+A/D)
-Press AS/DS at the same time in high speed to drift 
-Press WS at the same time for boosting 
-Press SC at the same time for burnout 
-Press SE at the same time for rev 
-Press EC at the same time to wheelie


For cars:
-Press Shift+A/D for drifting



Informations for adjusting bikes:

Please note: Most adjustment requires reboot to apply. You may not able to test them on the demo.

VelMult: Multiplier for steering power, for example ,if the steering power is 100 and VelMult is 1.1, so when you press and hold the A/D left/right button ,the steering power will be 100->110->121..... You can increase it to get the sharper steering or reduce it to make the steering smoother.
also due the second life limits ,steering has its smallest angle, so basically VelMult or steering has a limit.
Skid: This option will make the bike looks more natural when you do steering and drifting.Increase skid will makes the bike more slipping like riding on the wet road (or even ice), reduce skid will gives you reliable road holding.
Gravity: This option will simply makes the bike heavier or lighter, heavier bike has better riding experience on the ground and lighter will makes the bike can fly across the ramp. If you reduce the gravity too much the bike will floating in the air.range from 1~4.
Banking:  banking is the banking angle when you steering(turning left or right), it doesn't affects to the turning like the real life so you can adjust whatever you want.
Turbo:A multiplier for the gear.


Additional technic information(if you want to know):
My virtual motorcycles are designed to be low-lag, low GPU/memory costs: They doesn't has the features which will bring a lot of lags like couple/animations script or animated parts,their script time are all around 800~1000ms, only 7~13 1024*1024(scaled from 2048*2048 or 4096*4096)24bit  jpg textures used(will be convert to jpg2000 by SL's server) and most of visible details are rendered by a higher LOD.Most of my bikes used around 50~100k polygons  and no overlapping UVs to use the baked texture instead of SL's shader completely .

Advises for create your own tracks:
Regular prims track is still a good idea because it loads fast and have perfect physic shapes.But there are something you may want to take a look:
Path cut Ramp:If you want to build a perfect ramp, do not use path cut box,the reason is still unknown but after hundreds times of test,please avoid to use cut box on your track.
Profile cut Tube:Please avoid to use profile cut tube.The reason is unknown too.
Sculpted prim Parts: The physic shape of sculpted prim are sphere or ellipsoid,if you really,really want to use sculpt prim parts to build a track…put some transparent regular prims under it then.
Bad quality mesh Parts: Actually all original mesh roads I seen in SL works pretty good so far.Just some obvious internet free 3d models the ripper doesnt has knowledge about making physic shapes so take care.






Full version and Lite version:
From April,2015 I started to join some event and made some affordable lite versions of my new bikes.Let me explain here because some customer were asking the difference between them:
Lite version: Low price(298~398 often,depends on the event), fixed theme/color/paint, basic animations, no supports, only appears in events. 
Full version: just like my other bikes in store, comes with multiple themes, colors,number plates, parts, more animations(parking animations etc), second life-time supports(like you want to replace the script data with another bike). exclusive gifts.

Some full version bike I’m going to make in future will have some difference in model compare to lite version ,like turning lights, mirrors or some decoration parts. Full version include everything of lite version. When the event ends ,lite version will no longer available to purchase but full version will comes out .

Customer rewards:
It depends on the amount of L$ you spent in my store.Youll receive the discounted L$ after purchase IN-WORLD from server automatically.
All purchases include marketplace purchases will be count in your profile.You can click any vendor in my store and choose discount to check your current status.
Server records every selling since Jan,2011. But sometimes it broke so if you not sure about if your status is correct.Show me the [sau] products you owned in world to me and Ill help you with it manually.
Customer rewards provide max 50% discounts for every products in [sau] second-life-time for him/herself.There are over 40 customers reached highest level already so I guess its pretty fair so far :)


Q&A:
They are actually asked by customers:
Q1:I messed up my bike,what I do?
A1:Rezz the updater to get a new one.

Q2:Where I can know about updates?
A2:Please join my group [sau]Motors and I will send notice when new version releases.

Q3:I heard mesh vehicles is not good for riding, Prim/Sculpt prim is better,is it true?
A3:All prim/sculpted prim/mesh has Physic shapes.It's invisible(But you can check with render metadata) and affect your riding experience. Regular prim's physic shape is itself and sculpt prim's physic shape is a ball in its scale.If somebody didn't adjust his physic shapes well ,It's true. I adjust physic shapes carefully so it's not true in [sau]products.

Q4:Can I do custom paints?
A4:Working in progress.Mesh has customized UV so It's much harder to retexture than sculpt.

Q5: I found a bug!
A5:Please update first and see if it's fixed already.If not, please let me know.

Q6:Can I mod it?
A6:Sorry, most of my vehicles uses linked message and animated linked part for reduce script running time.If you unlink the vehicle it will mess up.

Q7:Do you do custom paint?
A7:Depends,Please ask me in-world with details and Ill get you back.

Q8:Does RP sims allows your bike ?Is your bike laggy?
A8:Yes, most RP sims allow my bikes. they are low land impact and not really laggy.

Q9:I love your bikes!
A9:If you bought in marketplace,you can rate it to let more ppl knows  :)

Q10: I hate your bikes!
A10:Please let me know if there's something I can do for you.

Q11:You use ripped model from games or model made by others?
A11:No, absolutely not. They are all legal ,original models.
Some blueprints and references I used not made by myself because I don't have a chance to take references for them. Sometimes if you see somebody's model looks like mine,we may used same blueprint from blueprint/3DCAD websites. And Yes I have all license for materials/references I used. From 2013 I started design my own too.
No I don't make a honda, a harley davidson motorcyle.All virtual "motocycles"(3DCG models and textures) and [sau](a virtual brand)—even those based on real motorcycles — are entirely fictional and poorly impersonated.Linden dollars is not a fiat currency in any country.All I sell in real life are virtual currency and service.

Q12:Are you vandelo/somebody else?
A12:No I'm not .You see my name as creator for his furnitures because he used my mesh part contains scripts as root prim.I make full perm custom sculpts/mesh/texture/animations so I may not the real creator of stuffs you bought in-world/marketplace,please make sure.


Also here's some video showed on my youtube channel too :http://www.youtube.com/user/NiRMcBride/videos