Tuesday, September 26, 2017

Update to the gags

Hi there,

Yet another update to the RealRestraint gags, because why not ?

Actually this one was a bit overdue as there were two bugs I had to fix, and should have fixed sooner than this. Sorry for the wait.

1. The first bug was the Deluxe Gag's chin strap (and its sibling the Deluxe Bridle's chin strap) moving all by itself in laggy areas. As I have explained in this post, the OpenMouth plugin regularly opens the mouth of the system avatar plus plays one Bento animation according to the one the user chose. In the meantime, the chin strap monitors the state of the system mouth and resizes itself accordingly. In very laggy areas, it could lead to issues so I increased a delay in the chin strap script and it seems to have done the trick.

2. The second bug was simply the way the Bento animations were made, well most of them. I made those animations the regular way (they are not animations in fact, just poses), with one keyframe at the beginning and that's it. It just so happens this doesn't work well for some mesh heads. It works for Lelutka, but not for Catwa and Logo for instance, the latter would keep its mouth open when ungagged. Worse, some animations would even deform the head. So I redid them all the same way Keiyra made her OpenMouth/Big/VeryBig animations (which work just fine), now those mesh heads should stop acting up when a gag is unlocked. As a bonus, I have removed the gaunt from all the animations, because it wasn't terribly needed after all. I had made that gaunt so that the strap of a gag would look like digging into the cheeks, but it didn't look good on most people, so it is removed now.

3. As a bonus, I have also slightly modified the OpenMouth plugin so that it displays aliases for the overrides instead of the names of the animations directly. So you will see "Normal" instead of "OpenMouth", "Big" instead of "OpenMouthBig" etc. Its notecard changes accordingly and I will explain below how to get this change without having to replace your gags, because this requires to modify a notecard.


How and what to update

The gags that are impacted by this update are :

* Ball gag
* Ring gag
* Deluxe gag (+ its bridle for fix #2)
* Pretty Mummy gag (main part only)
* Tape gag

As to how to update to get those bugs fixed, this can be little tricky. Please bear with me while I explain.


1. Fix number 1 (the chin strap) requires you to just update your Deluxe Gag, but it won't do anything to fix the Deluxe Bridle as it is a secondary item like a left wrist cuff, the updater does not modify those during a normal update. You will therefore need to fix it yourself. Here is the procedure :

* First make sure you have the update folder in your inventory. You get one by clicking on the updater at one of the locations shown at the end of this post. This folder contains the DeluxeGagChinStrap script mentioned above.


* Res your bridle on the ground and edit it, then go to the Content tab.


* Delete the DeluxeGagChinStrap script from the bridle, and nothing else.


* Drag the DeluxeGagChinStrap script from the folder in your inventory, drop it into the contents of the bridle.


* You're done, no need to reset. Pick up your bridle and it is ready to use. However you will need to reposition the chin strap again once it's locked, since the old script has disappeared with its memory.


2. Fix number two requires you to drop your gag on the ground because it replaces animations, which are not full-perms and are not scripts (duh), so the SL permission system will not allow the updater to directly modify them if the gag is worn. It won't even try, in fact. So rez your gag on the ground and start the update from there.


3. Fix number three cannot be fixed with a normal update, it has to either be a replacement, or a manual fix. Here is how to fix it :

* First update your gag normally, worn or not this won't make any difference (except the updater will complain it cannot download animations, but ignore that, the OpenMouth plugin will be updated anyway).
* Edit your gag, go to the Content tab, which displays all the items contained in it (animations, scripts etc) :


* Double-click on the "*OpenMouth config" notecard to open it :


* Between the lines "overrides" and "default", insert the following line :


aliases = Normal,Big,Very big,Oh,Ah,Ah big

It should look like this :


* Save the notecard, close it then stop editing.

* Click on the gag, go to "Plugins", click on "OpenMouth", then on "Load notecard" :


* That's it, the "Overrides" menu should now show readable and meaningful aliases rather than the names of the animations directly, which were too long for the buttons :



To recap

* Go to one of the locations shown below.
* Click on the updater there, you receive an update folder.
* Rez the update orb contained in that folder.
* Rez one of your gags on the ground.
* Click on it, go to "Tools", press "Save", then "Update".
* Wait.
* Wait some more.
* It can be long.
* Are we there yet ?
* Oh, it's done ? Fantastic.
* Click on your gag again, go to "Tools", press "Load" so your times are restored.
* If you want to do the fix #3 (the aliases), edit your gag, open the notecard as explained above.
* Pick up your gag, rez another one, start over at step 4.


You can find an updater at the following places in-world :

My little shop

Dark Wishes

Roper's Dark Playground

Chorazin's main store

It looks like an orb floating above a pedestal, just click on it and follow the instructions.


Have fun !

Marine

Friday, September 22, 2017

Update to the latex catsuits, bodysuits and socks : Omega support !

Hi there,

I am proud to announce that the Latex Catsuits, the Latex Bodysuits and the Latex socks & gloves are finally compatible with Omega !

Now the same HUD is able to apply latex textures to your mesh body whether it is Maitreya or Omega compatible. And yes it was not supposed to be possible, but I found a way to do it anyway.

Attention, by "Omega compatible" I mean "natively compatible with Omega", that is, the mesh body is compatible with Omega out of the box or you have to install a kit that you buy on the Omega Marketplace store. It is not guaranteed to work with an Omega relay because some Omega relays do not transmit material information from the applier to the mesh body, they are not advanced enough for that. Some relays do, others don't, it depends on the mesh body (at the time of this writing). This is why using an Omega relay with Maitreya used to only apply the base texture and not the shine. So I repeat, if your mesh body needs a relay to work with Omega, and it is not Maitreya, then this update might not be useful for you. You can find out by trying out the demo.

To do this, I have added a new part to each HUD, it looks like this :



Most of these buttons are related to Omega but the two on the left, with the pink "L" in the background, are for Lolas. Unlike before, the HUDs no longer apply to Lolas automatically, you have to do this manually. This leaves you more choice this way, especially since Omega and Lolas protocols conflict with each other (they share the same channel and they are both very similar, but not identical). For example, you might want to apply your catsuit to the "inner" layer of your body, and the Lolas to the outer layer of your Lolas breasts, making your catsuit look loose between the breasts.


If you are a Maitreya user

Nothing changes compared to older versions, simply click on a color button, choose the layer to apply to with the menu that shows and that's it. If you are wearing a neck piece and/or boots, those accessories are immediately painted as well.


If you wear a mesh body and/or breasts compatible with Omega

After clicking on a color button (not before), wait until the HUD says "selected" and what is selected. For example :

MdlM Opaque Latex Socks & Gloves (top left): Selected for torso: "Gloves Black 13 13 13". If you use Omega or Lolas, click one of the layer buttons to apply.

There may be one or two such messages, one for the torso and/or one for the legs, depending on the HUD you use and what you clicked on. For example, clicking on a catsuit button gives you two messages because it prepares the top and bottom textures for Omega and Lolas to use, while clicking on a gloves button or a nipple pasties button only prepares the top textures so you get only one "selected" message.

Once you see that message or those messages in your chat window, the HUD is ready to apply to your Omega-compatible mesh body. Simply press the "Outer", "Inner" or "Tattoo" button to apply to the corresponding layer on your mesh body.

"Outer" means "top" and "pants" at the same time, "Inner" means "bra" and "underwear", and "Tattoo" means "top tattoo" and "bottom tattoo". This is not a problem even for gloves and socks, as the color buttons (that double as Maitryea appliers) are there to load the data into the Omega appliers but nothing happens until you actually click on one of the Omega buttons. So you can click on one color of gloves then on another color of socks, it will work just fine and will apply both at the same time once you click on the layer button to validate.

You can tweak the Glossiness and Environment values afterwards to make your latex shine more or less brightly, and look more or less metallic by clicking on the "Glossy" and "Enviro" sliders respectively (they are not buttons, the higher you click on these areas the higher the values). My scripts also detect the change so they retain the new value for later. In clear, this means that once you change the values, applying another latex color will use these new values and not revert to default. The default values are Glossiness 200 (that's roughly what you get by clicking on the top of the "G" of "Glossy" on that slider) and Environment 0 (which is all the way down to the lower limit of the "Enviro" slider). Omega requires to show the hovertext over the HUD but in the case of these HUDs, it is displayed out of the screen because the root prim is against the top edge. If you wish to see the hovertext (which displays the glossiness and environment values), you can move the HUD down.

There are a couple known issues with Omega that I will discuss below. They are not game-breaking.


If you wear breasts compatible with Lolas

It works the same way as Omega, you wait for the "selected" message(s), then instead of clicking on an Omega button, you click on a Lolas button (the two buttons with the pink "L" on the left).



Bonus

There's also a little bonus : deep black opaque catsuits, bodysuits and socks & gloves. Deep black as in RGB 0 0 0, totally black. It has been a rather popular request as the regular black is a very dark grey, not totally black (so we can see features even when not in the light), and some people wanted their black black.


I didn't feel like completely redoing the HUDs so I simply added buttons touching the "black" appliers. I know it does not look very pretty on the screen but until I find a better idea, that's where the "deep black" colors will be. I also only did that for the opaque latex appliers and not the transparent ones because the difference with the regular black ones wasn't obvious enough.


Oh, and lastly, I've added a copy of the spinning lights contained in the box of the Cloak of the Initiate. That way you can test the shine of your latex with pretty colored lights. But you don't need those because if you're reading this post, you've already bought the latex appliers and hopefully managed to make your body shine without my help, right ? *snicker*


Known issues

* The "Tex" and "Mat" Omega buttons do not do anything, apparently, yet they are named correctly. I don't know why they don't work work, I know they work in my When You're Hot HUDs. It is not really under my control though, they are handled by the Omega scripts. If I find the reason for this bug and manage to fix it, I'll issue an update later.

* Sometimes when you apply to Omega, the legs don't change. It is completely random and apparently only happens on the catsuits and the bodysuits, never on the socks. When it happens, simply click on the same layer button and it will work. Or double-click on the layer button in the first place whether the bug occurs or not. I have no clue what causes this, but clicking the layer button again without clicking the color button first shows that the leg Omega applier already has the correct information in its memory, so I guess this is a timing issue with Omega. I don't have access to its source code and protocol, so I can't exactly debug that.


How to update

To update your latex product(s), simply rez the updater object on the ground near you and wait. The update will be sent to you automatically and the updater will de-rez itself after a few seconds.


Have fun !

Marine


PS : Please do not ask me how I managed to make a multi-HUD with materials working with Omega, because it is normally not doable. It would be tedious to explain and requires quite a lot of scripting. I did this by using a few tricks but nothing shady, I did not have to hack anything or break any ToS.

Thursday, September 7, 2017

New product : When You're Hot

Hi !

Today I am making something a little different, a set of sweat and wet appliers for your mesh body and head, called When You're Hot !

Why that name ? Because when you're too hot and sweaty, what you need is a good shower, or a walk outside under the rain, and this is exactly what this product is all about :p

Please note, these appliers are compatible with Omega-enabled heads and bodies, but NOT with Catwa ! It might change in the future but that does not depend on me. More details later in this post.

These appliers go from a nice subtle and erotic sheen on your skin to being completely drenched in water. With all stages in-between. The stages are, in order of intensity :

- Warm : A subtle sheen on your skin, very erotic.
- Hot : More sheen, a few beads of sweat forming where the skin outputs the most heat.
- Torrid : Even brighter sheen, more beads of sweat, the forehead is clearly shiny and glittery.
- Workout : You're clearly sweaty, like after a good workout, the beads of sweat are bigger, there are more of them and some are starting to run down your body.
- Sauna : You're sweating all the water out of your body !
- Shower : When you're in the shower, or stepping out of it, your body is covered in running water. (*)
- Rain : When you're outside under the rain, the drops are longer, thinner and probably colder ! (*)

(*) : This works very well with the Hikari and Chizuru wet hairstyles from Argrace. The one I'm wearing in the Shower and Rain pictures is Hikari (Chizuru is shorter).


A nice summer afternoon (no shine is applied so you see the difference with the three following images)

Warm and cozy... (here the "Warm" applier is used, you can see the subtle shine)

Ok it's getting hot in here ! (the "Hot" applier is in effect, notice the little beads of sweat that appear on my skin)

Can't nap in this heat ! (here I am using the "Torrid" applier, which has a bit more sheen and even more beads of sweat)

Let's head to the beach. (I am using the "Warm" applier with maximum Glossiness, plus Shimmer on Maitreya set to the maximum, to demonstrate how you can look oily as well with these appliers)

A little sunscreen again after having been in the water to cool myself of. (using the "Workout" applier here, which has nice big beads and running sweat, very good for when you want your body to look wet but not overly so)

I'm melting here ! (here I'm using the "Sauna" applier)

Zzzzzz... Shoot ! It's time for my workout ! (more "Sauna" here)

At least... it is cooler... inside the house... *huff* *puff* (more "Workout" applier under a different lighting)

This is pure masochism, I'm telling you ! ("Workout" again)

But sooo worth it. (even more "Workout")

After so much hard work, a good shower feels like heaven. (using the "Shower" applier here, note that the blueish spots are not part of the appliers, they are the particles spawned by the shower itself)

So, so good... (more "Shower" action)

Ok let's not spend an hour in here, I have an appointment ! (even more "Shower" to show the running droplets of water on the legs)

I did not stay that long under the shower, no I did not. But the weather has turned to crap ! (using the "Rain" applier now, with long thin drops all over the body)

Why am I waiting outside under the rain in a bikini with an umbrella that I am barely using ? Don't ask me, this is Second Life ! (with "Rain")

At least I can't complain about the heat anymore now. Brrr. (even more "Rain")

That's it, I have waited long enough, he's not coming, time to go back home before I catch a cold. (and yet more "Rain")

I was longing for a little time in the sauna... (using the "Sauna" applier again, under a different lighting than the first time)

 
Nothing like some time in the sauna to relax your body after a hard day of work. What ? Yes it was a hard day of work ! (more "Sauna", notice the long drops on the belly)

Zzzzzz... (and yet more "Sauna", just because)


Dynamic shine

They are meant to shine dynamically and realistically, the light is not baked, meaning they won't work on a system body or a system head, only on mesh bodies and mesh heads, either Maitreya and Lelutka or Omega-compatible mesh bodies and heads like Belleza, eBody, LOGO etc.

Please note that for the time being, Catwa heads will not work with this product. This is because of two reasons : firstly it is not natively compatible with Omega, meaning it needs a relay, which does not handle materials. Secondly, the only layer on which one can apply materials in Catwa is the skin. But these materials need to be applied over an invisible texture, otherwise they look ugly (the beads look like pimps and the long drops look like scars, ugh). Catwa Clip hinted that it might change for Catwa v3, but I don't know when this version comes out, nor if it will make it compatible.

In order to check if your mesh head is natively compatible with Omega, check this link. If your head is not in the list, then it won't work with this product.

A few videos to show you the dynamic shine in action :





If you are interested in the treadmill I'm running on, you can find it here.

Attention, you need to have your Advanced Lighting Model activated in order to see the shine, otherwise you won't see anything at all. Other people looking at you ideally need their ALM activated as well or they won't see you sweaty or wet.

To activate ALM, open your Preferences, go to "Graphics" and tick the "Advanced Lighting Model" checkbox, if not already done :



If doing so cripples your FPS (Frames Per Second, the speed at which your viewer renders your view in SL), just deactivate the dynamic shadows like this :



Of course there needs to be local lights around, at the very least some sun. If you are in an area without any local lights and no sun, your skin won't shine, obviously. The folder contains an object called "spinning lights" that you may want to wear to have lights rotating slowly around yourself. It is great for testing if your appliers work and see how they look under different lights.


How to use

In this section I will assume that you are a Maitreya + Lelutka user like me, knowing that if you are wearing any other mesh body or head, you will need to use the Omega applier HUDs instead of the Maitreya + Lelutka applier HUD. More on the Omega appliers later in this post.

This is how the Maitreya + Lelutka HUD looks like :


It is really simple to use. To apply a level of sweat, simply click on the head icon you want, which will immediately apply to your Lelutka mesh head (unless you activated its Rerouting feature, in which case it will ask you what layer you want to apply to), then on a body icon, making your Maitreya mesh body ask you what layer to apply the textures to. And that's it.

Please note that applying to the Underwear layer will leave an untextured gap around the neck, because the Underwear layer (and the Clothing one too but you don't really want to apply the sweat to it as it would look weird between the breasts) does not go all the way to the edge of the neck. So unless you are wearing a collar like me, you should better apply to the Tattoo layer when using Maitreya.

Actually this HUD does a third thing, it automatically applies to any Lolas compatible object you are wearing, for example Lolas breasts, or Code-5 cuffed breasts. Depending on that object, you may need to activate that layer to show the shine, but it works. It applies to the Top layer by the way, due to Code-5's bra layer being alpha masked with no way to change that.

Because of its Lolas compatibility, please do NOT wear an Omega relay for your Maitreya mesh body, it would only show the textures on the upper part of your body and you'd think there is a bug. This is because Lolas and Omega share the same channel and have very similar protocols for the top of the body (not for the bottom and head, which use a different channel). So if you are wearing your Maitreya Omega relay, unwear it, it conflicts. Plus it cannot handle materials anyway.


Clicking on the top of the HUD hides it partially, click again to show it again. Clicking on the "M" icon in the top left corner gives you a link to my Marketplace store.


Some mesh bodies offer options that others don't, for example Maitreya lets you adjust the Glossiness of your already applied textures, while Lelutka allows you to adjust the opacity of your tattoo layer (which is what the head appliers apply their textures to by default). By the way, in order to see the shine on your Lelutka head, don't forget to actually activate the Tatoo layer on its HUD because apparently it does not do it automatically :



Speaking of head tattoos, since the head appliers apply diffuse, normal and specular textures, not only do they make your head shine (notice I write "head" and not "face" because there will be wetness on your skull and neck as well), but they also remove whatever tattoo texture you were wearing. This may or may not be what you want, but leaving the tattoo intact would most likely give the shine a dirty black or grey tint, so the tattoo is replaced. I will see if I can find a way to keep the tattoo intact while applying sweat over it, for a future update. The reason for this is technical : if you want a white shine on a partially transparent surface, that surface must be white. Most tattoos are not, so the shine takes whatever color they are and usually the resulting shine is ugly.


Depending on the ambient light, on your own tastes and the situation you're in, you might find your shine too bright or too dim. There are a few tricks to make the shine make it look the way you want, at least on Maitreya. You can for example tweak the "Glossiness" slider on the "Layers" tab, and/or the "Shimmer" slider on the "Skins & Options" tab. I usually set my Glossiness slider to something between 66% and 100%. The Shimmer slider is nice for lower levels of sweat because it mixes with the shine of the applier, but with different reflections. It gives a more natural look in my opinion. Personally I think that turning the Shimmer off (not all the way down, but turned off with the "Shine on/off" button) looks even better because the skin underneath is shaded less, which is more realistic if your skin is wet. But your mileage may vary.


Glossiness slider on the Maitreya HUD

 
Shimmer slider on the Maitreya HUD


You can also combine two body appliers (at least on Maitreya) to increase the shine.

The same goes for the "Shimmer" slider on the Lelutka HUD, but don't forget to press "Restore" first before modifying that slider, in case the Shimmer was off. Apparently the Lelutka HUD does not reactivate it automatically.

 
Shimmer slider on the Lelutka HUD




Omega appliers

If you are using another mesh body than Maitreya, and/or another mesh head than Lelutka, you need to use the Omega HUDs contained in the folder instead of the Maitreya + Lelutka one. Attention, your mesh body/head must be compatible with Omega v2 so it can display materials !

You will quickly notice that there are three appliers instead of one : one for the head, one for the torso and one for the legs. Wear them all three. This is due to Omega not being able to handle more than one part of the body per HUD.

The HUDs look like this :


Yes, there are hovertexts above the HUDs, there is nothing I can do, the Omega ToS requires to have them shown.

To use these appliers, simply click on one of the pictures then on one of the layers in the same HUD. Repeat for the other HUDs. For example, click on the "Workout" head icon on the top HUD, then on "Tattoo" and your mesh head will suddenly look very sweaty ! Provided it is compatible with Omega that is. It is important to understand that unlike the "Maitreya + Lelutka" HUD, clicking on a picture on an Omega HUD does nothing in itself, it just prepares the HUD for the application when you click on the layer buttons ("Tattoo", "Makeup", "Bra", "Top", "Undies" or "Pants").

Once done, you can then click on the "Glossy" and/or "Enviro." buttons to tweak the glossiness and environment values of the applied textures respectively. This is something you cannot do with Maitreya, actually, so in this regard the Omega HUDs are more powerful than the Maitreya one. Please note that these two "buttons" are more like "sliders". The value depends on where you click on those buttons, hence the double arrows drawn over them. The more to the right the click, the higher the value. Tweaking the environment is good if you want to give your body a little oily look, I recommend setting it between 10 and 20 (that's done by clicking somewhere over the arrow to the left). I wish Maitreya had this kind of option.

Clicking on the slashed "Tex" button will remove the texture (which is invisible anyway so that won't change anything) and clicking on "Mat" will remove the materials, suppressing the shine totally.

Clicking on the "M" icon in the top left corner gives you a link to my Marketplace store, clicking on the "Omega" icon in the top right corner gives you a link to the Omega website.




You can find the appliers at my store on the Marketplace, it is No-Modify, Copy and No-Transfer and costs L$700. The box contains an updater to rez in case an update is available for this product, updates are always free. Also if you ever break your product, rezzing the updater will automatically get you a redelivery. Please note that since this product is no-transfer, there is no refund so all sales are final, I can only refund double purchases.

Please note  that these appliers are made for ladies. I know that most male mesh bodies and heads are compatible with Omega, and that's great, but I do not guarantee this product looks good on men. I have a feeling that it will, but I did not test.

And as always... Please try the demo first !



Have fun !

Marine


PS : The umbrella is a full perms one I bought long ago, to which I applied the wet textures I made for the Cloak of the Initiate.

PPS : The accessories (collar, umbrella, bikini, heels etc) are not included.

Wednesday, September 6, 2017

Good news about the latex appliers !

Hi !

While working on my current project, due for release very soon (this week if I'm lucky, but I won't say what it is, neener-neener !), I really wanted to make it compatible with Omega, to let other mesh bodies than just Maitreya use it.

Problem is, it uses materials, there are several appliers, and the Omega materials-enabled HUD cannot support several appliers in one object. In other words, if you want to make a product containing, say, 10 appliers for Maitreya in one HUD, you also have to make 20 more objects for Omega. 10 for the torso and 10 more for the legs. Totally impractical. You may recall that my Latex catsuits, Latex bodysuits and Latex socks & gloves are only compatible with Maitreya for this very reason. Not because I don't like other mesh bodies, but because with more than 30 appliers per product, I thought it would be more entertaining and less mind-numbing to have my nails torn off one by one instead.

I messaged the owner of Omega last year asking when she would improve her materials HUD so we could finally make multi-HUDs with materials, and got no useful answer. Then I messaged again two months ago and the answer was along the lines of "we are sorry, this is too much work so we won't do it". Grmblrmblbl.

Ok it might be too much work for them but I actually did it myself. Hah ! In a way that doesn't require hacking that system or anything like that. Basically the template HUD provided by Omega, that 99% of the clothing creators use, is comprised of two scripts : one proprietary applier script that you can't read, and the other called "config" that is open source and that you can modify. This script contains the UUIDs of your diffuse, normal and textures, as well as the scales, offsets, default glossiness etc. When you save that script, it sends its config to the main script and that's it. It's pretty static.

Then you press on an applier button (marked "Tattoo", "Underpants" or "Pants" for the legs applier, "Tattoo", "Bra" or "Top" for the torso applier and "Tattoo" or "Makeup" for the head applier) and those textures are applied.

What I did was simply ditch the "config" script and make my own, that custom script containing all the textures of all the appliers for this object. The HUD has several buttons (for example several colors and patterns for a catsuit), all you have to do is click on the color button then on the applier button (for example "Tattoo") and voila ! Well, you have to do it a second time for the other part of the body as well thanks to another HUD because each HUD can only apply to one part of the body and not both, but you get my point.

It was actually very easy to do and I'm ashamed I did not do this sooner. I was waiting for Omega to release an update... which never came.

All this to say that now that this roadblock is lifted, I will be able to work on extending my latex stuff to other mesh bodies than Maitreya. Better late than never, right ?

Please note that I did not say that I will necessarily succeed. But I confirmed it works for my current project, so I'm fairly confident for that update. I can also not give an ETA, I really need some time off and I will take some after releasing the project I am now completing. But this is no longer a no-go and this is the good news :)

Have fun !
Marine

Wednesday, August 2, 2017

Update to the mesh gags and some legs restraints

Hi !


There is an update available for your gags as well as all the legs restraints that involve a chain. This is more a hotfix than an update, in fact, and won't change the version number of your restraints. Don't worry, no replacement will be needed to get these fixes. Just remember to save your times.

Please note : If you update your gags while wearing them, you will get a warning from the updater saying it cannot replace the "OpenMouth" item. It isn't clear but it actually means the "OpenMouth" animation, but it will update your "OpenMouth" plugin anyway, so don't mind that warning if you've already got your "OpenMouth" animation updated (it was to be replaced during 1.30 because of a permission issue).

Here is the list of all the changes contained in this small (but very useful) update :


1. Chained legs deforming the shoulders

It has come to my attention that the "Taut_w" animation, which is the animation played when you are walking in the "Taut" lock when the legs are restrained with a chain, was deforming the shoulders of the avatar, even though I paid attention NOT to include bone translation information in that animation. To get this issue fixed, you need to rez the restraint on the ground (the right ankle part, whatever the product is) because the animation is no-copy, so it cannot be downloaded into an attachment directly. There will be no loss of content if you forget, but the updater will just tell you it cannot do it. Please note that not all the legs restraints need this fix, only those that have the "Taut" lock : the Police Legirons, the legs Serious Shackles, the legs Restrained Elegance, the legs Vixens and the legs Deluxe Straps. Thank you Ashlana20 for the heads-up !

The reason for this bug was *probably* the tool itself. I'm not one to blame my tools usually, but this time this is the only reason I can think of, because I specifically paid attention to NOT include bone translation information (what deforms the skeleton) into this animation when I uploaded it the first time, and yet it did anyway. Then I updated the tool before re-uploading the animation, not changing anything else otherwise, and surprise, no bone translation information anymore. Go figure.


2. Deluxe gag chin strap moving by itself

The Deluxe gag's chin strap (and the chin strap of its Bridle if you have it too) tends to move by itself in laggy areas, but it is not the fault of the chin strap, but of the OpenMouth plugin which is contained into every gag. You could update only your Deluxe Gag and it would fix the bug for it, but know that there might be other attachments monitoring the system mouth's animation state, such as the Need For Seed from Marine's Goodies, and those products are impacted by the bug in the OpenMouth plugin as well, which means every single RR gag (except the Isolation Hood which does not have this plugin) should be fixed if you intend to use them along with these other products. But the most immediate and visible occurrence of this bug is the chin strap of the Deluxe Gag, so it is up to you to decide whether to upade the rest or not. Thank you Bunny Hastings for helping me test this bug, and also for your patience because it took a while. Read the end of this blog post for technical details, because this bug was really a weird one to track and fix.


3. Every gag's default animation was named "Default ="

Yeah. Bad me. I don't even know if it caused any weird behavior at all but it sure looked silly on the menu.


4. The override animations of the gags stopped on some furniture

Now this one was really weird. When sitting down on some furniture (such as MP Noir's bunk bed but there are others), all your animations were stopped, which freaked out the OpenMouth plugin if you had set it to use one of its "OpenMouthXXX" override animations. Those animations are special in the sense that they work better on Catwa than the default ones due to the way they are designed, but may cause issues when "Loop" is active and you're sitting on something. Same thing when standing up from what you were sitting on, if the furniture suddenly stops all your animations. To fix this, the gag now waits a few cycles (generally a second or two) before attempting to restart the animation after sitting down or standing up.


5. The Deluxe Gag confuses third-party plugins by controlling ring straps when it shouldn't

The Deluxe Gag's config notecard (with or without bridle) involves ring-related parts when locked on "harness ball", which might confuse some third-party plugins. Now this one is NOT part of this update, unless you want to replace your Deluxe Gag, but you can fix it yourself manually by opening its "*Style config" notecard and removing all the capital "R" letters from the two lines that begin with "4:" and "7:" (these are used by the "Harness ball" and "Total ball" locks of the gag). Save, and it's fixed. Thank you Aida Beorn for the report !

Here is what those two lines should look like after the fix :

4:Harness ball;BJUVY,Harness cock;BQJUVY,Harness bit;BJUIVY,Half cock;BQJVY,Just cock;Q,Half ball;BJVY,Half bit;BJIVY,Invisible;
...
7:Harness ball;BJUVY,Harness cock;BQJUVY,Harness bit;BJUIVY,Half cock;BQJVY,Just cock;Q,Half ball;BJVY,Half bit;BJIVY,Invisible;





You can find an updater at the following places in-world :

My little shop

Dark Wishes

Roper's Dark Playground

Chorazin's main store

It looks like an orb floating above a pedestal, just click on it and follow the instructions.


Have fun !

Marine



PS : So, on to the technical stuff about the chin strap. It works like this : the OpenMouth plugin opens the system mouth (the mouth of your system avatar, you can't see it if you're wearing a mesh head, but it's there) twice per second, while the chin strap checks the mouth's open state once per second. You could ask, why do these two script not communicate together directly instead of relying on an animation state ? Simply because there can be any kind of attachment needing to monitor the mouth's state, and they're not all made by me.

The problem is that the OpenMouth plugin actually has to close the mouth right before opening it again (it doesn't work well otherwise, SL tends to ignore the second animation trigger if the animation is the same, and as this animation is not looped, the mouth closes completely before opening again, when the animation has finally ended). This means that if the chin strap checks the mouth's state at this exact moment, it believes the mouth is closed while it is simply refreshing, and it resizes itself.

And the second problem is that if this happens once, it has a good chance to happen again the next second, and the next one and so on, because both scripts are now stuck in phase (only the former goes twice as fast as the latter) and will remain in phase for a while. This is what made the chin strap move rapidly like that.

The fix was therefore to make the OpenMouth plugin's cycle not be a divisor of 1 second, while staying close to half a second (that's the speed at which the mouth needs to be refreshed in order to look constantly open). I chose 0.47 second. That way, even though the chin strap might still do a check exactly when the OpenMouth plugin refreshes the mouth, it will resize itself once (and back to where it was) but won't stay in phase and won't flap like it did.

Friday, July 7, 2017

RealRestraint update to v1.30

Hi !

As promised, here is the latest update to all the RealRestraint products to v1.30, after updating the RR gags to v1.30.

There are a number of improvements and fixes that require a replacement (I call it "hard update", which is when you select "REPLACE" on the update menu) and others that only require an update ("soft update", which is when you select "UPDATE" on the update menu). It is up to you to decide what you want to get, knowing that getting a replacement means having to resize the product again, and I know it's a pain, even with the copy/paste shape scripts. It won't break your product if you decide to pass on an improvement or on a fix, it will just not work as optimally as it should.

To be clear, v1.30 is a big update and a few products already got updated to that version last month, namely all the gags in the RR line. The Vixen set got a complete overhaul as well because I turned these cuffs from sculpt to mesh, but the set was not upgraded to v1.30 because there was more work to do on all the restraints that are not gags. However, even if you have updated your gags to v1.30 already, I recommend doing a soft update on them again, if you're having trouble with your OpenMouth plugin for example. Please note that I have added two Bento animations to all the gags, in case you don't like the already existing ones, to get them through a soft update you need to rez your gag on the ground. Unlike before, if you forget to do that, the updater won't break your product, it will simply notify you that it can't download no-copy items (that are not scripts) into your worn attachment, because of SL restrictions, but it won't remove the old ones so you can retry later.

In the case of some changes, although you need a replacement to get them, it is easy to do it yourself manually and I will show you how to.

In the following (arm-long) list, I indicate for each feature :
- "U" : You only need to soft-update, meaning choosing "UPDATE" while wearing your object, this is the nicest option.
- "G" : You need to soft-update but after rezzing your object on the ground because some some items inside that are no-copy need to be updated. If you don't rez your object on the ground, the updater won't break it, it will just notify you that it could not replace some of its contents and that you'll have to retry.
- "R" : You need to have your main item replaced (for example, the right wrist cuff of a set of handcuffs), but you can keep using the older secondary items even though you received new ones, so you don't have to resize it all again. They are not deactivated upon replacement, only the main item is, and this particular enhancement does not break the link between both.
- "r" : Same as "R", but only in the case of gags that were already updated to v1.30.
- "A" : You need to replace your whole set, even the secondary items are modified in this one.


Here is a table that sums it all up, hoping this will help you see through this mess :)



A. All restraints

1U. When "/77" is off, calling the restraint with "/77" (for example "/77 fore" to get any restraint worn on "r forearm") will no longer ignore the command, but instead go right to the plugins browser page, meaning the wearer can still access plugins that she should always be able to access, like the texture and OpenMouth plugins.

2U. The keyholder is now able to restrict the wearer from accessing the texture plugins at all. If the "Deny" button is checked, the restraint is locked and the wearer does not have the key (or does but a timer is set), then she won't have access to the plugin. Thank you Aria Warden for helping me test it. Attention, by "Texture plugin" I mean the plugins that control the textures and materials, which means the mesh ball gag and ring gag, the Deluxe gag, the Deluxe straps, the Body harness, the Highbinder and the mesh Vixens. If your ball gag, ring gag and/or Vixens are not mesh, you might want to select "replace" in order to convert them.

3U. I know the RealRestraint_HUD thing might be annoying to some, including yours truly. After all, it was made even before I made the RLV, to simulate restrictions to clicks and third view, as well as blindness. But the RLV handles all those very well if not better now, so if you want to get rid of the HUD, I have made a small change that makes the script totally silent if the HUD object, "RealRestraint_HUD", is not contained in the restraint. It won't attempt to rez it, let alone tell you it is rezzing it. This is a very small change, I am planning on giving you the option to do this through a script later, but for now this will do. So all you have to do is remove the "RealRestraint_HUD" object from your restraint, and you should be ok. However, please be careful to put it back in before attempting a replacement in the future, as it is necessary for the updater to identify your product. Thanks to the people in the RR group chat who gave me this idea.

4U. The communication between the RealRestraint_Base script and the RealRestraint_HUD object was broken when sitting on a very big prim, like 40 m wide, due to how SL handles chat messages coming from avatars when sitting on an object (the chat messages technically come from the center of the prim, rather from the avatar, as the avatar is part of the object while sitting on it). As a result, the restraint would try to rez another HUD every five minutes while sitting on that prim. Thank you Acadia Ansar for helping me track and test this.

5U. The Autolock plugin sometimes lost its lock names and had to be reset, now it should keep its lock names no matter what (until the Anim plugin tells it that the list has changed).

6U. The Vulnerable plugin now displays a "..." after the name of every single third party plugin which declares itself as "vulnerable-compatible" with a ".vuln" parameter somewhere after its name.

7U. The Vulnerable plugin could be accessed via the "Last Plug" button even when locked by someone else. Thank you Morgan Foehammer for the report.

8U. The RR Anim HUD (the thing you wear manually and that you use to control poses, not the RealRestraint_HUD) used to have one texture per button. Silly. Now it uses two atlases, one 512x512 and the other 512x256, which is much easier on video memory. You'll have to detach yours and use the new one you can get from several sources, including the updater itself. The result for this change is also that it switches icons faster, since they are all part of the same two textures now.

9U.  We can now do suspension with the leash without bouncing ! This has been a popular request for years and I have always postponed it but this time it's done. Also when the leash holder is too far (beyond 96 m or beyond length*2, whichever is closer), the sub will not be yanked to them anymore, to avoid being flung in the air when TPing from one place to another in the same sim. This effectively makes leashes longer than 100 m useless but hey, 100 m is no leash, this is a tractor beam.

10A. When locking a cuff while sitting on a bondage furniture, it could stop some of the chains going to it from some of the attachments. To make things saner, I have reorganized the Lockguard networks on the Vixen set, the Restrained Elegance set, the Police set, the Serious Shackles set and the Shibari set (Deluxe straps and Siren ropes didn't need it). This way, no more conflicts and the restraints work much better with bondage furniture now.


B. Arms cuffs and ropes

1R. Added more relaxed "hands back" poses, like in the mesh Vixens. The poses I added are meant to let you have your crossed hands closer to your body, very useful when bending forward.


C. Legs cuffs

1G. Taut_w and TARun (walking and running in "Taut" respectively) were priority 5 on the whole body, whereas they were supposed to be priority 5 on the legs and 3 on the arms to let other brands of arms restraints work nicely with RR legs restraints without being overridden. Fixed now. Be advised that you need to rez your cuff on the ground there before going for a soft update, as the animations are no-copy and SL does not accept downloading no-copy stuff into attachments.

2R. Missing hogtie open when sitting in cuffs.

3R. Replaced the old hogties with the smoother ones from the Shibari/Siren ropes. The old animations were made with Qavimator and looked a bit frantic, while the new ones (well, they were new when the Siren ropes were introduced) were made with Blender, with much more control over the curves, which is why they are smoother.

4R. Reorganized most of the legs animations, added the "Lie" ones where they were forgotten (i.e. in all restraints that don't have a specific "Lie" lock). This makes them all more enjoyable now.


D. Rope and tape

1U. The "RL Time" plugin (in charge of counting time whether you are online or offline) did not return they "keys" to the wearer. Thank you Daisy Rimbaud for the report.

2U. The Wriggle plugin crashed with an error on the legs ropes (thank you Sara555 for the report).


E. All restraints with materials

1A. Ported the little experiment I did for the Vixen set (in short, the shine is automatically colored like the surface instead of white, for a more realistic look) to all the other restraints with appropriate texture plugins, i.e. Highbinder, Pretty Mummy, Body Harness, Deluxe Straps, Deluxe Gag, mesh Ball gag and mesh Ring gag. A complete replacement is required because the change occurs in every secondary item.


F. Vixen set

1A. You can find the full changelog for the gags here if you haven't turned your Vixen set to mesh already. But there are more changes occurring in this update, read on... If your Vixens are still made of sculpties, you will need a replacment, if they are already mesh, you're good.

2A. Removed the VixenCuffTex_slave script from the root prim of the secondary items, we don't need it. If you don't want to replace your set for this, you can safely remove those scripts from all your secondary items, they are not used anymore :



3U. Added the Tex_repeater.vixentex script to the right wrist and ankle vixen cuffs to make the colors, texture and materials resync when reattached.

4A. The straight heel straps were not correctly named, and as a result would not show on the hogties. Their names should be "$1u+2u+4u+5u+6u+7u+9u:1/0" instead of "$1+2+4+5+9u:1/0" (change them yourself if you don't want to have to replace your Vixen legs cuffs for this, use "Edit Linked" to do that and press Ctrl Alt T if they are invisible, and you won't have to reset anything, the change takes effect as soon as the name changes). If you do want to replace, this enhancement impacts only the Vixen legs cuffs, not the arms or the collar.


5U. The Lock_cuffs_1234569 sound contained in the legs Vixens becomes Lock_cuffs_123456789 so the lock sound occurs at every lock.

6U. Reorganized the hogtie anims as the order made no sense, mixing closed and open legs.


G. Gags

1A. You can find the full changelog for the gags here (http://realrestraint.blogspot.com/2017/04/update-to-rr-gags.html). If your gags already handle Bento animations (you can tell by checking they have the "OpenMouth" plugin), then you're good. Otherwise your gags totally deserve a replacement.

2G. Replaced the "OpenMouth" animation with one that actually closes the mouth when it is stopped, because apparently the Catwa mesh head needs that (Lelutka doesn't, I can't explain why). The new animation looks exactly the same as before, except it won't leave the Catwa mouth open when ungagged. This also plays nicely with the latest version of the OpenMouth plugin, which has a "Loop" button (but the tests show that it isn't really needed in this case, even though it might be needed for other third party animations). Attention, this is a soft update only if your gags are already v1.30, otherwise you need a replacement.

3G. Added two more "OpenMouth" animations in all gags ("OpenMouthBig" and "OpenMouthVeryBig") to use as overrides, like "OpenMouth" they close the mouth after they stop. I did not make those three animations, Keiyra Aeon (who is a Catwa user) did and authorized me to use them in the gags. Thank you Kei ! I recommend you use some of these as override in the OpenMouth plugin if you don't like the Catwa animations I made originally. I understand, they tend to stretch the lower lip a lot so it doesn't look good on every head. Kei's anims are much less stretched on the lips so you will probably like them better. What's more, they work nicely on Lelutka too, and I believe on other mesh heads. Attention, this is a soft update only if your gags are already v1.30, otherwise you need a replacement.

4U. The Pretty Mummy gag would not cover the ears in "Total", even when "Wrap" is ticked in the "Cover ears" plugin. This error was introduced in the v1.30 update to the gags.


H. Highbinder

1U. The BreastSize plugin, which is initially a Style plugin (same code, different name) now retains the same size for all locks, since the Highbinder straps do not change shape. You no longer have to set your breast size 6 times for the rigged straps to fit your chest. Don't mind a possible script error during the update saying the BreastSize plugin cannot find its notecard, it happens only while the updater is replacing that notecard, the plugin will find it when it's done.


I. Restrained Elegance

1U. Redid the colors in the Color plugin to get a better golden color, and to match some colors of the MdlM catsuits, but be advised that eventually I will turn these shackles into mesh, like I did with the Vixens, meaning that plugin will change again.

2A. The rounded edges of the "hinge" texture of the elbow parts did not have any transparency. I have fixed all seven shackles but since only the elbow ones hide and show, the bug was visible only on those. Although this enhancement requires a full replacement, the only new parts that really need to be used are the two elbow cuffs, you can keep using the other old parts. Also you only need to update the arms cuffs for this one, for the same reason. As you can see on the picture below, only the elbow cuffs show this bug :


3A. The Restrained Elegance collar is now worn on Neck instead of Spine. Although this requires a replacement, you can do this yourself easily simply by wearing it on "Neck" manually and repositioning it. Bonus points if you rename "(spine)" into "(neck)" in its name, but you might have to rez the collar on the ground for this.


J. Isolation Hood

1A. Resized the small invisiprim hidden inside the head to hide the ears on mesh heads. This invisiprim is a sphere that has always been there, if you don't want to replace you can resize this sphere yourself, you will find it inside the head and you can resize it until it covers both ears. Attention, since it is an invisiprim, it won't show with Ctrl Alt T, you'll have to do a bit of searching. If I remember well, the prim is rather small and in the middle of the object, inside the head.

 


K. Anim plugin

1U. When the sub is "frozen" (i.e. prevented by her keyholder from changing pose with her RR Anim HUD), she can still move if her keyholder is not around and she is not sitting on something (the "frozen" bit is not turned off, though, in case said captor only crashed and is returning shortly). That way you can still simulate holding your sub with your foot on her back, or keeping her in a particular pose on a bondage furniture (for example a strappado) even while you're not there, but if she's not sitting and you're not around, she can move again.


L. Serious collar

1A. Added two Lockguard scripts to two side rings, to spawn chains to furniture like the RF patient bed. Thank you Eevaa Serpente for the heads up.


M. Siren arms ropes

1A. The part with the leash slave in the "Box" lock could still be detached, so we could TP even while leashed. Although this enhancement requires a full replacement of your arms ropes, the only parts that change are the left and right wrist ropes. The rest is unchanged and you can still use it.


N. Deluxe gag and regular mesh ball gag

1A. The balls were turned 180°, so the text would show inside the mouth... It's a bit silly, and if you don't want to replace your gags for this, you can turn those balls manually (with "Edit Linked" checked, don't forget the regular mesh ball gag has two balls instead of one, one for Loose/Medium/Tight and the other for Big/Total). In the pictures below I show you the mesh ball gag with a "Lips R&W" pattern applied onto the ball in white leather material, selected, then rotated and scaled :

Smaller ball selected on the mesh ballgag v1.30 before the fix

The same part, seen from inside the mouth (yes, it is a lot less glamour)

Notice the "Local" setting in the Edit window on the left, this will make it easier to rotate

Rotate the ball by 180° horizontally...

... Scale the texture by 2x on the vertical axis...

... Rotate the ball a little more around the lateral axis, and voilĂ  !

Please note that I did not scale the texture in the update, as it does not play nicely on every texture. So it's your personal choice only.


O. Siren and Shibari

1U. Added seven fur textures to the SirenTex. That's right, fur ! This was Andrew Schufang's initial idea for a custom work, and I must say it looks not too bad :) You can find these additional textures at the end of the list. I find they look better on Shibari ropes than on the Siren ropes, simply because the former are thicker.






That's all ! This update is no way mandatory, but as you can see, there are a number of fixes and improvements that will make your life easier.

You can find an updater at the following places in-world :

My little shop

Dark Wishes

Roper's Dark Playground

Chorazin's main store

It looks like an orb floating above a pedestal, just click on it and follow the instructions.


Have fun !

Marine