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New product : Latex bodysuits

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Heya !

After the Latex Catsuits and the Latex Socks & Gloves, let me introduce you to the new Latex Bodysuits !

These bodysuits feature a very nice, smooth V curve going high over the hips to emphasize your shape.


They are made with the same styles and colors as the catsuits, socks and gloves, so that you can use them in conjunction naturally. Like them, they are appliers for the Maitreya mesh body that use materials, with seams and creases for a better realistic look.



And like them, they come in 4 variants (from opaque to clear), with 27 colors each, plus unique bonuses such as camo suits, fishnet suits, open breasts suits and invisible suits. Each variant has its own bonuses.

Here are a couple videos to show the dynamic shine in action. And also for the pleasure of your eyes, of course !






You can find them exclusively on the Marketplace at these locations :

Demos
Opaque bodysuits
Sheer bodysuits
Transparent bodysuits
Clear bodysuits
Bodysuits fatpack



Please note that they are compatible with Lolas breasts, as well as breasts that use Omega appliers (for example the Cuffed Breasts from Code-5). Lolas will get the applier to the Bra layer, while other breasts will get it to the Top layer, to avoid conflicts.



With the Cuffed Breasts from Code-5




Before you read further, you must be aware of a few things :

1. They need you (and those who look at you, ideally) to have Advanced Lighting Model activated. With or without dynamic shadows doesn't matter, but ALM must be on for the shine to show.

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 need to be local lights around, at the very least some sun. If you are in an area without any local lights, the latex won't shine, obviously.


2. For now, they work only for the Maitreya mesh body, hands and feet. Not Slink (even the hands and feet), not eBody, not Belleza, nor any other mesh body but Maitreya. This will change in the future when I'm able to expand to Omega, and you are provided a way to get unlimited updates for free, but for the time being, it works with Maitreya only. I'm sorry that I can't do more at the moment.

The reason for this is purely technical. There are so many mesh bodies out there that making distinct appliers for each one would take weeks. Fortunately there is a system called "Omega" that unifies nearly all the protocols (except Maitreya and a few others, but that might change in the future). Unfortunately, that system does not work well for materials yet. Or rather, if I were to make an Omega version of these appliers, this would mean at the very least 54 HUD objects per variant, without a way to organize them. It would be a mess. This is because the materials version of the Omega applier HUD cannot be modified and made into a multi-HUD like these products here (as specified on this page : http://lovenlustdesigns.blogspot.com/p/material-applier-instructions.html, and believe me I tried). The day we can make multi-HUD Omega appliers with materials, I will upgrade these products with Omega capabilities, I promise.

Also, as mentioned above the HUDs can apply to breasts via the Omega protocol. A side effect of this is that it also applies to the top of any Omega-compatible body, but not to its bottom. This is because the protocols for the top and the bottom of an Omega-compatible body are completely different. Don't ask me why. Therefore this still doesn't mean that the catsuits are compatible with Omega, even though I'm eagerly waiting for an update to that protocol so I can finally extend to all mesh bodies.




3. These bodysuits are sold through my Maison De La Marquise brand. This is the brand I created for the Marketplace and I use it to publish the erotic movies I shoot. You won't find a vendor for these bodysuits in world, they are sold on the Marketplace only. This is not really a problem for you but it's better you know this before you spend time looking for a vendor all over the grid :)



Now that this is out of  the way, let's get to the good stuff.


The Bodysuits feature some really nice seams at the right places, as well as a zipper in the back (except for fishnets), and there is even an additional neck piece if you want your bodysuit to go all the way up over the neck ! More about the neck piece below.

There are four variants of the bodysuits, and for each variant, 27 colors and a few bonuses. Each product is a particular variant and there is a fatpack containing all four variants at a discounted price.

The colors match the ones of the Highbinder, Deluxe straps, Deluxe gag & blindfold and Body harness, and they are organized the same way, by groups of 9 like on the menus of the texture plugins of the aforementioned restraints. There is also a very nice warm white I call "Ivory", since of course the "custom" button of the plugins cannot be matched to any particular color, and we cannot tint an applier. You will find the exact tints below on this blog post, but also on the menu of each applier, so you can match the tint of your own gear if needed, whatever it is.


Here are the four variants :

Opaque






Those bodysuits are completely opaque, nothing can be seen underneath. They're perfect for being worn over another piece of clothing (for example a catsuit, or leggings, pantyhose, tights, anything you can think of), but if you do this you might need to activating "mask mode" on your Maitreya HUD to avoid having transparent surfaces conflicting with each other.

Bonus : Six military camouflage patterns. Woodland, jungle, desert, night, urban and snow :


Woodland

Jungle


Desert

Night

Urban

Snow


Sheer



These suits are a little see-through and daring, the latex is clearer where the suit is tighter, like real-life latex suits. Which means your shoulders, belly, breasts and butt will show through ! The effect is more pronounced on darker shades but is visible on lighter ones too. Of course, turn "Mask Mode" off on your Maitreya HUD or they will be opaque but without the shadow maps that the opaque catsuits have.

Please note that although I am wearing pasties (which are the bonus for the Transparent Catsuits, they are not included with the Bodysuits), this is just to avoid showing myself nude on Blogger. The non-opaque bodysuits do not hide your private parts.

Bonus : Two cow pattern catsuits, one with the breasts covered and the other with the breasts free. Moo !



And four colors of sheer bodysuits with holes for the breasts as well : black, ivory, blood red and navy blue.


Black

Ivory

Blood

Navy


There are no "free breasts" bodysuits for the opaque variant, because there are already 6 bonuses in it (the camo suits). But if you really want opaque bodysuits with holes for the breasts, simply activate "Mask Mode" on your Maitryea HUD. These suits are opaque enough to turn completely opaque when "Mask Mode" is on. Also you have a way to turn the neck piece to Mask Mode as well (see below).




Transparent






These ones are frankly transparent, they won't hide anything. But hey, bodysuits are supposed to emphasize your body, not hide it !

Bonus :  Six fishnet bodysuits. Now these are not latex but actual fishnet material, that shine only where the fabric is. They are very realistic and very sexy ! The six colors are black, ivory, blood, azure, plum and princess pink. Here is the black one shown front and back, as you can see the shine is different :





Clear






These bodysuits are so transparent that you can barely see them. Well, you can see how they shine, but they leave nothing to the imagination !

Bonus : Three "invisible" bodysuits, two of them with seams (ivory and black). Well they still shine on your body, but they have no tint at all. See for yourself :

Invisible

Ivory seams

Black seams


Combining with other latex suits

Bodysuits are fun and sexy, but more often than not, you will want to mix and match. For example with the Latex Socks from Maison De La Marquise (sold separately), since they have the same styles :

Opaque black

Camo jungle

Fishnet black

Invisible black


But you might also want to combine with a full-body Latex Catsuit (sold separately) :

A clear black catsuit underneath a black bodysuit. Mmmmm :)

Camo jungle & woodland

Camo night & woodland

You call that "mix and match ?"

The best way to do this is to wear the catsuit first on tattoo, then the bodysuit on underwear, one of them being set to Mask Mode (preferably the opaque suit).



The HUD

There is not much to explain about the HUD, everything is pretty self-explanatory. Here is a screenshot of the opaque bodysuits HUD :



If you click on any of the colored round buttons, it will activate an applier. The three groups of nine buttons each yield a different color, while the buttons on the bottom are the bonus appliers (here the camo suits, but there are others as you saw above).

Clicking on the "M" symbol will give you a link to my Marketplace store.

Lastly, the two buttons on the upper left corner allow you to hide and show the neck piece, see below.






The tints

As pointed above, each variant has 27 colors plus a few bonuses, the colors matching the ones of several RealRestraint products. Here are the exact RGB values (the first number is the amount of red, the second one is the amount of green, the third one is the amount of blue) :

- Ivory : 247 242 223
- Copper : 120 51 15
- Gold : 252 194 0
- Black : 13 13 13
- Gunmetal : 66 56 51
- Steel : 128 128 128
- Slate : 112 128 143
- Silver : 191 191 191
- White : 255 255 255

- Blood : 117 10 10
- Red : 191 0 0
- Light red : 255 64 64
- Orange : 224 117 33
- Yellow : 252 219 20
- Light yellow : 255 245 176
- Dark green : 5 51 15
- Green : 8 120 38
- Lime : 89 242 128

- Navy : 20 41 66
- Blue : 26 94 217
- Azure : 94 176 255
- Indigo : 112 0 255
- Amethyst : 153 102 204
- Plum : 143 69 133
- Purple : 191 0 128
- Flesh pink : 204 138 128
- Princess pink : 245 194 194

- Woodland camo (4 colors) : 129 117 76 / 90 66 38 / 69 76 43 / 46 42 42
- Jungle camo (4 colors) : 191 189 134 / 125 133 95 / 76 85 69 / 67 73 58
- Desert camo (4 colors) : 251 230 203 / 200 167 134 / 148 107 55 / 110 71 28
- Night camo (4 colors) : 35 35 35 / 33 33 33 / 24 24 24 / 17 17 17
- Urban camo (4 colors) : 227 227 227 / 167 167 167 / 101 101 101 / 69 69 69
- Snow camo (4 colors) : 250 250 250 / 229 229 229 / 181 181 181 / 133 133 133


The neck piece

I like my bodysuits to go high over the neck, that's why I made a special neck piece to complement your shiny look and cover more skin ! When you click on an applier on your HUD, the neck piece changes texture to the same one as the top, so it is always assorted nicely. Better yet, the patterns match so it will blend very well with the camo suits. You've seen the neck piece on pretty every picture on this post, but here is a closer look :



It is a fitted mesh attachment that uses a different protocol from the Maitreya applier one. This is why if you wear the neck piece and click on a button on your HUD, it will change texture immediately, while the Maitreya applier will ask you which layer to set it to. Also unlike the Maitreya mesh body, it only has one layer so you cannot make it display two bodysuits or catsuits at the same time. But since it is copiable, nothing keeps you from wearing two at the same time !

And since it is copiable and modifiable, nothing keeps you from turning it the color you want (or tinting and texturing it yourself), remove the script it contains, and wear it as a nice collar even without any suit.

Please note that the neck piece is absolutely not necessary for the products to work. You are free to wear it or not, your choice.

You can control the visibility of the neck piece with the two buttons on the upper left corner of the HUD :



That way you don't have to constantly wear and remove it. Typically when you press "Clear All Layers" on your Maitreya HUD, you then click on the "hide neck" button on the bodysuits HUD.

By the way, the neck pieces contained in each single product are exactly the same. It doesn't matter which HUD controls which neck piece, all the neck pieces work with all the catsuit and bodysuit HUDs.


Lastly, if you click on the "show neck" button while the neck piece is already visible, it will switch its mask mode, exactly like the Maitreya HUD does with the Maitreya mesh body. That way if you switch Mask Mode on the Maitreya HUD, you can do the same for the neck piece with the "show neck" button.


Please note that at the time of this writing, the neck piece of the Latex Catsuits cannot do that yet, but I plan to update it as well.





Updating your bodysuits

I keep working on my products even after releasing them, and when enough features have been added (or enough bugs have been fixed) I issue an update and send a notice to my RR group (join the RealRestraint Updates & Support group if you want to be notified). To get your updated product, or simply a redelivery, just rez the updater object on the ground near you and wait a little. The check is done automatically and the updater derezzes itself (it is copy so you don't lose it).



Where to buy

You can find the Latex Bodysuits at my store on the Marketplace, each product is Modify (*), Copy and No-Transfer and costs L$550, or you can get all of them in the Fatpack for L$1850. Each 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 they are no-transfer, there is no refund so all sales are final, I can only refund double purchases. If you buy one variant, like it and decide to buy the fatpack afterwards, you can IM me so I refund you for the single variant, since it is also contained in the fatpack. That way you don't have to pay twice for the same product.

Please try the demo first !



Have fun !

Marine


(*) The neck piece is modify, the HUD itself is no-modify because the scripts are loaded with the UUIDs of the textures to apply. Resetting it would make them lose all those data and break the HUD, we can't risk that so the HUD is no-mod.

PS : My heels (not included) are from Mutresse (Volena for Maitreya and Slink). They're mod, so I have modified them to make them look latex, but they already look awesome out of the box.

RLV 2.9.20.3

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Hi !

Here is a new version of the RLV with a hotfix for @recvchat which blocked all RLV commands afterwards (this was a big issue because the user would have to relog in order to be cleared again), and a couple other fixes. Plus it is up to date with LL's latest code. Not Bento yet, but I'm trying to stay as close to the official SL codebase as possible these days, so when the code for Bento is released I will have as little trouble to merge with RLV as possible. LL is working hard at polishing the rest of the code before releasing Bento, therefore so am I.

fixed : @recvchat broke all subsequent incoming RLV commands (including @clear). This was due to a fix in 2.9.20.2 that was a little too aggressive. Rewrote it differently, it seems work now. (thank you Vanilla Meili for the heads-up)

fixed : Do not allow to detach a locked object contained inside a temporary folder (#RLV/~xxx), even if it has been received during the current session. (thank you Henri Beauchamp for the heads-up)

changed : When an object issues a @tpto RLV command to force-TP the avatar somewhere, ignore @tplocal restrictions issued by that object.


You can grab the RLV for Windows here :

www.erestraints.com/realrestraint

Direct download :
www.erestraints.com/realrestraint/RestrainedLoveSetup.exe

And the MD5 hash for the executable is
1b9b2c6aab0c43e8baf43668f1d30704

Have fun !

Marine

More bonuses for the Latex Catsuits !

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Hi !

After the release of the Latex Bodysuits, I realized that they sported more bonuses than the Latex Catsuits, which are more expensive... So I'm now setting this wrong right and am pleased to add no fewer than 10 more catsuits to the whole set !



Opaque

Sorry, no bonus added there, they already have the 6 camouflage patterns, so no update necessary there.


Sheer

Four open breasts catsuits added, same colors as the bodysuits. Black, ivory, blood and navy :

 

 

 

 


Transparent

Four fishnet catsuits... this was a popular request (but even if it weren't, it was already in the plans before I even released the bodysuits anyway). Black, ivory, blood and princess pink :







Clear

I really liked the effect of the invisible bodysuits with visible seams, so I'm adding the same for the catuits. So on top of a fully invisible catsuit, you have two more, one with black seams and the other with ivory seams :






How to update

It cannot be simpler : simply rez the updater contained in the folder of your catsuits, and wait a little for the server to send you your updated version. Make sure not to be in "Do Not Disturb" mode though, or you won't notice the delivery until you leave that mode.


Have fun !

Marine

RLV 2.9.21

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Hi !

Here is a new version of the RLV that is up-to-date with the latest SL viewer, in other words, it is Bento-compatible !

Plus a little change for emotes, see for yourself !

added : Added support for Bento, using LL's latest code from the SL viewer.

changed : Stopped taking the "?" character as a way to identify a cheat inside emotes, as some emotes may end with it as genuine questions.



You can grab the RLV for Windows here :

www.erestraints.com/realrestraint

Direct download :
www.erestraints.com/realrestraint/RestrainedLoveSetup.exe

And the MD5 hash for the executable is
aec94b4a4436bed63c8ecd3a65cb77ce

Have fun !

Marine

RLV 2.9.21.1

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Hi !

Following the release of  RLV 2.9.21, which I wanted to hurry because of Bento compatibility, here is a new version with a couple fixes for outstanding bugs. Including a very serious one, one that would block all RLV feedback to scripts when under @sendchannel :


- fixed : @sendchannel would block @version, @versionnum and all the other RLV messages sent to a script (thank you Chorazin Allen for the heads-up).

- fixed : @showloc would not hide the location when declining an inventory offer from an object (thank you Kittin Ninetails and Starfire Desade for the report).

- fixed : Going to appearance mode with the camera animated (this is set in the preferences) and modifying the shape gets the avatar stuck in T-pose even after closing the window (thank you Aria Warden for the report).



You can grab the RLV for Windows here :

www.erestraints.com/realrestraint

Direct download :
www.erestraints.com/realrestraint/RestrainedLoveSetup.exe

And the MD5 hash for the executable is
19c23c6a97fc0bc6bcdb1a2ea76e74a3

Have fun !

Marine

RLV 2.9.21.2

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Hi !

It seems that RLV 2.9.21.1 had a bug (due to a fix I made to another bug, it happens), that would truncate private chat messages sent by the viewer to scripts, such as responses to @getstatusall, @getinvworn and such commands, to 255 characters instead of 1023. In practice this could be problematic for RLV folder browsers, for example. So here is a new, fixed version, with my apologies for the sudden burst of releases. Thank you Henri Beauchamp for spotting this bug !



You can grab the RLV for Windows here :

www.erestraints.com/realrestraint

Direct download :
www.erestraints.com/realrestraint/RestrainedLoveSetup.exe

And the MD5 hash for the executable is
2516150a0887c99dc408e0564d04928c

Have fun and Merry Christmas !

Marine

Update to the blindfolds

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Hi there and Happy New Year !

As you might know, the RealRestraint blindfolds can block your vision either by using a big HUD prim (a cube with a tiny hole in the middle to let you click through, that's the "RealRestraint_HUD" object it makes you wear), or black vision spheres if your RLV is 2.9 or above. The choice of method has been automatic until now.

However some time ago Firestorm (and other viewers using the RLVa implementation of the RLV API) was updated to a new version that now reports a wrong RLV version number to the scripts. As a result, the RR blindfolds believe they can use RLV 2.9 vision spheres (what makes the world black except your avatar and your immediate surroundings), while they can't because FS does not implement them yet. So your world would look grey but you wouldn't be blind and you would think your RR blindfold is broken.

Since Firestorm does not update very often, to mitigate this issue I needed to include a "fix" (to a bug that isn't mine) so that the user can now choose between HUD and RLV methods. This "fix" is two-fold :

- Turn the base script into a plugin named "Blindfold" to give the user a menu on which they can choose whether to use the old-school HUD or the RLV 2.9 features (provided their viewer DOES really implement the RLV API 2.9, which is not the case for FS). This was also a request from some people who actually prefer the HUD to the vision spheres.

- To not get fooled by FS and its reported version. If the version is less than 2.9 or greater or equal to 3.0, then it will use the old-school HUD method.


You do not need to have your blindfold replaced for this change to take effect. All you have to do is go to any of these locations :

My Little Shop
Chorazin's Shop
Roper's Dark Playground
Dark Wishes

Then click on the updater there, rez the update orb, start an update on your blindfold and request a soft update (choose "UPDATE" on the menu instead of "REPLACE"). You will then see a new "Blindfold" button in the "Plugins" menu that will let you switch between HUD and RLV methods at will. It is designed in way that prevents cheating while switching, by the way.

The blindfolds I am talking about are the Deluxe Blindfold, the Scarf Blindfold, the Isolation Blindfold, the Pretty Mummy Blindfold and the Tape Blindfold. I hope I did not forget any.

Very important : After updating, detach your RealRestraint_HUD object (if you were wearing any, and if it is not locked), and let your updated blindfold rez its own. This is because the "fix" also required some significant changes in the HUD itself, not only in the blindfold, and you need the updated HUD for it to work.

Also, please note that this is not a new version of the whole system, so if your blindfold is already 1.29, it will remain 1.29. If you see a "Blindfold" button in your "Plugins" menu, then you know the update is successful. You will still need to save and load your times though, if you don't want to lose them


Here is a more detailed explanation about the problem, if you want to know everything.

Without being too technical, an object using RLV features needs to know the version of the RLV API (*) the user's viewer implements. For example, if the object needs to restrict the user's ability to hear emotes from one particular avatar around, it will need to use the @recvemotefrom RLV command, which requires a viewer that implements the RLV API v2.4 or above.

The same thing goes for the RealRestraint blindfolds, because they need to know whether to use the old-school HUD prim to block the vision, or the "new" RLV 2.9 vision restriction commands. If the user's viewer implements RLV 2.9 or above then vision spheres are used, otherwise the HUD is used. Simple, except that the latest version of Firestorm reports a wrong version. It pretends to implement the RLV API v3.1.4 which does not even exist. What's more, FS does not implement the vision restriction RLV commands yet, so it confuses the RR blindfolds by telling them they can issue RLV 2.9 restrictions, while the viewer is not actually capable of displaying them. As a result, people believe that RR blindfolds are now broken because they do not blind the user at all.

I need to point out that the bug does not come from the RR blindfolds, they rely on an information that is not sent correctly by the FS viewer (and others using RLVa). And that information is incorrect because the RLV API explicitly says that the version to send to a script is the version of the RLV API that it implements. This is different from the version of the code which must not be a concern for scripts, which I believe FS'"RLVa v3.1.4" stands for.

Have fun !

Marine

(*) Application Programming Interface, the document that specifies what commands are available at which version, what they do and how to use them.

Update to the Latex Catsuits and Latex Socks & Gloves

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Hello and Happy Valentine's Day !

Today I'm releasing an update for the Latex Catsuits and the Latex Socks & Gloves... except this is not really an update but new content. I'm bringing you latex boots !

They work well with catsuits...






... as well as stockings.






I've always liked the idea of high heels being directly part of a latex catsuit or latex stockings. Some RL and even some SL catsuits do and I find the look so much better than wearing normal heels that you can lose easily (especially while running super secret spy ops, think practical, girls !) or that require so many straps that they kind of kill the smoothness of the latex. And knee or thigh-high boots are sexy, but they tend to hide the latex underneath in the first place. So there you go, integrated high heels, or boots if you prefer, problem solved !

I didn't mention it but this update is free and the boots are copy/mod so you can do whatever you want with them, even use them with other appliers if you own the textures. I'll explain later in this post.



Before you ask, these are really boots and they are really rigged attachments that you wear on top of your feet. Even though they look like socks with heels attached, they are more like boots because of the shape of the main part. It is not exactly following the shape of the foot, especially on the toes, it is much smoother, like a boot :

Notice the flattened tip and the blend with the heel, the overall smoothness, as well as the creases behind the ankle

Those boots are meant to be used with the Maitreya high feet (they don't work with any other brand, sorry, but as the latex catsuits are Maitreya only as well for now, I think that's fine) and function very much the same way as the neck piece of the catsuits. They receive the same textures as the bottom of the mesh body (as opposed to the neck piece which receives the textures of the top of the body) and display them on each part of each shoe : main part, heel, sole etc. Each part is UV-mapped in a way that even though it is the same texture on the whole shoe, the colors and transparencies (in the case of the latex stockings) are different yet still assorted.

For example, the regular catsuits are monochrome even under the soles so the heels take the exact same color, while the stockings are darker and more opaque under the soles, which is why the heels and under sole of the shoes are darker as well, but still the same color to remain assorted. And if you don't want some parts of the boots to take the same texture (for example if you want your heels to always be opaque, or always be plastic), then you can specify which surfaces will change texture which won't. Here is an example of what I mean :


Here you can see the sole takes the part of the texture covering the sole on the feet, same for the heel, while the rest of the boot shows the upper part of the foot. This is the same texture, but different parts are displayed, and the result is that you get different shades of the same tint and material.


After you have updated your Latex Catsuits and Latex Socks & Gloves, you will notice that your HUDs feature two more buttons :

 

They are pretty self-explanatory : click them to show and hide the shoes, just like the neck piece. And just like the neck piece, for the Latex Catsuits, clicking on the "show shoes" button while they are already visible makes them change their mask mode (exactly like the Maitreya HUD does with the clothing layers of the body). That way if for any reason you need to change the mask mode of your catsuit, you are able to do so for the shoes as well to make them match the shine of the legs. And like the neck piece, in the particular case of opaque catsuits, the shoes mask mode is turned on automatically (and off by default in any other case).

The boots use the SL avatar's UV map, so the main part covering the feet show the feet texture just like the Maitreya socks do. This is why the patterns of the catsuits and socks cross more or less seamlessly over the ankle. It's not perfect, that part of the body is hell to UV-map due to how tiny it is, but I think the result is very close to the SL avatar now. This also means that you can apply your own clothing textures (stockings for example but not only) to the top of the shoes, as long as you own said textures, and make your own boots !


When you apply a texture from the HUD, the shoe takes it before the body (since the body asks you which layer to apply to), just like the neck piece. And once you have selected the body layer, you will notice a strange seam on the ankle, especially if the latex variant you use is not opaque :

 

Or in the worst cases, you might even see the sock through the boot :


Rather inconvenient, but the fix is easy. Open your Maitreya HUD, go to Layers, click on "Socks On/Off" twice (don't ask me why twice) :


And voilà, no more seam or double socks :





How to modify your boots to suit your needs

Aha, this is where the fun begins. So you want your boots to look in a certain way and not all of their parts to apply textures along with your body. For example, you want them to look like heels "glued" to the stockings (because in RL that's what they would be), with an actual leather sole, hard plastic heel and metal heel tip.

And frankly, because with certain appliers the full latex boots look a bit bizarre...

 
Fishnet... heels ?


So if you want to modify them yourself, read on.

Rez your boots on the ground and edit them :


Notice the "all" written in the description field ? This can be changed, and the script inside reads that field to know which parts to texture and which ones to leave alone. "All" means "texture all of them", in case you wondered.

And before I explain what to replace "all" with, let me show you what the actual surfaces (or faces, if you prefer) of the shoes are :


The face numbers are important here, because this is what you will write in the description field instead of "all". You simply write the numbers of the faces you want to see change, separated by spaces. For example, if you only want the foot and the arch to change, you write "0 4" (that's zero, space, four) :


And that's it, no need to reset.

Please note that the faces written in the description field make those faces change textures, bump and specularity, but not tint. That means if you tint a face black, it will remain black whatever the latex suit you apply.

I have included two copies of the boots in both the Latex Catsuits and Latex Socks & Gloves products. The "latex" one has "all" in its description field to make it change all its faces, this is the one that is demonstrated in nearly all the pictures in this blog post.

The other ("leather soles") is set to just "4" so only the foot changes, and the rest is pre-textured and tinted to look like actual shoes with leather soles and black heels with a metal tip and frame. This is the only difference between the two, they otherwise function exactly the same way.

This is what the "leather soles" version looks like :
It looks a bit more dominatrix than plastic heels, right ?

And no, I'm not going to put a logo on the arch. I know it would make them look swag but I don't like it when my heels turn me into a walking advertising space, so I'm not going to inflict it upon you either.

Oh one more thing, the latex parts (the ones that change, depending on what you decided for your own boots) shine with a blank specular texture, 150 shininess and 0 environment. This yields a rather high shine that matches latex well, but since you can change your shine on your own Maitreya HUD and there is no way to catch that change automatically, you'll have to change the shine on your boots manually if you need.



How to update

It can't be simpler. To update a variant of your Latex Catsuits and/or Latex Socks & Gloves, simply open the corresponding folder and rez the updater object on the ground. Wait a little and you will receive your new box, while the updater derezzes itself after 20 seconds. Make sure you are not in "Do Not Disturb" mode or you won't receive anything.

You can update as many times as you want, for example if you make an oops with your shoes and need new ones. The updater also serves as a redelivery server.


Have fun !

Marine



Update to the Bubblizer

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Hi there,

Here is a small (but hopefully useful) update to the Bubblizer after receiving a few suggestions about it :

- Added : The field derezzes after an hour of inactivity, to return to its idle state with only the platform.

- Changed : The column obstacle is entirely redone in mesh with a simpler physical shape that feels closer to its visual shape. The old one was a torus with a convex hull (hence a cylinder). As a result, the prim count is a higher than before, the set of columns for the 16x16 field takes 15 prims instead of 7. I couldn't go lower than that without simplifying the visual shape too much.

- Changed : The lights, which are part of the field, are physical and in consequence may disturb the trajectory of a bubble. I have moved them outside the field, one meter back exactly.

- Added : I included the French translation (courtesy of Florensse Resident) in the box.


To update, rez a field and click on the up arrow on the upper right corner of the display, and wait a little, you will receive your new box.

Have fun !

Marine

Update to the Racing System

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Hi !

Another small update, this time for the Racing System by Marine's Goodies.

This one too was long overdue, there were some pieces that were missing from the border rezzer, in particular the sloped turns. There was also a misnamed piece of turn (it was "Road Narrow Left75%", it should have been "Road Narrow Left 75%"). Finally, the racing system did not reset when the owner changes (i.e. when buying it), meaning it had to be reset manually.

To get your update, simply rez your Race Controller if you haven't already, click on its "Maintenance" button, then press "New Version ?", and wait a little, you will receive your new package.


Have fun !

Marine

Update to the Dust System

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Hi again !

Yes, this is a slew of small updates these days, for once I have a little time to give attention to things that really needed to be improved :)

This time this about the Dust System, in particular the Dusty Surfaces themselves (not to the Duster gag or the Feather duster).

It is a small update again, but I hope you will find it useful, I know the following changes were popular requests.

The first change is small, it simply does not register the name of the one who dusts the surface, if this surface is already clean. That way, no more sneaky maids giving a clean surface a short sweep to get all the credit !

The second change needs a little explanation. By default the surfaces stay clean for a week, then start getting dirty over the next week, to become fully dusty (with clouds of smoke, owners complaining and all) by the end of that second week. You will now be able to set those two delays yourself thanks to two new buttons on the menu of the Dusty Surfaces Controller. It's this thing here :


It doesn't look like much and is not at all mandatory for the system to work, but it comes in handy when you want to update all your surfaces at once, or make them all dirty or clean at the same time, or even highlight them to show their locations clearly.

Simply rez it if you haven't already, click on it and you get the menu. The two new buttons are "Clean time ?" and "Dusty time ?". The former lets you decide how long every surface stays clean, and the second one lets you decide how long they take to become dirty, past the first period of time.



Both of these buttons bring up a text popup on which you can enter a time in the H:M:S format, for example "12:0:0" for a delay of 12 hours. You can leave the text empty and click "Submit" to set it back to the default 1 week delay.




That's pretty much it, with these two new buttons you can organize things the way you want.

To update your Dust System, you have to do it in two stages.

First click on your controller (rez it if you haven't already), chose "New version ?" to check for the new version, and you will receive your new package after a short time.

Then, instead of rezzing new surfaces (because it is time consuming, and you have already placed your surfaces carefully already), derez that controller and rez the new one, the one that is included in the box you've received. No need to rez any of the surfaces, you will in fact update each of the existing ones automatically by clicking on the new controller and pressing "Update surf.". Wait a moment until all the surfaces are updated, and voila !


Have fun !

Marine

RR tutorial : OpenMouth plugin

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Hi !

Please note : Currently the gags have an issue after you do "Stop Animating Me" in the viewer and your "RevokePermsOnStopAnimation" debug setting is set to TRUE (which is the case by default). If you do this, the gag simply will stop animating your mouth, whatever you do, until you reset it. This is because it requests permission to animate only once, on reset (it resets when changing owner), and "Stop Animating Me" revokes all animation permissions by default. I will issue an update to fix this soon but in the meantime, if your gag suddenly stops animating you, this is probably the reason. Also, please turn that debug setting to FALSE at some point, as it breaks a LOT of furniture in SL.

This plugin is meant to let you control how your mouth looks when you are gagged. Its power shows when you use a Bento mesh head such as Lelutka, Catwa, Ga.Eg or others, there are many out there, but it also opens the mouth of the standard avatar's head as well so a mesh head is not required.

To make use of this plugin, your gag must be v1.30 or higher and contain the "&OpenMouth" script (with the "&", otherwise it is the old script and not the plugin) and its "*OpenMouth config" configuration notecard.

Attention, if you own a mesh head that is not Bento, the gag will not open your mouth automatically. You will need to do it manually or buy one of the third-party plugins that call the head's built-in API to open the mouth when locked (the API depends on the head so I guess the third-party plugin you want depends on the head too). Third-party plugins not being developed by me (hence the name), they are beyond the scope of this blog post.

The "OpenMouth" plugin is the replacement of the old "OpenMouth" script that is common to all RR gags, and which was responsible for opening the mouth of the avatar whenever the gag was locked. Really, it was as simple as that. But now that we have Bento and many animations and mesh heads to choose from, this OpenMouth plugin lets you pick the one animation that looks best on you. The difference between a plugin and a script, in RR, is that a plugin offers a menu to let you control it, and gives access selectively.

See for yourself :


This is the RR ball gag used without a mesh head. As you can see the mouth is open but the lips are not really stretched.



The same ball gag but this time used with a Bento mesh head (in this case, Lelutka Simone v2), the lips are stretched thanks to Bento giving us ways to make facial animations.



Still the same ball gag locked in "Big", making the mouth stretched bigger.



And even bigger if you choose the "VeryBig" variant in the OpenMouth plugin ! Mmmph !




The RR ring gag now locked in "Tight".



The same ring gag locked in "Big" with the "Big" variant.



And with the "VeryBig" variant !


Why several animations you may ask ? Because different mesh heads are rigged differently so one animation looks good on one mesh head and not on another. And also because everyone has different tastes and different head shapes, so one animation looking good on one sub might look too big on another because she has a bigger mouth.

For example, with the RR ball gag locked in "Tight" with a Lelutka mesh head, here is the difference between "Narrow", "Normal" and "Wide" :


Narrow (it clips through unless I adjust the gag, but this is for the sake of demonstration)


Normal


Wide

Please note that the animations are high priority, therefore you will probably not be able to animate the lips with a smile, contrary to the system head animation which is not really an animation (it is technically a blend shape, meaning system expressions do not modify bone positions but vertex positions instead) and can be combined with smiles and other expressions. For this reason, these Bento animations do not animate the eyes so you can still trigger your own expressions if you like and they will partially show on your face. For example a surprised look, a frown, a glare, an eye roll etc. You won't see the lips, cheek and jaw move but the eyes and the rest of the face will respond.

In the case  of the RR ball gag and ring gag (other RR gags behave differently), the "Loose", "Normal" and "Tight" locks make one ball or ring show, while the "Big" and "Total" locks hide the first and make the other ball or ring show, which makes the gags change shape according to the lock. I could have made five balls and five rings (and three times as many straps) but that would really have been overkill and require too much resizing from you.

Since "Big" and "VeryBig" are variants (but there's no "Narrow Big", "Wide VeryBig" etc, because that would dramatically multiply the number of animations to make and test), you are free to choose the "Big" variant on the "Loose", "Normal" and "Tight" locks and the "VeryBig" variant on the "Big" and "Total" if you like, that's entirely up to you.


This plugin is accessible only by the wearer. This might change in the future if needed but since it is a customization plugin, there is no reason why the keyholder should have access to it, as it is meant to be used while resizing the gag and testing it, not really while playing. This is the kind of plugin you forget about once you are happy with the way it makes you look.

To access this plugin, touch your own RR gag or say "/77 gag", go to "Plugins..." then click on "OpenMouth". When you do you get this menu :



What's all this stuff ?

There are buttons to manage the brands of mesh heads, at the time of this writing there are three known brands : Catwa, Lelutka and "Other" (which means every brand except the aforementioned two). There might be more in the future if needed. I cannot guarantee that your particular mesh head will necessarily work look good with these animations, but I am reasonably confident that at least one of the animations will look good on you. If not, I will have to make more.

The "Autoref" button is the same as the one in the Anim plugin and in the "More" page of the main menu, it allows you to choose whether to animate the mouth or not. There are cases where you do not want to animate it, for example when you are wearing other brands of gags at the same time (say, a RR ball gag under a NGW hood, which expects the mouth to be closed). If you are wearing several RR gags (for example, RR ring gag + RR mummy gag), they negotiate among each other which one animates your mouth. The rules of this negotiation are the following :

- Ring gags override ball gags, which override tape gags (so from the most stretched to the least stretched).
- In case of ex-aequo, the gag with the higher lock overrides the others (so a ring gag locked on "big" overrides one locked on "normal").
- In case of ex-aequo again, the gag that was locked first overrides the others.


The "Brands" menu lets you choose between all the known brands of mesh heads which one you want to use. It might not necessarily be the one you own, I know a few girls who own Lelutka heads yet prefer the "Other" brand because it suits them better. To each their own.

 

The "Brands" menu


The "Variants" menu lets you adjust according to the shape of your mouth and your own preference. If your mouth is wide you will probably perfer the "Narrow" variant, and vice versa. You can also choose "Big" or "VeryBig" if you so desire, provided you resize your gag accordingly. "VeryBig" is the default for the "Big" lock on the ball gag and the ring gag, because I want new users to see how wide their mouth can open, but if it's too big they can select the "Big" variant instead. Please note that the Deluxe gag does not have a "Big" lock but still has the "Big" and "VeryBig" variants, because it gives you more options for customization. But this blog post is only about the OpenMouth plugin and how it animates your face, so let's not bother about that here.


The "Variants" menu


The "Overrides" menu lets you choose any other animation that is not a variant in a brand, say, when none of the variants satisfy you. If you select an override, no matter what brand and variant you have selected, the override will be used instead, hence its name.



The "Overrides" menu


When Autoref is on, meaning the current mouth animation is "refreshed" regularly to avoid being overridden or stopped by something else, like a pose ball that stops all your animations when you make it derez, the OpenMouth plugin tries to find the animation corresponding to the settings of the current lock. For example, if you selected the Lelutka brand and the Normal variant on the ball gag, it will try to find one of the animations containing the words "Ballgag", "Lelutka" and "Normal" in their names. If an override is selected, it will rather try to find the animation with the name corresponding to the one you chose, no matter whether a brand and variant is selected or not (hence the name "override").

You are free to select no brand and no variant either by clicking on "No brand" and "No variant" on the main menu of the plugin, or by clicking on the selected brand and variant in their respective menus. This will have the effect of not animating the mouth anymore as well, if no override is selected.


All these settings are per-lock, which means you can select "Catwa" and "Big" for one lock and "Lelutka" and "VeryBig" for another, and an override for yet another lock. If you wish to copy one configuration (brand + variant + override) from one lock to all the others, simply click on "To all locks".


The default settings are read from a notecard named "*OpenMouth config" inside the gag, you are free to modify it. In fact, you can save the current settings for later by doing this :

- Click on "Save notecard".
- Copy the output from the chat to the clipboard with Ctrl-C.
- Open the "*OpenMouth config" notecard contained inside the gag.
- Delete its contents and paste the clipboard with Ctrl-V, save and close.
- Click on "Load notecard" on the menu.


That's pretty much it !

If you can make your own animations or can buy some from other people, you can add them to your gag as well and reference them into the notecard yourself. This won't break the update process once you want to update your gag since the updater ignores inventory items that are not created by me. To do this, simply drop the anim into the gag (drop the gag on the ground first though, you can't add stuff into a worn no-copy attachment such as the RR gags) and edit the notecard.

If the animation is an override, just add it to the "overrides" line after a comma, no space. If it is a new brand, say you want to make animations specifically for Ga.Eg, you can add the brand name to the "brands" line and the variant to the "variants" line if it is a new variant as well. When all this is done, save the notecard and click on "Load notecard" on the OpenMouth plugin menu and you're good to go. The plugin does not re-read its notecard automatically whenever the inventory of the gag changes, on purpose so you don't lose your settings if they weren't saved.



Have fun !

Marine

Update to the RR gags

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Hi there,

Please note : Currently the gags have an issue after you do "Stop Animating Me" in the viewer and your "RevokePermsOnStopAnimation" debug setting is set to TRUE (which is the case by default). If you do this, the gag simply will stop animating your mouth, whatever you do, until you reset it. This is because it requests permission to animate only once, on reset (it resets when changing owner), and "Stop Animating Me" revokes all animation permissions by default. I will issue an update to fix this soon but in the meantime, if your gag suddenly stops animating you, this is probably the reason. Also, please turn that debug setting to FALSE at some point, as it breaks a LOT of furniture in SL.

I have been pretty quiet lately because aside from RL work I was busy working on the next update of the RealRestraint products. This is a big update that has several focuses, so big I am actually splitting it in several parts otherwise I would never get anything out.

This post here is about the first part, the update to the RR gags (basic ball gag, basic ring gag, basic tape gag, Isolation Hood, Pretty Mummy gag and Deluxe gag) to make them compatible with Bento mesh heads, because before this update, when you wore a mesh head those gags could not automatically open its mouth when locked, you had to do it manually or through a third party plugin (either they would play an open mouth animation of their own, or they would make the mesh heads call a built-in one, depending on the plugin).


A little reminder of what Bento is, if you're not using a mesh head and are considering buying one. Bento is a change to the SL avatar's skeleton, adding many "bones" to it such as a tail, wings, hind legs, fingers and more importantly in our case here, facial bones to make facial animations. This is a big step forward for SL and allows us to finally animate the face without being limited to the handful of system animations that look kind of goofy and cartoonish. There are limitations though, such as we can't squeeze the lips inwards (well, we can but then the skeleton is deformed), but still this is a very big improvement, enough to entice a lot of people to switch to mesh heads.

It is important to know that although the SL avatar has an enhanced skeleton, the new bones do not animate the SL avatar mesh (the body you have when you are not wearing a mesh body) to avoid breaking existing content. In our case, this means we can't use Bento animations to animate the SL system head.


Before I go ahead and explain what changes with these gags, let me briefly expose the objectives of this update, for there are many.

Firstly, the gags will still work with system heads like they always did, i.e. they still use the "express_open_mouth" face expression we all know. This update does not change that, however since this is the only open mouth animation you can play on system heads, if you do not have a mesh head you will only partially benefit from this update.

Secondly, the old "OpenMouth" script common to all RR gags now becomes a plugin. The reason for this is that it was way too limited, all it was doing was open the mouth of the system head as soon as the gag was locked, regardless of its lock and style. It was one of the oldest and simplest scripts in the RR suite, and needed a complete overhaul to handle both the system "express_open_mouth" animation and custom Bento animations. The plugin has its own tutorial/manual page here : &&& plugin page. If you do not want to read that page yet, here is the short version : the OpenMouth plugin lets you choose which facial animation to use according to the lock of your gag, depending on which one you prefer and how it looks on your own Bento mesh head. Attention, it does not work with non-Bento mesh heads.

Thirdly, the basic RR gags, in particular the ball gag and ring gag, were being overshadowed by the RR Deluxe gag. This is a case of me competing against myself, and I don't want those two gags to become obsolete because there is a better one in the very same brand. For this reason, this update completely overhauls them, turning them into mesh gags (with the same design and textures as the Deluxe gag), and what's more, contain one more lock called "Big". I will talk about it more below. Please note that although the "Big" lock is not available for the Deluxe gag because of the lack of room on the menu and protocol, the "Big" and "VeryBig" animation variants are still contained in it, because why not. More customization for you.

Fourthly, you will notice that the gags are updated to v1.30, and there is more to v1.30 than just gag stuff. Let me write the highlights here that are relevant to the gags only, but those highlights will be repeated in the release notes of the update itself once it is out :

* Basic ball gag and ring gag
  - Turned into mesh, using the same mesh and textures as the Deluxe gag, including the neck pieces
  - The neck pieces are never RLV-locked so you can always detach them if you need attachment slots
  - Turned the old OpenMouth script into a plugin to help you manage Bento animations
  - Added a chin strap to both
  - Added a rubber cock to the ball gag
  - Added a rubber bit to the ring gag
  - Handle the visibility of the ball/cock and ring/bit + chin strap through the Style plugin
  - Added a lock called "Big" that opens the mouth wider (Bento mesh heads only) and display different parts of the gags, as well as garbling even more heavily (equivalent to the old "Harness ball" and "Harness ring" garblings of the Deluxe gag)
  - Made the "Total" lock (which suppresses all speech) look like "Big"
  - Added a second ball + second cock + second chin strap to the ball gag to handle the visibility of the "Big" and "Total" locks. If you want to suck on a huge dildo, here's your chance !
  - Added a second ring + second bit + second chin strap to the ring gag to handle the visibility of the "Big" and "Total" locks
  * Deluxe Gag
  - Split the straps that show only in the "Panel wad" style, and remodeled them to make them easier to adjust
  - Split the ball gag front straps in two to make them easier to adjust
  - Turned the old OpenMouth script into a plugin to help you manage Bento animations
  - Added the "Big" and "VeryBig" animations also contained in the ball gag and ring gags, for more customization, but there is no "Big" garbling like in the other gags, because lack of room
  - Modified the shape of the panel to make it easier to resize over mesh lips
  - There were two HeadHarnessTex_slave scripts in the panel prim for some reason, I removed one of them

* Tape gag
  - Turned the old OpenMouth script into a plugin to help you manage Bento animations
  - There is no animation specifically for tape gags because you can't squeeze the lips, only rotate them (well you can translate them and it does work, but then the skeleton is deformed afterwards and that's bad), so instead I included all the ring and ball animations into it so you can choose the ones you prefer.

* Pretty mummy gag
  - Turned the old OpenMouth script into a plugin to help you manage Bento animations
  - Like for the tape gag, there is no animation specific for tape gags so you get all the ball and ring gag animations instead and you can choose the ones you prefer.
 
* Isolation hood
  - Turned the old OpenMouth script into a plugin to help you manage Bento animations
  - Re-adjusted the invisiprims to hide the lips and ears of mesh heads under the hood (since alpha layers do nothing to mesh heads, and not all mesh heads have alpha cuts to hide specific parts of the mesh). I know not all viewers render invisiprims, some people call them a "ugly hack" and hate them with a passion, but there are cases like this where there is simply no other option.
  - Like for the tape gag, there is no animation specific for tape gags so you get all the ball and ring gag animations instead and you can choose the ones you prefer.
 
* All restraints (this is the "non-gag" part of the upcoming v1.30 update that impacts the gags too)
  - When "/77" is off and the wearer does not have full access, accessing the restraint by touching it or by calling it with "/77 restraint_name" will lead to the plugins browser instead of being ignored, this way the wearer can still customize their restraint even if they cannot struggle. Likewise, clicking on "Main..." on any plugin (including third-party ones) will lead back to the plugins browser instead of the main page.
  - 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.
  - 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.


"Normal" ball gag

"Big" ball gag

"Normal" ring gag

"Big" ring gag

"Normal" ball with chin strap

Ball gag in "Simple cock" style

Same gag, same style, but this time in the "Big" lock

Ring gag in the "Chin bit" style

Same gag, same style, but this time in the "Big" lock

Unlocked ring gag, hanging around the neck

The big highlights here, aside from the whole OpenMouth plugin and its Bento animations, is the fact that you now have more content added to the basic gags, for the same price, such as two different shapes for the ball and ring, and a rubber cock and a rubber bit plus a chin strap on top of it, for a more fetish look. That and you can now use the same textures as the Deluxe gag (or make your own), while you were limited to only a black leather prim strap before.

One word about the chin straps : unlike the Deluxe Gag which shows when locked, the ball and ring gags do not, they're invisible on "Lock". Moreover, there are two chin straps per gag, one shows in "Loose", "Normal" and "Tight", the other shows in "Big" and "Total". This means that unlike the Deluxe gag, there is no script that saves the size of the chin strap according to the mouth state, it is simply two different straps, only one showing at a time at most.


To update your gags, simply go to one of these locations :

My Little Shop
Chorazin's Shop
Roper's Dark Playground
Dark Wishes

Then click on the updater there, rez the update orb, start an update on your gag and request a replacement (choose "REPLACE" on the menu instead of "UPDATE"). The old gag will be deactivated, i.e. emptied from its contents, and you will be given a new box. Do NOT decline it as it would destroy it instead of sending it to your Trash folder and you would have lost everything. And I wouldn't redeliver since it is no-copy/trans. So please go easy on that "decline" button.

Actually the Isolation Hood does not really need a replacement (all the other gags do, since their structure and/or contents have changed). If you do not want to replace the hood, you can resize the two small invisiprim spheres contained inside the head, I never removed those so have at it.


I hope you will enjoy this update to the gags while I keep working on the rest of the v1.30 update !

Marine


PS : A big thank you to Danna, as well as Angie and her friends for helping me test the new version of the gags with different mesh heads and shapes !

Hotfix for the RR gags

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Hi !

As mentioned in the blog post about the update for the RR gags, there is an issue that happens when you click on "Stop Animating Me" in the "Me" menu of your viewer, and your "RevokePermsOnStopAnimation" debug setting is set to TRUE (which is the default value). When you do that, your viewer revokes all animation permissions it granted to any object, furniture and attachments alike. Problem is, the gags request permission to animate only when reset so when they lose permission, they have to be reset (you can do so by clicking on the gag, going to the "Tools" menu and pressing "Reset").

This was a bit weak on my part, I should have coded this more defensively, so this is what this hotfix does. It makes the gags request permission every time they rez, and every time they are expected to animate you without having permission to do so. Don't worry, permission requests are silent on attachments so you won't get spammed.

The concerned gags are :
- Ball gag
- Ring gag
- Deluxe gag
- Pretty Mummy gag
- Tape gag

Not the Isolation Hood since it does not use the OpenMouth plugin, which is the script that needs to be fixed.

To get this hotfix, simply go to Dark Wishes, click on the updater there and request a soft update (select "Update" on the menu instead of "Replace"). Be aware that this particular updater is not like the other three, it only updates the aforementioned gags. Well, it provides replacements as well if you so wish, but it won't upgrade your restraints to 1.29 (let alone 1.30) if they are older.


Have fun and sorry for the inconvenience,

Marine

Another hotfix for the RR Mummy and Tape gags

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Hi again,

Sooo... this time it seems I forgot to update the names of the prims of the tape gag and mummy gag. Tsk tsk. The result is that they don't show in "Total" anymore, since the old "Total" lock became "Big" and the new "Total" didn't exist before. Actually I did change the names but in my personal gags, not in the retail ones. *spanks self*

If your mummy and/or tape gags do not show in "Total", this means their individual parts are not named correctly. Let me give you a little bit of technical background here, the Visible script contained inside nearly all the RR products is in charge of hiding and showing all the parts of the item it is contained into, depending on the lock, on the availability of the keys, and on a lot of other factors such as the settings in the Style plugin. To do this, it simply reads the names of all those parts and interprets them like formulas.

This hotfix makes it so all the individual parts of both gags are now correctly named, but... it requires a replacement, a soft update will not fix it. And I know that you don't like to replace because this means resizing again, and resizing is a pain so below is a step-by-step explanation for you to do it yourself, if you feel like doing it. Renaming prims is easier than resizing them.

If you do not want to bother with doing it by hand and prefer to have your gags replaced, simply go to one of these locations, click on the updater there and follow the instructions like before :

My Little Shop
Chorazin's Shop
Roper's Dark Playground
Dark Wishes


But if you feel adventurous, read on.


For both gags, you need to edit them (either while wearing them or after rezzing them on the ground, it makes no difference) part by part, by clicking on "Edit Linked" on the Edit window, and clicking on each part individually. For each part you see its name and its description, what you need to change is its name only, as the description is used for texture stuff. If you want more details, what is missing is the "5" number (that's "Total" now, but it used to be "4", the 4th lock on the gag). For each part, I will show you what to write in the name field, just copy the formula from here and paste it into that field in SL. You will not need to reset anything, as soon as you changed the names, you're good to go.

For convenience I show you an exploded version of the gags but of course yours don't look like that. Don't forget to press Ctrl Alt T to see invisible things, since they are invisible while untied.


The Tape gag




Invisiprim (here in white so you can see it on the picture) : "$1+2+3+4+5:1/0,tapegagtex,invisiprim"




The two small squareish tapes on the cheek : "$4+5:1/0,tapegagtex,total up r"




The two big diagonal tapes : "$4+5:1/0,tapegagtex,total r"




The big middle tape : $3+4+5:1/0,tapegagtex,tight




The two lower and upper tapes : "$2+3+4+5:1/0,tapegagtex,med dn"




The inner tape doesn't change, it stays "$1:1/0,tapegagtex,loose"



The Mummy gag




The top nose part : "$Sp+5p:1/0"




The main part : "$0%2+3+4+5:1/0 $1%3+4+5:1/0 $2%4+5:1/0"





The "very funny" part : "$2v+3v+4v+5v:1/0"




The two ear parts don't change




The ribbon part : "$4+5:1/0 !b:0"




The upper neck part : "$Sq+5q:1/0"



Sorry again for the inconvenience,

Marine




Interview by Defiance Magazine

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Hi !

This is old news as the magazine has been out for a month, but a friend of mine reminded me about it... I've been interviewed in Issue 5 of Defiance Magazine by TrinaCarlsson, who runs Serenity Lost.

This interview is pretty in-depth and lasted much longer than planned (it took more than three hours) and the result, edited, takes 10 pages !

Who said I talk too much ?

Anyway I thought this would interest you, since I go into details on RR, RLV, why and how it all started, what are my plans, and the like. Here is the link to the magazine, the interview starts at page 194 :

http://defiancemag.com/magazine-archives/issue-5/


The rest of the magazine is very good too, and written very professionally. I really enjoyed reading it all. Keep up the good work Trina !


Enjoy !

Marine


PS : Yes, 14 pages, without a typo (and I made a few), and without my infamous "space before exclamation mark" punctuation habit (which has its own good reason that I won't explain here).

Update to the Vixen set

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Hi !

I am proud to release the update to the Vixen Leather Training Set, turning them into mesh and giving them materials !

Black leather and blood trim, with the local lights shining over its surface

The same from another angle

White leather with gold metal, notice the shadows on the surface making it look more realistic

Clear plastic ! Yay !

Black latex, of course

The collar is not forgotten either, here is an example of the "dirty leather" preset


This was a very popular request, and I had been wanting to do this for a while but the amount of work was staggering. More on that at the end of this post if you're interested in what it took to make this update.

Please note that the new features will be only demonstrated here, but I won't explain in detail how to use them in this post. There will be another blog post explaining all there is to know about the Vixen set, including the new features.


Here is a list of all the highlights of this update, I will develop on them one by one below :

1. Entirely redone to become mesh

2. The style and look are identical to what they were, so your Vixens remain Vixens

3. Materials-enabled with several interesting presets

4. Ability to use standard textures like in the Deluxe Straps, including clear plastic and realistic clean and dirty shadow maps

5. Baked lighting textures like before if you want (but you don't have to use them)

6. Colors are the same as the catsuits, bodysuits and other restraints from RealRestraints, but of course you can use a custom one (baked lighting textures use a subset of 9 predefined colors among the 27 available ones)

7. Improved the Text plugins, merged the three into one (text, color, font), added the fonts of the Restrained Elegance collar

8. Added several poses for the arms in "Hands back"

9. Replaced the Hogtie Tight poses and crawl with the smoother ones of the Siren Ropes

10. The collar can finally be worn on the "Neck" attachment point

11. Contains the upcoming RR v1.30 improvements



Let me detail these changes one by one.


1. Entirely redone to become mesh

When the original Vixens were released in 2011, more than 6 years ago at the time of this writing, mesh didn't exist in SL so they were made of sculpties. A sculpted prim is a special kind of prim that has an additional texture, called "sculpt texture", serving to define its shape, but the number of vertices are fixed in advance and you do not have as much freedom to design the structure, let alone UV map (the way to wrap a square or rectangular texture around the object topology), as you do with mesh.

This meant they couldn't resize very easily since the metal was made of regular prims (you can't have several textures and shines on a sculpted prim), they would be slow to rez and would be penalized by the Avatar Rendering Cost formula, especially when invisible (that formula punishes sculpties and invisible surfaces really hard). And sculpts being an approximation of a shape crammed into an RGB texture, they can get jagged edges so making them shine with materials later would not look perfect.

Now that they are mesh, the cuffs and collars can be stretched in all directions the way you want, each cuff and collar is like one prim (except the Classy collar which text writing is made of 4 additional "prims", which allows for up to 32 characters). And they are now smoother so they accept materials with no problem. But if you can't see materials on your viewer (by choice or because your video card doesn't handle them), you still have the option to use baked textures like before.

Like before, the bar is part of the cuff (it would require its own attachment point otherwise, and I'm trying to spare those)

 
... but this time the cuff part is one prim instead of several

Attention though, the metal bars are still made of prims and not mesh, there are several technical reasons for that, one of them being that they can be resized independently thanks to the Reshape plugin. Likewise, there are several invisible Lockmeister and leash points on the cuffs and collars that will need to be moved along with the cuffs, but their positioning needs not be very precise anyway since they're there to spawn particles.


2. The style and look do not change

This was a very important requirement for me. The Vixen set is one of my best sellers and I know people love them for the way they look, simple and classic. Changing them to mesh meant almost redoing them from scratch, with the additional constraint of getting the exact same design as before. There are a few minor changes, for example the padlocks look more like those of the Deluxe Straps now, and the bar above the U-binder is now directly linked to the plates on the straps, instead of going through cylinders first, but that's pretty much it, the rest is the same as before. So your Vixens remain Vixens.



On the left, the original vixen cuff (top) and collar (bottom), on the right the new mesh version with materials, trying to get the shine coming from the local lights roughly at the same place on the surface. Full disclosure, I used the "Rubber" material on the mesh set instead of "Leather", because the latter is much rougher, with a leather skin bump pattern, and shines more. So "Rubber" is what is closest to what the baked textures on the old set are, it seems.

Notice the metal becoming grey (but you can turn it white yourself if you prefer), and the padlocks changing style, the rest is pretty much the same as before.


3. Materials-enabled

Switching to mesh just for the sake of switching would make little sense, considering the amount of work it involves, and to be honest, I don't like baked lighting since it doesn't move with the camera. I like materials a lot more, so sure enough they are materials-enabled now. This means the texture plugins, called VixenTex on all three subsets, have been created to handle both materials and baked lighting, and you can even use both at the same time if you like.

There are many presets, most with materials, others marked "static" (i.e. baked) lighting with predefined colors. Look for yourself :

"Static blood" preset. The texture is rougher than before, not because of resolution but because the material I used in Blender is rougher.

Here are the presets included in the VixenTex plugins, those use materials (the others are for the baked textures) :

Black leather

 
Black/blood

 
White/gold

 
Black latex

 
Dirty leather

 
Institutional

 
Black ops

 
Battlefield

 
Dirty jeans

 
Trans. plastic

 
Clear plastic

 
Brushed steel

Of course, materials means you need to have some light(s) around you, and to activate Advanced Lighting Model on your Graphics Preferences in your viewer. If your computer is slowed down too much after enabling ALM, turn the dynamic shadows off, that's what brings the frame rate down.

Some of the colors used in the presets are not in the "Tints" menu, let me write the RGB values below so you can use them yourself with the "Custom" button if you wish :

 Old leather used in "Dirty Leather" and "Institutional" : 100 71 53
 Gold used in "White gold" : 219 182 134
 Padlock used by the Deluxe Straps : 228 169 85
 Khaki used in "Battlefield" : 66 74 59
 Blue jeans used in "Dirty Jeans" : 28 51 77


There is a little graphical experiment I'm doing with the Vixens, something I haven't done before, and I'd like you to know about it. You might have noticed that when you add a white shine over a colored texture, the surface shines white (or whatever color the light is), regardless of its underlying tint. This may or may not look good depending on the circumstances, sometimes it looks washed or even fake. In the real world, part of the tint of the light becomes mixed with the tint of the surface.

In the Vixens, I have added a simple algorithm to tint the shine as well, according to the tint you chose for the surface. For example, if you choose a blood tint with a leather shine, the shine will be a reddish grey. I find this looks much better and closer to the baked lighting counterpart (which is computed in Blender and uploaded as a single texture, instead of being rendered in real-time), but that may be just me. The effect is subtle and I'm pretty sure you wouldn't have noticed if I hadn't told you about it, but it's there. I find it should be the job of the viewer to mix the shine on a per-pixel basis (after mixing the tint and the texture), but it doesn't.

Here is an example of what I am talking about, with two blood leather collars side by side in front of a white light. The left one has tinted shine, the right one has white shine. I think the left one looks better but your mileage may vary :


All this to say, if I get too many complaints about the result of this experiment, I will back up to a white shine like on the other RR products. But if I get positive feedback, I will extend this little trick to the other restraints as well. So take a look at it, and if you like it, please let me know !


One last thing, when choosing a tint in the "Tints" menu of the VixenTex plugin, I strongly suggest using the "Clean" or "Dirty" pattern in the "Patterns" menu, because they have shadows, which the other patterns do not have (in particular "Plain" which is just plain white). This looks much more realistic like this. Of course it wouldn't make sense to have shadows on the "Transparent" and "Clear" patterns since they are transparent. As for the other patterns, I didn't add shadows to them because this would mean making variations of them for every single part. Way too much work, but it works pretty well like this already anyway.

Clean white, notice the shadows

Dirty white, with shadows and some gunk

Plain white, there are no shadows

"Slave" written over the cuff, it's plain too but at least there's some writing


4. Ability to use standard textures

By "standard textures" I mean textures that are not baked, but that are not plain either. You may already know the textures used in the Deluxe Straps, Highbinder, Body Harness and other restraints in RR, now the Vixens can use them as well. This was also a big requirement for me and easily doubled my workload, but it was worth it. You can now make your Vixen cuffs and collars show "Slave", "Owned" and the like printed on their fabric, as well as several other textures such as camo, cow, hearts...

Seams

Skulls ("Yarrrr !")

Lips

Red hearts (notice the shine that is red too because the original texture is white and black, I had to tint it light red, which tints the shine as well)



5 & 6. Baked lighting textures like before if you want

Some people just won't see materials. Either by choice or because their computers are too old, but these people bought the Vixens with baked lighting, and if I didn't add baked lighting into the new mesh version, that would mean breaking the product for them, which is unacceptable. This is why baked lighting is still featured in the Vixens, even though the colors are slightly different now, they are chosen to match their materials counterparts. Plus the old pink was too bright, don't you think ?

The baked lighting textures are labeled "static" on the VixenTex plugin, because "baked" is a technical term, while "static lighting" is the opposite of "dynamic lighting", i.e. materials. Please note that selecting a preset is the right way to go with baked textures, since they will automatically turn the shine off. But nothing keeps you from adding shine later on with the "Materials" menu on the VixenTex plugin.

Static rough (formerly named "Hide" but renamed because of confusion)

Static black

Static blood

Static blue

Static azure

Static pink

Static white

Note : the shadows near the eyelets look a bit blocky on these pictures but that's because of my viewer, there must be a graphics setting somewhere that filters them according to the distance, seen from closer they look more defined :




Full disclosure, the "Static white" texture (or rather textures, there are many of them, two per cuff and collar) is exactly the same as the "Clean" pattern in the "Patterns" menu of the VixenTex plugin. Likewise, the "Static rough" texture is the "Dirty" pattern with two brown tints (one for the base, another for the light). So you can easily reproduce the same effects with materials.


7. Improved the Text plugin

In the old Vixens, there were three different Text plugins. One for the text, one for the color and one for the font. The reason was that I couldn't get them all three into one plugin with the limitations of LSO (16 kB memory max, including the code, that was not enough). This was pretty cumbersome and counter-intuitive so I have now merged them all into one plugin. And by merging I mean creating the new plugin from scratch. This plugin lets you enter the text you want, choose the color you want or even a custom one, and the font among 18 fonts (the original 9 of the Vixens, plus the 9 of the Restrained Elegance). Or even specify your own font, but I'll need to write a blog post on how to create one.

You can also specify an interval for the color and font changes so you can mix and match on the collar, setting different colors on different parts of the text. It takes time, but the effect is good. For example you can make the text on the left side red and the text on the right side green, you then set the tint of the metal white, and you look like a plane.

And you can tell the plugin to mirror your text so you don't have to enter it twice, by terminating your custom text with a star ("*"). For example if you enter "Vixen*" in the text box after pressing "Custom", it will display "Vixen" twice, once on the left side and once on the right side.

Lastly, this plugin uses four prims to display the letters, instead of 24 like before. This means that if you need to resize the Classy collar, you need to select the collar itself as well as the four curved prims that show the letters.


8. Added several poses for the arms in "Hands back"

The original Vixens have six crossed "Hands back" poses (meaning the wrists are crossed like in the Siren Ropes, in fact the poses come from them). Three with the hands on the butt, three more with the hands on the small of the back. Only, when bent over forward there was no way to make the hands touch the back with these poses, so I have added 12 more to do that. It's simply variations of the ones you know, but it gives you more control.


9. Replaced the Hogtie Tight poses, added simple Hogtie poses

The old "Hogtie tight" poses and crawl were too fast, and the crawl too twitchy. I have replaced them with the ones from the Deluxe Straps, which are smoother, and that lock became lock nbr 7 because lock nbr 5 becomes a normal hogtie (so the Vixens now have three hogties : spread, normal and tight).


That normal hogtie comes with the Siren ropes'"Hogtie poses", plus its "Hogtie Open" poses as well, because in a rope hogtie you can't open your thighs, but in cuffs it makes sense that you can. I will in time do the same with the other legs cuffs in the RR line, such as Police, Serious and Elegance, if I can.


10. The collar can finally be worn on the "Neck" attachment point

It's a small thing and it it could be done before, but it would be problematic with the "Yoke" arms lock, which needs the collar to be fixed with regards to the chest. Now that lock freezes the lower part of the neck to keep the collar in place just like in one of the two "Posture" collar locks, but when you are not in "Yoke" (or "Post med" or "Post high" for that matter) your collar will move better around your neck instead of clipping stupidly.


11. Contains the upcoming RR v1.30 improvements

As I mentioned in this post, I am in the process of updating the whole RR line to v1.30. This update is pretty big as it impacts everything but don't worry, it doesn't change anything fundamental, it is mostly about bug fixes and small enhancements for comfort. Here is a short list of what changes, that concerns the Vixen set :

- When "/77" is off and the wearer does not have full access, accessing the restraint by touching it or by calling it with "/77 restraint_name" will lead to the plugins browser instead of being ignored, this way the wearer can still customize their restraint even if they cannot struggle. Likewise, clicking on "Main..." on any plugin (including third-party ones) will lead back to the plugins browser instead of the main page.

- 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.

- 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.

- When locking the cuffs on the Vixens, the Autolock plugin now stops losing its anims.

- Anim plugin : The sub does not remain frozen anymore when the captor is not around. "Freezing" the sub's pose is equivalent to holding her steady (with the arms or with a foot), but once away the sub must be able to move again.

- The force mouselook feature should not spam the user with "Go to mouselook or stay blind" messages anymore.

- Struggling when locked in just "Lock" should not trigger error messages anymore.

- When Autoref was off before unlocking a restraint, we couldn't turn it back on with the Anim HUD after relocking that restraint.

- When moving or turning, if Autoref is on the restraint will force an animation refresh immediately. This is to fight against couple animators that use priority 6 animations (I'm looking at you Abranimations).

- In the legs restraints, "Taut_w" was priority 5 for the whole body, which would break non-RR arms restraints. That animation has been changed now, arms are priority 3, legs are still priority 5.




Since the new Vixens are entirely new objects, if you want to update you have to replace your current ones.

To do this, go to one of these locations :

My Little Shop
Chorazin's Shop
Roper's Dark Playground
Dark Wishes

Attention, only the Vixens and gags are available in v1.30 yet, and if you do a soft update you will notice your restraints will remain v1.29.

Then click on the updater there, rez the update orb it gives you (do not use an old one as it might not identify your set and reject the update), start an update on your Vixens and request a replacement (choose "REPLACE" on the menu instead of "UPDATE"). The old set will be deactivated, i.e. emptied from its contents, and you will be given a new box. Do NOT decline it as it would destroy it instead of sending it to your Trash folder and you would have lost everything. And I wouldn't redeliver since it is no-copy/trans. So please go easy on that "decline" button.

Since the Vixens are actually three products in one (collar, arms, legs), you have to update each set separately. In other words, you'll have to do the above procedure for the collar, then once again for the arms, then once more for the legs.



Have fun !

Marine



PS : If you are interested in knowing more about the kind of work it took to upgrade those Vixens (hence why it wasn't done sooner), read on :

The original Vixens were made with sculpties, which I created in Blender. Although the objects are mesh in Blender, they had their own static topologies and UV maps, which were not very appropriate for mesh design. They were not optimized, their UV maps were rotated by 90° and were unfit for the use of more regular textures. So I had to optimize them, removing all the vertices I could, and redo the UV maps (that takes a while).

Since sculpties have only one "face" (you can set only one texture on a sculpty, unlike regular prims that have up to 10 faces), the trims were made by using shrunk versions of the same sculpties on each edge of each cuff. This was not looking too bad but not acceptable for nowaday's mesh, so I removed those trims and created faces on the bodies of the straps directly instead. The problem is that it completely changes the design : in the past the texture plugin would texture each prim independently, now it has to account for each face (one face is the main part, another is the front strap, another is the trim, another is the metal, etc) on the same prim. Problem is, you are limited to 8 faces per mesh, which may sound a lot but the Vixens need 9 or 10. Because of this, the "unlocked metal" parts show only when unlocked, not when simply locked without a pose. Those parts are the secondary rings on the cuffs, as well as the padlock u-shaped hooks and their cylinders. I wish I could show those flat rings when locked without a pose but I simply do not have enough faces for this.

The metal parts were not in Blender (to be exact they were, since the shadow map had to take them into account, but they were not uploaded as sculpts, I used prims instead), so I had to redo them entirely, in particular the buckles which were only halfway defined. It was ok at the time since the cuffs were opaque but now they can be made transparent so I could not "cheat" anymore, I had to design everything. Yes, 3D design is a lot of cheating until you deal with transparency >.>

The original padlocks were simply lost, I could not find them anywhere in my files, so I reused the Deluxe Gag ones, which look better especially with their "double circle" bump texture.

Since I wanted to provide baked lighting AND regular texture support, that meant I needed UV maps that were made for these straps, not the default ones that come with the sculpty templates. A lot of care has been brought to creating those UV maps and I must say, I'm pretty happy with the result. But this meant re-baking all of the textures since the original ones were not compatible with the new UV maps anymore. And that also meant keeping the exact same lights I used 6 years ago when desining the original Vixens. Except... that didn't work so well. For some reason, the edges appeared grey after baking (they didn't use to) so more lights were added, more testing was done... it took several days before I had textures that looked good.

The old texture plugin was absolutely not capable of handling materials so I started afresh from a copy of the StrapTex plugin of the Deluxe Straps to get the same layout, and  redid the slave scripts almost entirely to handle baked textures, mirroring (a baked texture is naturally mirrored on a left wrist/elbow/ankle cuff, but regular textures have to be kept non-mirrored since some of them have writings), trim (luckily the "trim" surface uses the same textures as the "main" one... except on the collars), materials (not all surfaces use the same repeats and offsets)... there are a lot of special cases and that took quite a while to get it right.

The Text plugin could not work with the new curved mesh surfaces I use for the printing. In the past it would use 24 "pie-like" prims to display letters, each prim having a script in it (at the time of the design, 6 years ago, a script could not modify the texture of another prim in the same object without relying on a script inside that other prim, and I never bothered to redo this until now). Now it uses 4 curved prims with 8 faces each, very much like the ones I made for the Treadmill and Bubblizer, except curved.

All in all, this whole update took much longer than expected. But I feel this product, which is one of my best sellers, deserves that much attention.


PPS : They used to be called "Vixen Leather Training Set" but... now that they can display a lot more materials than just leather, it isn't very fitting anymore, right ?

PPPS : A big Thank You to all of you who tested the set before its release, it really helped !

Hotfix for the Vixen legs cuffs

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Hello there,

I was told that the "Taut_w" animation that I remade as a priority 5 for the legs and 3 for the arms (that animation plays when you walk while in "Taut" lock) deformed the shoulders. I wasn't aware of it because I made it with my own shape years ago, and I still have the same shoulder width so it slipped unnoticed through the tests.

There was no issue with the running animation ("TArun") but I remade it with the same two different priorities because it too moves the arms an could potentially break non-RR restraints, so to err on the same side, I updated it as well.

If you have updated your Vixen legs cuffs to v1.30 and notice your shoulders looking wrong after walking in chains, you might want to update them again, but this time no need to replace them. Simply go to Dark Wishes, click on the updater there while wearing your Vixen legs cuff, rez the orb you are given (don't use an older one) and start a soft update, meaning click on "UPDATE" instead of "REPLACE", wait a little and your two animations will be fixed. Please do not do this at any of the other three updaters, otherwise your Vixen cuffs would revert back to v1.29 (while staying mesh, hm, there's no magic involved) and your anims would not be fixed anyway.

By the way, if you had to relog to fix your shoulder width after it has been deformed by the cuffs, know that you do not have to anymore, there's a "Reset Skeleton" option in the context menu when your right-click on your avatar.


Have fun and sorry for the inconvenience,

Marine


PS : Thank you Lana (Ashlana20) for reporting this and for later confirming the fix worked.

Vixen Training Set

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Hi !

Let me introduce you to a product that you have probably seen a lot in SL : the Vixen Training Set !

This set is a complete set of cuffs for the arms and the legs, four collars, a tight armbinder with a metal bar, a yoke, a spreader, chains and straps for the heels. All in one package.

Please note that this product is not new, it was actually created and released in March 2011, but it got a complete overhaul in May 2017, turning it from sculpties to mesh and from baked lighting to materials. You can find the original blog post here. (*)

This set used to be named "Vixen Leather Training Set" but although it can still do three shines of leather, it can also do latex, rubber, PVC, plastic (transparent or not), fabric and brushed steel so the "leather" part could be dropped. You might notice that the box still contains the name "leather" but don't mind that, it will change over time.



The Collar


For one, the collar is actually 4 collars in 1. The same object has four different appearances : a simple strap collar looking very much like the cuffs but with sequins, a classy version for everyday use with sequins too, a medium posture collar and a high posture collar. See for yourself :


Simple

Classy

Medium posture, the head can still move but not as much

High posture, the head can't move at all


The cuffs also have a few surprises. Beyond the usual bondage (chaining the hands in front, behind the back or along the body), they come with two interesting pieces of equipment : a u-binder and a yoke. The u-binder binds the arms behind the back in a U, very useful for workout and ponyplay, while the yoke locks itself directly on the collar (the "Reshape" plugin allows you to resize the yoke to your shape). Told you this set was meant for training !



The Arms


The chains



The yoke



The U-Binder

Hands to collar

Reverse prayer


The Legs

As for the legs... it gets even better. You have the usual loose chaining of the ankles to slow the sub down, two hogties (the same ones as in the Restrained Elegance Shackles), and not one but three spreader bars. Standing, sitting, laying down and hogtie, all with the legs spread widely apart. Like the yoke, the "Reshape" plugin allows you to resize the spreader bar without having to edit it by hand. Did I tell you this set was meant for training ? Hehe.

Spreader bar, a classic for your eyes only


Sitting on a spreader, try to get out of this one



Moving around in this bondage is fun


Textures and materials

Of course black might not be your color of choice... Fret not, you can customize the cuffs and collars entirely. You can choose whether to use materials, in which case they will look realistic with a dynamic shine that moves with the camera, or not to use materials, meaning you can use any of the static textures (another name for "baked lighting", meaning the light is directly "painted" onto the texture, it was the old way of rendering shine in SL before materials). See for yourself :


Black leather and blood trim, with the local lights shining over its surface

The same from another angle

White leather with gold metal, notice the shadows on the surface making it look more realistic

Clear plastic ! Yay !

Black latex, of course

The collar is not forgotten either, here is an example of the "dirty leather" preset



Locking the shoes

And last but not least, the legs cuffs come with a little plus : the ability to lock high heels on with a small strap that goes under the sole. For long sessions of, uh, training, y'know. Of course since the set uses the RLV, the shoes are really locked on when the strap is applied. More so, since every heel is different, the "LockShoes" plugin embedded in the legs cuffs allows you to actually rotate and stretch the straps as you see fit.


It does add some special look to the heels on top of it !

So if you combine everything, you get a quite devious set of sober but elegant restraints that is guaranteed to keep your little vixen squirming. Or perfectly still, if so is your choice.


This set costs L$1200, is modify, no-copy and transfer, and can be found in any of the RealRestraint vendors in-world, for example in Pak. It is not available on the Marketplace.


The rest of this blog post talks about how to use your Vixen set, how to resize it and how to change the text on the Classy collar. I don't go much into detail because I don't want to bore you, and you will probably want to experiment yourself anyway.



How to see materials

In order to see your cuffs shine, you need to activate Advanced Lighting Model in your viewer's Graphics Preferences, if not already done.

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 need to be local lights around, at the very least some sun. If you are in an area without any local lights, the cuffs won't shine, obviously.

If your viewer is not able to render materials, or if you don't want to activate ALM for whatever reason, you can always make the cuffs and collar show baked lighting instead of materials. The best way to do this is to select one of the presets beginning with "static", which both sets the textures and removes the materials.

You can even do both, selecting the materials you want and the static texture you want.



How to change texture and shine

To change the appearance of your cuffs and collar, you use the VixenTex plugin. Please be aware that this set is three products in one : arms cuffs, legs cuffs and collars, so you need to do this once per sub-set if you want to make the appearance homogeneous (but then again, you might not want that, it is your choice). Click on a cuff or on the collar, go to "Plugins", then browse until you find "VixenTex", and select it. There will be a full tutorial and explanation on how this plugin works, but for now here are a few pointers, then you'll probably want to experiment yourself.

Firstly, you may want to try out some presets by going to the "Presets" menu. You can customize your cuffs and collar with a lot of control, but that also means to spend time doing it, and you might not want that so presets are a good way to speed things up. Here are how those presets look :


Black leather

 
Black/blood

 
White/gold

 
Black latex

 
Dirty leather

 
Institutional

 
Black ops

 
Battlefield

 
Dirty jeans

 
Trans. plastic

 
Clear plastic

 
Brushed steel


Here are the RGB values of all the colors (or should I say tints) used in the VixenTex plugin :

- Ivory : 247 242 223
- Copper : 120 51 15
- Gold : 252 194 0
- Black : 13 13 13
- Gunmetal : 66 56 51
- Steel : 128 128 128
- Slate : 112 128 143
- Silver : 191 191 191
- White : 255 255 255

- Blood : 117 10 10
- Red : 191 0 0
- Light red : 255 64 64
- Orange : 224 117 33
- Yellow : 252 219 20
- Light yellow : 255 245 176
- Dark green : 5 51 15
- Green : 8 120 38
- Lime : 89 242 128

- Navy : 20 41 66
- Blue : 26 94 217
- Azure : 94 176 255
- Indigo : 112 0 255
- Amethyst : 153 102 204
- Plum : 143 69 133
- Purple : 191 0 128
- Flesh pink : 204 138 128
- Princess pink : 245 194 194

Those colors are the same as the ones used in other RealRestraint products such as the Highbinder, the Deluxe Straps, the Basic Straps, the Deluxe Gag, the Pretty Mummy, the Body Harness and even the products in the Maison De La Marquise line, the latex catsuits, socks & gloves, and bodysuits. That way you can stay assorted.

Some of the colors used in the presets are not in the "Tints" menu, let me write the RGB values below so you can use them yourself with the "Custom" button in that menu if you wish :

- Old leather used in "Dirty Leather" and "Institutional" : 100 71 53
- Gold used in "White gold" : 219 182 134
- Padlock used by the Deluxe Straps : 228 169 85
- Khaki used in "Battlefield" : 66 74 59
- Blue jeans used in "Dirty Jeans" : 28 51 77
- Ivory  : 247 242 223


Once you have selected a preset, you might want to customize further. You can do this through the "Sections", "Surfaces", "Patterns", "Tints" and "Materials" menus. "Sections" are like prims, for example only the wrists, or the wrists and elbows, or only the elbows, or the bars, etc. "Surfaces" are parts of those sections, for example only the main strap, or only the trim, or only the metal, etc. By the way, if you wonder about these bizarre terms, I assure you they make sense. See the "PS" at the very end of this post to get a better explanation.

Once you have selected the sections and surfaces you want to modify, choosing a tint, pattern and material will have an immediate effect. The tint is the color, the pattern is the texture you choose, the material is what it is made of and how it shines in the light.

One word about patterns. They are the very textures applied on the cuffs and collar, but they are not all applied the same way. Some textures such as the "static" ones (the ones with baked shine in them) have a shadow map, which means some grey and black areas to emphasize the relief and shadows, making the cuffs look more realistic, like this :

White "Clean" pattern

One is named "Dirty", which is the same as "Clean" but with some gunk added, giving it a worn and dirty look, ideal for darker play. For example, the "Institutional" and "Dirty leather" presets use it :

White "Dirty" pattern

But if you don't want shadows at all (because let's face it, it is the viewer's responsibility to render Ambient Occlusion, which is the other word for these shadows), you can use the "Plain" pattern, which is nothing else than a plain white texture :

White "Plain" pattern, there are no shadows but the viewer
does generate some faint ones at runtime

Patterns are textures, but they also influence the opacity. The Vixen set has three opacities : completely opaque such as demonstrated above, transparent (called "Transparent", how original) and almost invisible (called "Clear", not to be mistaken with "Clean" which is opaque) :

 
Trans. plastic

 
Clear plastic

The "Static" patterns are the baked lighting ones, you have several colors at your disposal, plus rough leather and black latex :

Static rough (formerly named "Hide" but renamed because of confusion)

Static black

Static blood

Static blue

Static azure

Static pink

Static white

Note : the shadows near the eyelets look a bit blocky on these pictures but that's because of my viewer, there must be a graphics setting somewhere that filters them according to the distance, seen from closer they look more defined :




Full disclosure, the "Static white" texture (or rather textures, there are many of them, two per cuff and collar) is exactly the same as the "Clean" pattern in the "Patterns" menu of the VixenTex plugin. Likewise, the "Static rough" texture is the "Dirty" pattern with two brown tints (one for the base, another for the light). So you can easily reproduce the same effects with materials.


And then you have all the remaining patterns which are the reason why it is called "pattern" in the first place : simple textures that are repeated to give a pattern to the cuffs and collar, such as camo, cow, little hearts and others :

Seams

Skulls ("Yarrrr !")

Lips

Red hearts (notice the shine that is red too because the original texture is white and black, I had to tint it light red, which tints the shine red as well)


Sorry, this section was a lot longer than anticipated, but customization is a big feature in this set so it had to be demonstrated in detail.



How to change the text on the Classy collar

One of the four collars is able to display custom text over up to 32 characters, as a texture, this is the one that shows on the second lock, the "Classy" one. To do this, simply go to the "Text" plugin, which allows you to change the text, the font and color of the classy collar. The text does not display on "Simple", "Post. Med" or "Post. High", only on "Classy".

It is originally showing your own first name in an "ivory" color, but you have several choices on the menu, including a way to enter any text you want. The text will be centered but the Classy collar actually has two sides, since the padlock is in the middle, so you may want to display a short text on each side, rather than a long one that will be cut in the middle. In other words, you may specify to repeat your text twice automatically if it is short enough. To do this, simply add a star ("*") after your text to repeat it twice and center it twice.

For example, if you simply enter "Prisoner" in the "Text" menu of the Text plugin after pressing on "CUSTOM", this is what will happen :

"Pris", then sequins and padlock, then "oner"

But if you enter "Prisoner*", with the trailing star, then you get this :

One prisoner...

... on each side.

The other menus in the Text plugin let you choose the font and color, it's pretty straightforward.

And if you want to go further, having several fonts and/or several colors on the same text, you can specify an interval thanks to the "Interval" menu. This menu lets you specify at which character to start and at which one to end, and whether you move both limits when moving one of them or not ("linked" and "unlinked" modes respectively). When you choose a color or a font, the change is applied only to the characters inside this interval. You can literally set one different color per character like that, if you like.




How to resize

Resizing this set is easier than before, because the main parts are mesh instead of sculpties.

First press Ctrl Alt T to highlight invisible objects in red, then select the part you want to move with the "Edit Linked" checkbox ticked on your Edit window.

Select the object...

Check "Edit linked", select the cuff, and resize it 
as if it were a normal prim

Please be aware of the four 8-letter parts that go with the Classy collar, and that are individual parts, they need to move with the Classy collar or the text won't look good. A good way to do this is to move the whole collar object locked in "Classy" until it fits, then to select all the collars EXCEPT Classy individually, it's much easier. Each collar behaves like an individual prim with regards to resizing and positioning, so that will be much easier than the sculpty version.

Those two parts, as well as the two on the other side,
must be moved along with the Classy collar 
(show but not selected here)

Also please notice the invisible prims that serves as leash and chain points, they need to be moved as well (not necessarily rotated or resized, they're just points) so the particle chains touch the mesh rings more or less well. It's easy but it has to be done.

I'm talking about these prims, the big cross being
the leash target while the two pies are for 
the Lockguard chains.



Have fun !
Marine


(*) I had some fun reproducing the exact same poses for this post as the ones I was using to demonstrate six years ago. I was still using my system shape and body at the time, as well as N-core and Skifija high heels (if I remember well), and that Graves bikini was not lost either. And now, six years later with my still trusty and useful Amacci ponytail but this time with a Maitreya mesh body, hands and feet, a Lelutka Simone Bento head, H@S Miss S heels and of course, new Vixens with materials, you can tell SL has improved a lot over time and now easily competes with the best looking modern video games ! 


PS : You might wonder why VixenTex uses the terms "sections", "surfaces", "tints" and "patterns" instead of "prims", "submeshes", "colors" and "textures" respectively, but this is because the terms I chose make more sense. Let me explain. The cuffs are partly mesh and a single mesh is not a prim, even though it is often called that way in the context of a complex object, so "section" works better than "prims". As mesh objects, they have several "submeshes" but come on, who uses that word except 3D designers ? In SL they would be called "faces" and behave the same way, but a "face" in 3D design is a triangle, so that doesn't work either, "surface" is better. "Tint" is more exact than "color" because you actually tint a texture that might not be white in the first place, so what you get is a mix, not necessarily the "color" you selected. It is the color you selected only if the underlying texture is white. And "pattern" is better than "texture" because it may be repeated on the surface, that depends on the pattern you choose.

PPS : I normally make the metal shine with materials by using 100 for the shine, 30 for the environment, a white specular color and a steel grey diffuse color. But in the case of the Vixens I cannot do this, since they predate materials by years. Switching from Medium or High shine to materials would mean some users would not see their metal shine at all anymore, breaking the product for them. Probably I will switch the metal to materials over time but not yet.

Hotfix for the Deluxe Gag v1.30

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0
0
Hey,

Another day, another hotfix... This time for the Deluxe Gag v1.30.

It seems that its chin strap didn't retain its positioning after being unlocked... it was a silly bug, really, it didn't lose anything at all but refused to update its position after relocking, because of an optimization after including the Bento animations.

To fix that for your own Deluxe Gag, you can go to Dark Wishes and request a soft update (that is when you choose "UPDATE" instead of "REPLACE") from that updater (the other updaters do NOT have this hotfix installed). You do NOT need to rez your gag on the floor for that, since the update is only about a script and not no-copy animations. I know it's confusing, it confuses me too sometimes.

Please note that the Deluxe Gag is the only gag concerned by this hotfix, since other RR gags do not use a chin strap that moves with the lock.

Have fun !

Marine
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