Wednesday, September 1, 2010

Mesh

LICENSE TERMS FOR "BLACK TULIP" FULL PERMISSIONS MESH OBJECTS


Full perms mesh objects created by Auryn Beorn are intended ONLY for content creators so they can USE them in their creations.

By purchasing any of these mesh objects you HAVE NOT purchased the ownership of them, nor does your purchase grant you full rights for their use. What you're purchasing is a LICENSE for LIMITED USE, ONLY as outlined in these terms and license conditions. By purchasing this license for use of Black Tulip mesh objects, you are agreeing to follow the terms of this license, and you agree that these mesh objects you have been given permission to use will NOT be distributed to others in their full permission-copy/transfer, unprotected state.

The specific terms of Black Tulip mesh objects' license for use are:

  • You are NOT allowed to transfer Black Tulip mesh objects to anyone else with both copy AND transfer permissions under any circumstance, regardless of whether they are being sold or gifted.
  • Mesh objects should NOT be sold or gifted as-is. Black Tulip mesh objects are to be used solely for the purpose of enhancing products by legitimate content creators.
  • You must change either the transfer or copy permissions on Black Tulip mesh objects before they are distributed as part of your creations.
  • You must take steps as outlined below to help ensure that Black Tulip mesh objects are never transferred to anyone else with full permissions by mistake.
  • You may not reverse engineer the mesh objects in order to obtain a .dae file. Access to the original .dae files is NOT included in the license of the mesh objects.

This license is valid only for Second Life.

By purchasing and/or accepting these full permission mesh objects, you agree to abide by the specific terms of this licensing agreement. If you do not agree to these terms or if you are unable to comply for any reason, you must delete all Black Tulip mesh objects and retain no copies of them. Because of the full permissions state of Black Tulip mesh objects, I DO NOT OFFER REFUNDS FOR ANY REASON.

Violations of Black Tulip's License Agreement will be reported to Linden Labs; further legal action may also result.

Protect your investment and the integrity of Black Tulip mesh objects by making sure that you NEVER FORGET to change the permissions before transferring an item.

The best way to abide by the license is to take care of it immediately after purchase:

  1. After unpacking the mesh objects into your inventory, please locate the folder where the mesh objects are stored.
  2. REZ the mesh item. Right click to choose "Edit". Click the "General" tab and look for the permissions for NEXT OWNER at the bottom of this tab.
  3. Uncheck either "Copy" or "Resell/Give Away" (Transfer), depending on what permissions most of your products are transferred or sold with.
  4. Delete the mesh object *in your inventory*. Now take the rezzed mesh object with the permissions changed back to your inventory.
  5. Repeat this for EACH Black Tulip mesh object you have purchased or received.

Of course, you will be able to change the permissions later if you need to, but if you have them set from the moment you unpack, you will never forget to set them later.

Please feel free to contact me, Auryn Beorn, if you have any questions about the mesh objects or this license agreement.

[DOC-SCULPT] Using your sculpt maps

Guide to use the sculpt maps you've purchased

  • How to use the sculpt maps
  • Ok, now I have applied the sculpt map. How do I texture it?
  • Broken sculpties? LOD settings


How to use the sculpt maps

New to building? Then follow this very simple guide to learn how to use your sculpt maps.

To use a sculpt map, you have to begin by making sure that you are in an area where it is allowed to rez. Then click the "Build" button from your viewer or, alternatively, click CTRL 4.

Now, click on the ground. This will rez a box (unless you had another shape selected from before.)

Right click on this box, and select the "Edit" option from the menu.
Click the "Object" tab from this window, and look at the parameters on the right side of this window.


You may see a drop-down menu labeled as "Building Block Type". Other viewers won't show but the pull down menu itself. Click the little arrow to open it, and then select "Sculpted". The right side of the "Edit" window will change, showing us the following: a "rainbow" texture and a few options below ("Mirror", "Inside-out" and the stitching type.)

This "rainbow texture" is what defines the shape for the sculpted prim, and it's called "the sculpt map." You will find sculpt maps that are not a "rainbow" but transparent. This is okay. Those sculpt maps are "alpha protected" but will work too.

You should click on that "rainbow." This will open a menu that will allow you to select a sculpt map from your inventory folder. You would select one of the sculpt maps you've acquired.

Check the samples provided to know how to fill in the rest of fields: "Mirror", "Inside-out" and the "Stitching type." Usually, you will have to worry only about the last one. All my sculpt maps specify which stitching type you should select in its name.

An example, if you see one of my sculpt maps named as:

[Black Tulip] Shelf 5 - Stitching_PLANE

that means that, for that specific sculpt map, you should select the stitching type "Plane" (or "Plane/none" for some viewers) on the "Edit window" under the "Stitching type" pull down menu.

Ok, now I have applied the sculpt map. How do I texture it?

Apart from the sculpt map itself, which defines the shape for the sculpted prim, we need also to apply a texture on the sculpted prim, as usual, under the "Texture" tab in the "Edit" window.

Some sculpties will need that you define a very specific number of repeats and offsets. Specially, those that have the stitching type "Plane."

At times, those repeats may go over 100. Some viewers won't allow you to type such a number over 100. So in order to help you, your purchase has also several scripts that will change the repeats for you, and after that they will self delete. If you find yourself in the situation of not being able to change the repeats over 100, by all means use the scripts. They won't cause any lag at all, as they get immediately deleted from the primitive after completing their task of changing the texture settings.

Those scripts are:

[Black Tulip] Change Repeats 4x256
    [Black Tulip] Change Repeats 4x128
    [Black Tulip] Change Repeats 2x256
    [Black Tulip] Change Repeats 2x128
    [Black Tulip] Change Repeats 1x256
    [Black Tulip] Change Repeats 1x128

Use the one that better suits your sculpties. Begin by trying out "[Black Tulip] Change Repeats 4x256" and if you don't like how those repeats look like, then try with less repeats.

Broken sculpties? LOD settings

If you see your furniture like "breaking" for you as you get further away from it, by changing your LOD settings should fix this problem for you.

For this, go to your "Advanced" menu (click CTRL ALT D if you don't have it -COMMAND key instead of CTRL for Mac-)
Then, scroll down to "Debug Settings..."

This opens a little window.
Type in it the following:

renderVolumeLODFactor

and then change the suggested value to 3 or 4.

Going over 4 won't make basically any difference and may be overkill if you don't own a powerful graphics card.
Set it to 3 in that case.

You will find also this text under the notecard "[Black Tulip] Broken Sculpties? LOD settings". Its purpose is for you having a notecard with a text ready so you can deliver it to your customers, explaining about the LOD settings.

I wish this information helps you in using sculpted prims in your creations.

-- Auryn Beorn

[DOC-MESH] Materials enabled? How does this work?

Materials enabled? How does this work? Is it optional?


When the mesh package says "materials ready/enabled", it comes with normal and/or specular maps.

Is it a special kind of item? Yes and no.

All objects in SL (even prims, yes) can be "materials enabled". This means that when using special maps called normal and specular maps, and seen with a current viewer that has Advanced Lighting Mode turned on, they will render some detail and effects more realistically.

You can see objects in a non materials enabled viewer, or with the Advanced Lighting Mode turned off. You will not see the extra rendered features, but the object will render correctly anyway.

This means that materials are OPTIONAL. You can use this mesh model without any of the supplied normal and/or specular maps.

If you want to know what normal and specular maps are, and how to use them, then continue reading.

TABLE OF CONTENTS


WHAT IS A NORMAL MAP?

In easy words, a normal map is a texture that tells the 3D engine, SL in this case, how to simulate "bump" detail that would be otherwise too resource consuming (LI and rendering time) if modelled. For example, cracks in walls/floors/rocks/etc. , tiles, cloth detail, skin detail and many more can be added without our mesh having dense geometry that takes quite a while to render, thanks to using normal maps.

If you like the "bump" effect achieved with the provided normal maps, then feel free to use them. You can create your own normal maps to be used with your own textures. You can do this within Blender, or using other tools:

https://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP
https://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_Photoshop_or_Paint_Shop_Pro

How do we use them? That's explained on the HOW DO I USE THE NORMAL/SPECULAR MAP IN SL? section.

WHAT IS A SPECULAR MAP?

In easy words, a specular map is a texture that tells the 3D engine, SL in this case, how to simulate the way the light should reflect over a surface. Instead of having SL calculating the reflections over all the surfaces, which would be very (VERY) resource consuming, SL emulates how the light should reflect if the object provides this information in a specular map.

If you like the specularity achieved with the provided specular maps, then feel free to use them. You can create your own specular maps to be used with your own textures. Following there's a tutorial discussing this for SL:

http://www.lelanicarver.com/2013/05/gimp-texture-normal-map-tutorials-specular-spectacular/

How do we use them? That's explained on the HOW DO I USE THE NORMAL/SPECULAR MAP IN SL? section.

HOW DO I USE THE NORMAL/SPECULAR? MAP IN SL?

In order to use these maps, the first we need is being in a current viewer. When we do this, the Texture tab of the Edit window changes, from what it has been... all the time! (Before materials were introduced to SL.)

Instead of giving us a texture box, to drop the texture we want to texture our item with, it shows the color, transparency, full bright and glow, and below, there's a drop down menu with a "Materials" option, then a texture box plus three options:

TEXTURE (DIFFUSE)
    BUMPINESS (NORMAL)
    SHININESS (SPECULAR)

When we select "Texture (diffuse)", the texture we drop under the "Texture" box will be the texture we'd use to texture our object. When we select "Bumpiness (normal)", the texture we drop under the "Texture" box will be the NORMAL MAP. Finally, when we select "Shininess (specular)", the texture we drop under the "Texture" box will be the SPECULAR MAP.

Check the provided sample object to see how this is done.


I wish this information helps you in using normal and specular maps for your objects in your creations.

-- Auryn Beorn

[DOC-MESH] Ambient Occlusion Map? UV Layout? How to use them

Ambient Occlusion Map? UV Layout? How to use them


Your mesh package comes with "Ambient Occlusion" maps, and you don't what these gray scale images are for? You've never heard about the UV layout and don't know what the guide image is for?

Then continue reading.

TABLE OF CONTENTS



WHAT IS AN AMBIENT OCCLUSION MAP?

An ambient occlusion map, is a texture generated inside the modeling program used to create the mesh object. This texture shows in grayscale: the darker areas are areas where light is occluded more than lighter areas, and so by using these maps, we're giving more depth and realism to our textures.

They are named, shortly, AO maps (AO map: Ambient Occlusion map).

Although SL's viewer is able to render this (V3 and FireStorm, at least), so objects have a more realistic appearance (not only we see the effects of lights, but now we can also see the shadows), it's a very high-consuming resources feature which not all people may have active all the time.

To emulate this effect, which really adds life to the furniture, the ambient occlusion maps are used. "Somehow", we have to add these shadows to the texture that we plan to apply on to an object.

How do we do this?
That's explained on the "HOW DO I USE THE AMBIENT OCCLUSION MAP?" section.


WHAT IS AN UV LAYOUT?

Unlike sculpt prims, mesh objects may have faces that don't use the full texture, but only the part of the texture delimited within the UV layout.

We understand here that an "UV layout" is a texture generated inside the modeling program used to create the mesh object, so it shows us the edges that delimit the faces of the mesh.

Its purpose is to give us a visual reference of where on the texture we have to paint.
You would use this in conjunction with the AO map. This is explained on the "HOW DO I USE THE UV LAYOUT?" section.


HOW DO I USE THE AMBIENT OCCLUSION MAP?

To use it, you need to:

  • Download the AO map to your computer.
  • Download the texture you wish to apply the shades on, to your computer.
  • Manipulate both textures within a graphics program that supports layers.
  • Upload back to SL the resulting texture.

Q: HOW DO I DOWNLOAD A TEXTURE FROM SL TO MY COMPUTER?

Depending of the viewer you have, this is done differently.

- Open your texture within SL, wait for it to load.

V1-Style viewers: File menu, "Save to disk" option.
V2-Style viewers: The texture window has a button on the bottom part that says "Save as TGA". Click and save.

In both cases, make sure you type the image extension (.tga for example) at the end.

Q: WHICH GRAPHIC PROGRAMS SUPPORT LAYERS?

The following list is not fully inclusive, but just some programs that you may use:

  • GIMP
  • PhotoShop
  • PSP
  • Krita

If you know of another program that supports layers, then that program is ok.

Now that we know how to download a texture from SL to our computer, and which program to use, let's outline the steps that we should follow. Every program has a different way to name the procedures, so please, consult the documentation of your program of choice to learn how to do this, if you already don't know how.

  • Open the texture you want to apply the shades on in your graphics program.
  • Open *AS LAYER* the *AO map*, *above* the texture.
  • Change the "layer mode" or "blending mode" of the *AO map layer* to Overlay, or Burn, or Grain Merge, or Multiply.
  • Experiment with the different blending modes as well as the opacity of the AO map layer before you decide which to apply.
  • Save as an image that contains the "merge" of the two layers.

IMPORTANT: If your texture should not contain transparent areas, make sure that you flatten it before saving. Do not save the alpha channel in this case!

  • Upload the new texture to SL.
  • Apply the resultant texture normally to your object.

When you do this, you have "baked" the shadows on the texture.
Some creators may offer, apart than the mesh kits with the AO maps, add-ons consisting of texture packs with shadows already baked that will fit the mesh perfectly.


HOW DO I USE THE UV LAYOUT?

To use it, you need to:

  • Download the UV layout to your computer.
  • Download the texture you wish to apply following the shape of the mesh, to your computer.
  • Manipulate both textures within a graphics program that supports layers.
  • Upload back to SL the resulting texture.

The questions "HOW DO I DOWNLOAD A TEXTURE FROM SL TO MY COMPUTER?" and "WHICH GRAPHIC PROGRAMS SUPPORT LAYERS?" have already been answered on the "HOW DO I USE THE AMBIENT OCCLUSION MAP?" section.

Now that we have the textures:

  • Open the texture you want to use along the surface of the mesh, according to the UV layout, in your graphics program.
  • Open *AS LAYER* the *UV layout*, *above* the texture and *lower the opacity* so you can see the lines and your work.
  • Manipulate the texture until you get an arrangement that satisfies you.
  • You may want to open *as layer* the *AO map*, *above* all the composition, to apply shadows.
  • Do not forget to HIDE THE VISIBILITY of the UV LAYOUT layer once you're finished! (or the lines will show on your mesh.)
  • Save as an image that contains the "merge" of all the layers you've used.

IMPORTANT: If your texture should not contain transparent areas, make sure that you flatten it before saving. Do not save the alpha channel in this case!

  • Upload the new texture to SL.
  • Apply the resultant texture normally to your object.


I wish this information helps you in using ambient occlusion maps and UV layouts for your mesh objects in your creations.

-- Auryn Beorn

[DOC-MESH] Using your mesh objects

Using your Mesh Objects


When you're new to using mesh objects, there are a few important topics that you have to know about: how to show as the creator of your item, so people buying at your store recognize you as the creator, how to texture the mesh faces, and a note about resizing mesh objects. This short document covers those three points.

TABLE OF CONTENTS



HOW TO SHOW AS THE CREATOR OF YOUR ITEM

Unlike sculpted prims, mesh objects don't have a "mesh map" that you can apply on a prim that you've created.
Mesh objects are imported into SL as a piece that contains all the geometry information (plus some other important data), and the person uploading them shows as creator.

However, as a creator, you want that your creations show in your name, not mine.
What to do? This is actually easy.

You only have to link the mesh object to another prim that you have created, making sure that YOUR prim is the ROOT prim!
Remember: The root prim is the LAST prim you select before linking, and once the object is linked, it's outlined in YELLOW.

A simple cube can make it. And there you go: you now show as the creator of your item :-)


HOW TO TEXTURE THE MESH FACES

A mesh object may have up to 8 texturable faces, numbered from 0 to 7. The way you apply a texture is THE SAME as you apply a texture to any other face of any other prim.

  • Right click your mesh item. Click "Edit" from the menu that shows.
  • Go to the "Texture" tab.
  • Click "Select Face" from the options atop of the "Edit" window.
  • Now click on one of the faces of the mesh.
  • You will see the texture show on the "Texture" little square. You can use it exactly the same as you do with other prims. And, as with the other prims, you can also color, apply glow, transparency, etc... to EACH face of the mesh object.

My mesh objects try to assist you in knowing which each face is:

  • I have colored differently each face, so you quickly see where the faces are.
  • I have also textured them with a texture that shows the face NUMBER.

This number is important to know, for some scripts operate at face level, and you will have to provide them the right face number.

TIP: With "Select Face" checked, if you now:

  • Click on the face whose face number you want to know
  • Click at the same time the keys:

CTRL ALT SHIFT T

You will receive in local/nearby chat, or in a little popup/alert window, the number of the face you have selected.


ABOUT RESIZING MESH OBJECTS

As you have noticed, the ad of the product says "approximated LI" instead of just "LI". Why this?
Because of technical reasons, the Land Impact of mesh objects *may increase* as you resize the object.

For example, if you have a LI 0.5 object, and you resize it just a little bit, the LI may not change at all, but if you resize it to double the size, it *may* have the LI raise to 1, and if you raise it to the max size of a prim (currently 64x64x64 m³ as of October 2014), it may have the LI raise to 4, or to 7, or more...

Normally, you will use the mesh objects in the same size the model provides, but keep this in mind if you decide to resize big :-)

For more information on mesh, you may want to check the following links:

Mesh, in the SL wiki
Calculating Land Impact
A guide explaining about Land Impact and the Physics Type


I wish this information helps you in using mesh objects in your creations.

-- Auryn Beorn

Sculpt maps and Textures

LICENSE TERMS FOR "BLACK TULIP" FULL PERMISSIONS SCULPT MAPS AND TEXTURES
© Copyright 2012 Auryn Beorn


Full perms sculpt maps and textures created by Auryn Beorn are intended ONLY for content creators so they can USE them in their creations.

By purchasing any of these sculpt maps and textures you HAVE NOT purchased the ownership of them, nor does your purchase grant you full rights for their use. What you're purchasing is a LICENSE for LIMITED USE, ONLY as outlined in these terms and license conditions. By purchasing this license for use of Black Tulip sculpt maps and textures, you are agreeing to follow the terms of this license, and you agree that these sculpt maps and textures you have been given permission to use will NOT be distributed to others in their full permission, unprotected state.

The specific terms of Black Tulip sculpt maps and textures' license for use are:

  • You are NOT allowed to transfer Black Tulip sculpt maps and textures to anyone else with both copy AND transfer permissions under any circumstance, regardless of whether they are being sold or gifted.
  • Sculpt maps and textures should NOT be sold or gifted as individual sculpt maps and textures in any form or by any permissions. Black Tulip sculpt maps and textures are to be used solely for the purpose of enhancing products by legitimate content creators.
  • You must change either the transfer or copy permissions on Black Tulip sculpt maps and textures before they are distributed as part of your creations.
  • You must change the permissions of the items you create when using Black Tulip sculpt maps and textures: they can't be full permissions for next owner. Those items that you create (never the sculpt maps and textures themselves) may be copy/transfer for next owner at most (so you are able of creating wearable props if you need so.)
  • You must take steps as outlined below to help ensure that Black Tulip sculpt maps and textures are never transferred to anyone else with full permissions by mistake.
  • You may download the sculpt maps and textures to your local hard drive for the purpose of editing them to best fit your creations, but you can't resell the resulting sculpt maps and textures as your own creations in texture asset state. You may, of course, sell your creations that use them, but never in full permissions state. Same rules as stated above apply for the modified sculpt maps and textures that you obtain by working with these ones purchased from me.

This license is valid only for Second Life. If you wish to transfer these maps to other grids, we'll have to get to an agreement.

By purchasing and/or accepting these full permission sculpt maps and textures, you agree to abide by the specific terms of this licensing agreement. If you do not agree to these terms or if you are unable to comply for any reason, you must delete all Black Tulip sculpt maps and textures and retain no copies of them. Because of the full permissions state of Black Tulip sculpt maps and textures, I DO NOT OFFER REFUNDS FOR ANY REASON.

Violations of Black Tulip's License Agreement will be reported to Linden Labs; further legal action may also result.

Protect your investment and the integrity of Black Tulip sculpt maps and textures by making sure that you NEVER FORGET to change the permissions before transferring an item.

The best way to protect against this is to take care of it immediately after purchase:

  1. After unpacking the sculpt maps and textures into your inventory, please locate the folder where the sculpt maps and textures are located and right click to choose "Properties".
  2. Uncheck either "Copy" or "Resell/Give Away", depending on what permissions most of your products are transferred or sold with. Of course, you will be able to change the permissions later if you need to, but if you have them set from the moment you unpack, you will never forget to set them later.
  3. Repeat this for EACH Black Tulip sculpt maps and textures you have purchased or received.

Please feel free to contact me, Auryn Beorn, if you have any questions about the sculpt maps and textures or this license agreement.

Sounds

LICENSE TERMS FOR "BLACK TULIP" FULL PERMISSIONS SOUND SAMPLES
© Copyright 2010 Auryn Beorn

Full perms sound samples created by Auryn Beorn are intended ONLY for content creators so they can USE them in their creations.

By purchasing any of these sound samples you HAVE NOT purchased the ownership of them, nor does your purchase grant you full rights for their use. What you're purchasing is a LICENSE for LIMITED USE, ONLY as outlined in these terms and license conditions. By purchasing this license for use of Black Tulip sound samples, you are agreeing to follow the terms of this license, and you agree that these sound samples you have been given permission to use will NOT be distributed to others in their full permission, unprotected state.

The specific terms of Black Tulip sound samples' license for use are:
  • You are NOT allowed to transfer Black Tulip sound samples to anyone else with both copy AND transfer permissions under any circumstance, regardless of whether they are being sold or gifted.
  • Sound samples should NOT be sold or gifted as individual sound samples in any form or by any permissions. Black Tulip sound samples are to be used solely for the purpose of enhancing products by legitimate content creators.
  • You must change either the transfer or copy permissions on Black Tulip sound samples before they are distributed as part of your creations.
  • You must take steps as outlined below to help ensure that Black Tulip sound samples are never transferred to anyone else with full permissions by mistake.

By purchasing and/or accepting these full permission sound samples, you agree to abide by the specific terms of this licensing agreement. If you do not agree to these terms or if you are unable to comply for any reason, you must delete all Black Tulip sound samples and retain no copies of them. Because of the full permissions state of Black Tulip sound samples, I DO NOT OFFER REFUNDS FOR ANY REASON.

Violations of Black Tulip's License Agreement will be reported to Linden Labs; further legal action may also result.

Protect your investment and the integrity of Black Tulip sound samples by making sure that you NEVER FORGET to change the permissions before transferring an item.

The best way to protect against this is to take care of it immediately after purchase:
  1. After unpacking the sound samples into your inventory, please locate the folder where the sound sample(s) is/are located and right click to choose "Properties".
  2. Uncheck either "Copy" or "Resell/Give Away", depending on what permissions most of your products are transferred or sold with. Of course, you will be able to change the permissions later if you need to, but if you have them set from the moment you unpack, you will never forget to set them later.
  3. Repeat this for EACH Black Tulip sound samples you have purchased or received.

Please feel free to contact me, Auryn Beorn, if you have any questions about the sound samples or this license agreement.

Scripts

By acquiring any script package, you agree to:

  • SET Permissions for Next Owner of all scripts included in your purchase to one of these:
    • Copy/No Modify/No Transfer
    • No Copy/No Modify/Transfer
    Detailed instructions about how to do all this follow.
  • NEVER give away any of the scripts contained in your purchase under any circumstances with both copy and transfer permissions enabled for next owner. NEVER leave modify enabled for next owner.

The script/s you purchase are EXCLUSIVELY to be used in the items you sell/gift: you are responsible for any misuse. Alts are not recognized. Partners are not recognized. Licenses are per account. If you're found sharing the scripts with other accounts with both copy and transfer permissions, your license is void.

How to change Permissions for Next Owner correctly?


The quickest way is to change them in your inventory, so you have them ready to drop in your items.

To do this, right click the script you want to set permissions for next owner, and click the Properties window. This opens a window where you will see a line at bottom saying:

Next owner can:
[ ] Modify [ ] Copy [ ] Resell/Give away

By checking those marks we ALLOW what the next owner can do. By leaving them empty, we're restricting what next owner can do.

NOTE: Resell/Give away is what, in short, is generally referred to as TRANSFER.

If your build is COPY/NO TRANSFER, you should adjust the permissions for next owner of the main script this way:

Copy/No Modify/No Transfer

If your build is NO COPY/TRANSFER, you should adjust the permissions for next owner of the main script this way:

No Copy/No Modify/Transfer

Use an alt to check permissions for next owner, to make sure you've set them correctly.

Check this tutorial about the basics on permissions in SL and the Preparing your products for sale. Permissions... and more of the Merchant Resource series for more information and examples about how to set permissions for next owner correctly.

Animations

Updated 2012-07-22


LICENSE TERMS FOR "BLACK TULIP" FULL PERMISSIONS ANIMATIONS
© Copyright 2012 Auryn Beorn


Full perms poses/animations created by Auryn Beorn are intended ONLY for content creators so they can USE them in their creations.

By purchasing any of these poses/animations you HAVE NOT purchased the ownership of them, nor does your purchase grant you full rights for their use. What you're purchasing is a LICENSE for LIMITED USE, ONLY as outlined in these terms and license conditions. By purchasing this license for use of Black Tulip Animations, you are agreeing to follow the terms of this license, and you agree that these animations you have been given permission to use will NOT be distributed to others in their full permission, unprotected state.

The specific terms of Black Tulip Animations' license for use are:

  • You are NOT allowed to transfer Black Tulip Animations to anyone else with both copy AND transfer permissions under any circumstance, regardless of whether they are being sold or gifted.
  • Animations should NOT be sold or gifted as individual animations in any form or by any permissions. Black Tulip Animations are to be used solely for the purpose of animating and enhancing products by legitimate content creators. HUDs, AOs, etc however are all acceptable under the terms of this license, so long as the person purchasing this licensing is also the creator of said items and agrees to its terms.
To clarify the paragraph above:
  • Don't sell pose balls only! These animations MUST be included in your creation, which has to be OTHER than a pose ball (or equivalent - a box with only a pose script IS a pose ball.)
  • Photographers and poses sellers, don't sell them as "pose packs" and that's it! They have to be included in a build. ADD VALUE to the poses, you are not purchasing resell rights for pose packs even if perms are changed!

  • You must change either the transfer or copy permissions on Black Tulip Animations before they are distributed as part of your creations.
  • You must take steps as outlined below to help ensure that Black Tulip Animations are never transferred to anyone else with full permissions by mistake.

By purchasing and/or accepting these full permission animations, you agree to abide by the specific terms of this licensing agreement. If you do not agree to these terms or if you are unable to comply for any reason, you must delete all Black Tulip Animations and retain no copies of them. Because of the full permissions state of Black Tulip Animations, I DO NOT OFFER REFUNDS FOR ANY REASON.

Violations of Black Tulip's License Agreement will be reported to Linden Labs; further legal action may also result.

Protect your investment and the integrity of Black Tulip Animations by making sure that you NEVER FORGET to change the permissions before transferring an item.

The best way to protect against this is to take care of it immediately after purchase:

  1. After unpacking the poses and animations into your inventory, please locate the folder where the animation(s) is/are located and right click to choose "Properties".
  2. Uncheck either "Copy" or "Resell/Give Away", depending on what permissions most of your products are transferred or sold with. Of course, you will be able to change the permissions later if you need to, but if you have them set from the moment you unpack, you will never forget to set them later.
  3. Repeat this for EACH Black Tulip Animation you have purchased or received.

Please feel free to contact me, Auryn Beorn, if you have any questions about the animations or this license agreement.

Class In A Box

Copyright notice and terms of use for Auryn Beorn's scripting/building classes


LAST UPDATE: 2013-03-24

By purchasing my «Class in a Box», you're purchasing carefully elaborated supplies, most of them without perms restrictions, plus detailed, informative notes and/or books with instructions and explanations about the topic. Some of these classes were taught from 2010 June to 2012 September while I was at the Builder's Brewery, and others are completely new.

You're agreeing with these conditions when you purchase any of my «Class in a Box» items:

  • All the notes, scripts and other supplies made by me are not for resale or being given away.
  • You can use and modify my scripts/other supplies in your own builds, and sell your builds with them included (see note below).
  • You are not allowed to use my scripts/other supplies in the boxes to give your own classes.
  • You can't use my class notes/books, nor parts of them, for you giving your own classes.

IMPORTANT NOTE: If you use the scripts in your builds/kits, ALWAYS set the permissions for next owner, for them, to NO MODIFY *AND* either NO COPY or NO TRANSFER. Also, if you use the textures, sculpt maps, sounds, animations, mesh in your builds, set them to NO COPY, or to NO TRANSFER.