Working out the Timing

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As I return to blogging and photography, I find myself looking at stats again.

Not my favorite thing. :/  Mostly because I’m not doing this for the stats (thank goodness!), so sometimes it’s easy to get bogged down in the details and forget the bigger picture.

Since resuming posting here and on Flickr, I can’t seem to get a handle on when to post things.  Some posts/pics do well with early morning posting times and others do better with a later publish time.

But I have yet to figure out when the best time to post is for me.

I generally schedule my posts to publish because I tend to write in batches.  I won’t have anything to post one day and then the next I have 3 or 4 posts rattling around in my brain that I have to get out.  So I have been playing around with the posting time to see what gets a better response.

After looking at stats again today, I’m stumped.  Perhaps it’s because most of this is aimed at SL folks, who tend to be all over the world, which means all different time zones.

Perhaps it doesn’t matter.

Yep, that’s the answer I’m going with. 😛


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On Day 17 of my adventures with the Artiste HUD (17 has always been a lucky number for me), I had a breakthrough.

I had been fussing and futzing and fighting with the stupid curtain fade.

I wanted the curtain to fade, then my other object, and then my other events to start happening.  I couldn’t seem to get the curtain to fade fast enough.  I would have just changed the fade script to make it fade faster, but the curtain was no-mod.  So, what to do?

I began playing with the timings of event 0, trying to make it last longer, so the curtain would fade out completely before the next event happened.

I made it bigger.  I made it smaller.

Nothing worked.

And then, I remembered something from the manuals.

When you use an event 0, it causes an anomaly with the timing.  Whatever the time of your event 0 is (say 2 secs) then 2 times your event duration (2 secs) is the amount (which would be 4 secs here) your timings will be off for the rest of your events.


So because I was using an event 0, and my next event (#1) was only 2 secs long, I was confusing the poor HUD.  Because my event 0 lasted for 2 secs, my timings would be off by 4 secs for the rest of the events.  With event 1 only being 2 secs long, no wonder things weren’t happening in the order I wanted them to!

I felt like I was on the verge of finally understanding how all these different pieces fit together.  Ever cautious, I sent a message to Yummy to clarify that I understood how events fired.  So that would mean with an event #1 of 2 secs, and an event #2 of 3 secs, I press play, 2 secs later event #1 fires, and 3 secs after that (5 secs after pressing play), my event #2 would fire.

She verified that my understanding was correct.


So, with my new-found understanding, I deleted my pesky event #0.  I realized that I had been constrained because of the way all other systems work in SL.

Normally, when you design a routine, you base everything off your audio cue – the start of the music.  You press play when the music starts, and everything needs to fall into place from there.

However, because I can choose when to start the music by playing it through the Director, I didn’t have that constraint anymore.

With no need for an event #0, I reworked my events timeline.  The curtain fade would be the first event, then my second fade, then my other actions would follow.

After making all the changes, I reset my palettes and my HUD.

With baited breath, I pressed play and waited to see what would happen.


Everything happened in the order I wanted it to, and the pesky curtain faded out completely prior to everything else.

I was so elated! I felt as though I had had a major breakthrough, and certain that I now had a firm grasp of how everything worked, I immediately began working on the rest of the routine.

The failure and the frustrations of Day 16 melted away and I was energized and excited to not only finish this routine, but to start working on more!