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Multiple attachments

Calix Metropolitan
Registered User
Join date: 10 May 2005
Posts: 212
02-21-2006 06:38
Allow for multiple attachments to the same point. Please. (I can say please again if that helps)
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Persephone Milk
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Join date: 7 Oct 2004
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02-21-2006 08:46
/signed

I would also like to see, before I attach something, whether there is already something attached.
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Argent Stonecutter
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Join date: 20 Sep 2005
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02-21-2006 09:35
You can get that by rezzing it in world, THEN it will only let you select attachment points that aren't occupied. You can conversely use the "detach" menu at the top of the screen to see what's available for detachment. I would like to see "attach to" from the inventory have some similar functionality.
Persephone Milk
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Join date: 7 Oct 2004
Posts: 870
02-21-2006 13:00
From: Argent Stonecutter
You can get that by rezzing it in world, THEN it will only let you select attachment points that aren't occupied.
Interesting. I didn't know that. However, I am not too keen on the idea of dragging jewelry onto the ground for this purpose. Still, it's good to know this is available.

From: Argent Stonecutter
You can conversely use the "detach" menu at the top of the screen to see what's available for detachment. I would like to see "attach to" from the inventory have some similar functionality.
Yes, this is what I mean. It would be nice if the attach menu showed the name of any attached items next to each attach point. Also, when selecting "wear" it would be nice to know which attach point will be used, and whether there is an item attached there already.

Let's just say I am tired of going bald whenever I try some glasses on :)
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Persephone Milk
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Join date: 7 Oct 2004
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02-24-2006 08:27
It seems they listened to us, or already had these ideas in mind:

https://secondlife.com/tiki/tiki-index.php?page=Preview+Release+Notes

PREVIEW ONLY

Release Notes for Second Life 1.9.0(7) Feb 22, 2006
=====================================
New features:

* One-click interaction allows you choice of Touch, Sit or Buy for objects
o Use the Tools > General menu to choose Touch (default), Sit or Buy to give your object additional behaviors when clicked
o Instead of just grabbing an object (if it's physical), or sending an LSL touch() event, you can specify that the resident who left-clicks on your object should sit on it, or get an offer to buy it
* You can now attach objects (via rez-from-inventory and attach-from-world) to attachment points that already have an attached object
o You will see a confirmation dialog with a "don't ask me again" checkbox to confirm replacing the existing item
o If you check "don't ask me again", you can get the dialog box back by going to Preferences/Popups, selecting the "Automatically replace existing attachments" popup, and clicking on "Enable this Popup"
* The inventory item for the attached object displays the name of the attachment point...for example, (worn on skull)
o This allows you to search your inventory both for attached objects ("worn";) and objects attached to a specific point ("hand";)
* Attach and detach menus show the name of the object attached to each point (once the corresponding inventory item has been downloaded)
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Argent Stonecutter
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Join date: 20 Sep 2005
Posts: 20,263
02-24-2006 09:52
From: someone
* You can now attach objects (via rez-from-inventory and attach-from-world) to attachment points that already have an attached object
o You will see a confirmation dialog with a "don't ask me again" checkbox to confirm replacing the existing item
o If you check "don't ask me again", you can get the dialog box back by going to Preferences/Popups, selecting the "Automatically replace existing attachments" popup, and clicking on "Enable this Popup"


That doesn't seem to allow multiple attachments, it simply brings the in-world and in-inventory behaviour into sync and gives you a warning dialog that you can disable if there's already an attachment there.

I hope that if you drag a folder onto your avatar you only get *one* popup for all the attachments in the folder. :)

But now the digression has been resolved, I formally announce the un-hijacking of this thread and would like to say YES, MULTIPLE ATTACHMENTS PER ATTACHMENT POINT! I APPROVE!!!11eleven
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
02-24-2006 16:13
From: Persephone Milk
PREVIEW ONLY

Release Notes for Second Life 1.9.0(7) Feb 22, 2006
Did they make a forum announcement for that? I can't seem to find one. I didn't even know they'd brought the preview grid back up. :confused:
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Calix Metropolitan
Registered User
Join date: 10 May 2005
Posts: 212
Multiple Attachments Per Attachment Point
03-08-2006 13:04
From: Beatfox Xevious
Did they make a forum announcement for that? I can't seem to find one. I didn't even know they'd brought the preview grid back up. :confused:



I didn't see one either, so if not maybe a proposal might be in order...any and all ideas on this subject would be helpful.

MULTIPLE ATTACHMENTS PER ATTACHMENT POINT

Cheers!


- Calix
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Haravikk Mistral
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Join date: 8 Oct 2005
Posts: 2,482
03-09-2006 13:03
Would be great. IMO a hard limit on attachments (whatever the current number of attachment points currently is, so if it's 15, then 15 attachments will be the limit) allowing for multiple items per attachment point is MUCH better. Keeps the useage in check, but allows for the flexibility many people need.

The simple fact is that some attachment points are more useful than others, as some result in completely undesired effects. While if I could have multiple spine or chest attachments, all would be fine.
Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
03-10-2006 11:50
Agreed, I'd be happier with multiple pelvis attachments, or the ability to wear my self made glasses and a Luskwood avatar (both use the nose attach point).
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
03-14-2006 02:17
Feynt, you -can- put the head on the ground, position the glasses on it, and link em together, then wear it, if you want :)

Hell, you can link a (barge/condo/casino/zeppelin) to the av head if you so desire.


EDIT: except for beatfox. he takes up thousands of attachment points.
Zi Ree
Mrrrew!
Join date: 25 Feb 2006
Posts: 723
03-14-2006 02:33
Multiple attachments to a single point would be a great thing. I'd like to wear two earrings at the same time, without having to link them together (which is not possible sometimes, either, no mod and all).

See also: /13/b7/87003/1.html
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Kyrah Abattoir
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Join date: 4 Jun 2004
Posts: 2,786
03-14-2006 02:56
i am all for this at the condition we have a max number of prims per avatar or a max total of attachments
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Sylph Lightworker
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Join date: 2 Dec 2005
Posts: 8
03-14-2006 07:52
Having seen someone with a 500+ prim avatar the other day, I'd be inclined to agree... :P
Especially when most of those prims were spheres...the number of polygons at high LOD was enough to slow my machine(a rather powerful one) to a crawl.
Falcao Vega
Hands off the unguent
Join date: 24 Jan 2006
Posts: 66
03-14-2006 07:58
Screeching off topic, how about an option in inventory to 'Find all Worn Objects'?
Zack Mortal
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Join date: 9 Jan 2006
Posts: 57
03-14-2006 08:14
From: Falcao Vega
Screeching off topic, how about an option in inventory to 'Find all Worn Objects'?


Just search for the word "worn."
Calix Metropolitan
Registered User
Join date: 10 May 2005
Posts: 212
Multiple Attachments
03-20-2006 08:29
From: Sylph Lightworker
Having seen someone with a 500+ prim avatar the other day, I'd be inclined to agree... :P
Especially when most of those prims were spheres...the number of polygons at high LOD was enough to slow my machine(a rather powerful one) to a crawl.



MULTIPLE ATTACHMENTS PER ATTACHMENT POINT:


Ok so can we decide on a max. number of prims, attachment pts., should this include HUD pts. and if someone wants to draw up a proposal so we can make this happen?

If no one wants to draft up a proposal I will do it, just would like feedback from you all and other peers on this matter.

MULTIPLE ATTACHMENTS PER ATTACHMENT POINT
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Argent Stonecutter
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Join date: 20 Sep 2005
Posts: 20,263
03-20-2006 10:27
My suggestion for the simplest change:

"Every attachment has a second point, named (for example) "Head 2", similar to the HUD Center 2 attachment point."
Calix Metropolitan
Registered User
Join date: 10 May 2005
Posts: 212
Multiple Attachments Per Attachment Point
03-21-2006 08:35
From: Argent Stonecutter
My suggestion for the simplest change:

"Every attachment has a second point, named (for example) "Head 2", similar to the HUD Center 2 attachment point."



That is a great idea...simple, doesn't seem to hard to implement and seemingly quite useful. Any ideas on HUD pts as well or anyone else have other ideas, Id like to get this proposal rolling by week end and Ill be sure to run these ideas by LL beforehand to make sure we got ourselves an ironclad and kosher cogent proposal.

So come you multiple attachment pt. advocates mo' ideas! :)

Cheers.

- Calix
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Michi Lumin
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Join date: 14 Oct 2003
Posts: 1,793
03-22-2006 16:21
From: Kyrah Abattoir
i am all for this at the condition we have a max number of prims per avatar or a max total of attachments



Only if this isn't set to something stupid like "128 prims". I'd rather not have it at all. People have been crowing for this one for a while. I'm sure that -none- of them have ulterior motives.

(Then again, some folks won't stop until we're all represented as cubes, but at 400 FPS.)

Having multiple attachment points isn't going to change the number of prims people build avatars with. You can do 1000 prims on a head in one 'object', or 500 in two. I dont think this will suddenly cause people to engage in finer detail modelling.

Course you can always set your avatar detail slider down; but that wouldn't take a piece of other people for the win, now would it?
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Calix Metropolitan
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Join date: 10 May 2005
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MULTIPLE ATTACHMENTS PER ATTACHMENT POINT - Suggestion Box
03-23-2006 12:17
From: Michi Lumin
Only if this isn't set to something stupid like "128 prims". I'd rather not have it at all. People have been crowing for this one for a while. I'm sure that -none- of them have ulterior motives.

(Then again, some folks won't stop until we're all represented as cubes, but at 400 FPS.)

Having multiple attachment points isn't going to change the number of prims people build avatars with. You can do 1000 prims on a head in one 'object', or 500 in two. I dont think this will suddenly cause people to engage in finer detail modelling.

Course you can always set your avatar detail slider down; but that wouldn't take a piece of other people for the win, now would it?



I have no motives other than being able to attach more than one object to an attachment point.

Anyhow Michi do you have a suggestion on this? Something cogent than can be crafted into a proposal? If so please by all means list what that is and I will include it and certainly run it by this thread and others before posting a 'formal' proposal.

Thanks again.

- Calix


p.s. - With so much fighting going on in the world (ie rl), this is pretty minor stuff and I certainly feel confident this concept can be pulled off without angry rhetoric and such (see J Calhoun on that notion of diplomacy circa 1800, USA www.thomas.gov)

Cheers.
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
03-24-2006 12:13
From: Calix Metropolitan
I have no motives other than being able to attach more than one object to an attachment point.

Anyhow Michi do you have a suggestion on this? Something cogent than can be crafted into a proposal? If so please by all means list what that is and I will include it and certainly run it by this thread and others before posting a 'formal' proposal.




I just don't want it to break existing content. People have different views on what 'a lot' of attachments or attached prims may be. To some folks, a ring, prim hair, and prim shoes are considered 'a lot'. Obviously to others, the prim count which is considered to be 'a lot' is on a whole other level alltogether.

I have to be careful in how i'm saying it. But let's just say that limiting attached prims has in the past been suggested as a way to get rid of -certain types- of avatars, while claiming noble intentions (boosting FPS...) .

There'd be a lot of debate as to what sort of limit is too low. Because plenty of people have differing views on this.
Calix Metropolitan
Registered User
Join date: 10 May 2005
Posts: 212
Multiple Attachments Per Attachment Point
03-25-2006 22:42
From: Michi Lumin
I just don't want it to break existing content. People have different views on what 'a lot' of attachments or attached prims may be. To some folks, a ring, prim hair, and prim shoes are considered 'a lot'. Obviously to others, the prim count which is considered to be 'a lot' is on a whole other level alltogether.

I have to be careful in how i'm saying it. But let's just say that limiting attached prims has in the past been suggested as a way to get rid of -certain types- of avatars, while claiming noble intentions (boosting FPS...) .

There'd be a lot of debate as to what sort of limit is too low. Because plenty of people have differing views on this.



That's all fine and dandy, but ideas is the basis of this thread. Ideas to craft into a proposal that most can agree upon.

So on that premise 'MULTIPLE ATTACHMENTS PER ATTACHMENT POINT' what are some ideas. :)
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Argent Stonecutter
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Join date: 20 Sep 2005
Posts: 20,263
03-26-2006 07:30
From: Calix Metropolitan
So on that premise 'MULTIPLE ATTACHMENTS PER ATTACHMENT POINT' what are some ideas. :)
Just add more attachment points.

Not just "Right hand 2", though having "2" points for *everything* is where you'd start.

Other points I'd like:

Left thumb.
Left hand ring finger.
Etcetera...

The avatar fingers aren't controllable, but they could be allowed to move and flex randomly.

Back.
Tail.

The spine doesn't run from the shoulders to the hips, it runs from the shoulders to the free-moving bottom of the chest. Back would sit on the imaginary line from the hips to the shoulders regardless of the angle of either, and tail would pivot at the same angle as the spine but would be fixed at the hips, producing a tail that naturally sways as you stand.

Left wing.
Right wing.

Wings would be in the same position as the shoulders, but would pivot in synchrony back and forth when flying (possibly on different angles based on the direction of flight, and even set by llSetFlapRate()).

These wouldn't involve extra bones in an animation file, they'd all be generated programatically from the information that's already there.
jrrdraco Oe
Insanity Fair
Join date: 28 Oct 2005
Posts: 372
04-04-2006 17:34
From: Argent Stonecutter
Just add more attachment points.

Not just "Right hand 2", though having "2" points for *everything* is where you'd start.

Other points I'd like:

Left thumb.
Left hand ring finger.
Etcetera...

The avatar fingers aren't controllable, but they could be allowed to move and flex randomly.

Back.
Tail.


Yeah, that would be interesting, as a secondary body model since not everyone wants a tail etcetera...

But I still think (well Im pretty sure of it) theres ppl who puts way too many prims and or too many particle effects that can bring the grid down or other residents and that is something I would work on first. Perhaps the owner should receive sort of script error or warning telling that his creation or avatar or object is too "heavy" (primwise)