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attachment points

Torcflaed Golding
Registered User
Join date: 19 Sep 2005
Posts: 9
10-04-2005 22:14
I'd like to see two or three specific attachment points added to the list for furry avatars
attaching tails special heads and wings to these avatares is naturally a simple thing to do but the present points used tend to be ones frequently used for other things like hats and such, naturally when such thngs are worn the special furry features tend to vanish
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
10-04-2005 22:55
This has actually been suggested a few times before.

The attach points we have seem to be defined by how the avatar is rigged, however, so I'm not sure how easy it would be to add multiple attachments to specific regions. Several people are more knowledgable than I on this subject, so I'll defer that point to them.

The other problem is the fact the current number of attachments allows for avatars that are already a great deal of data. To use my favorite quote from Lee Linden, "there are some avatars that wear the equivalent of a Quake map [in data]."

So personally, I'd like to see the existing attachment (and ultimately, data streaming system) looked at before attachment points are themselves.
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Ventrella Linden
Registered User
Join date: 18 Jan 2005
Posts: 1
Ventrella
10-06-2005 15:45
Attachments is something I'll be looking onto more as I progress on helping to add some new features. Since I am still new at Linden Lab (though I most certainly will be getting deeper into this stuff) I cannot be sure, but I would suggest the following:

People are going to want more attachments, as well as other ways to customize their avatars and make them more expressive, so we should not be shy about offering more in this department. The issue of people putting Quake map equivalents on their bodies is part of a more general problem (and a difficult one) of people making things that are prohibitively expensive, causing a bad time to be had by all. Whenever possible, I go for the "more and cheaper" design philosophy. It's not an easy nut to crack, but it's worth trying.

As far as how avatar attachments works, I do know that some work needs to be done in terms of representing hierarchical avatar skeletons, for general-purpose attachment schemes. I would think it's not too hard - and reasonable - in the meanwhile to add a few more special-case attachment points.
-j
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
10-06-2005 15:49
VENTRELLA POSTED!!! :o
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Frans Charming
You only need one Frans
Join date: 28 Jan 2005
Posts: 1,847
woot
10-06-2005 21:54
Firts post! Congratulations. Popped your forum cherry. :D

Now get back to work and deliver something amazing. :p

Keep up the good work.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
10-06-2005 22:15
How i would setup the attachment system.
Ways of restricting attachements
A) by number of total prims in all attachments (excluding HUD)
B) by number of attachments.

Suggestions:
1. Allow any number of attachments on a single point.

Comments: Things the users can do already.
Adding attachpoints: easy
Adding bones: easy
Animating additions: easy
Adding mesh: a bit more difficult
Adding new textures for the mesh: impossible without modifying the client.
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