Increased Attachment Functionality Needed
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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11-07-2003 21:53
I think attachments are pretty droll. Right now about the only things they can do are change their own texture, push, and rez. We need more dynamic attachments!  Perhaps things like: - Attachments that are solid,
- Attachments that can move on their own (like link children),
- Attachments that can rotate (like link children),
- Attachments that can link to non-attachments,
- Attachments that can change their attachment points,
- Attachments that can drop off/delink
- Attachments that can be viewed in mouselook,
- Attachments that can be detected (by llSensor())
[/list=1] Now who's with me!  (Feel free to add your own to the list if you want)
==Chris 
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Phoenix Zircon
Registered User
Join date: 6 Nov 2003
Posts: 67
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11-08-2003 05:08
I'd personally like to see Elbow and Knee attatchment points. Then again, maybe I'm a moron and just missed em.
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Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
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11-08-2003 06:09
I totally agree, we ned this 
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Jellin Pico
Grumpy Oldbie
Join date: 3 Aug 2003
Posts: 1,037
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11-08-2003 10:12
I'd be happy with more attachment points on the AV.
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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11-08-2003 15:17
Excelent list! Any or all would be wonderful! 
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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11-11-2003 03:41
Multiple attachments on one point would be nice.
Physical attachments could get very ugly.
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Drathor Kothari
Elder Dragon
Join date: 14 Nov 2003
Posts: 84
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11-24-2003 00:44
We badly need the ability to rotate/move attachment parts. I don't even mean solid or physics.. just the ability to use a script to change the position of attachments. There are a lot of us out there that want to make various attachments move.. like my blinking eyes, and lots of people have moving wings and tails. The problem is this is all done with texture animations, which means lots of extra objects and tons of texture swappong, all which is very bad for rendering time. It would make many people happy, and decrease the server and client load. What could be wrong with that? 
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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11-24-2003 07:14
I've noticed llSetScale DOES work on attachments. In fact, it works better than it does on link children in the world. There's an update problem there that the constant updating for animations the avatars have fixes. I'm planning on doing a lot of tests along these lines this week.
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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04-25-2004 15:49
Wow this thread is old! I still feel that it needs a bump, since attachments' functionality hasn't changed at least since beta. From: someone Originally posted by Christopher Omega
- Attachments that can move on their own (like link children),
- Attachments that can rotate (like link children),
[/list=1]
I personally want 2 and 3 at least, since attachments can already change scale, what's the problem with giving them the freedom to move and rotate? EDIT: Added quote for clarity.
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TinaStar Dawn
Registered User
Join date: 23 Dec 2003
Posts: 249
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04-25-2004 15:55
I hadn't thought about this till seeing this old thread you brought back Christopher, but more attatchment points would be great! If you want to go Rollerblading and put on knee pads and elbow pads, now you have to either have them built into your clothes or have some weird long phantom part attatched far away that stretches to your knees and elbows.
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Higbee Protagonist
Yggdrai Ranger
Join date: 7 Aug 2003
Posts: 266
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thanks for the bump from the other thread!
04-25-2004 18:36
Never saw this Chris  Lord knows I agree! I don't really need more attach points... ...I just need attachments to work like everything else!!!! Please lindens let us play with our attachments... pretty please rotation & movement at least?
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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04-25-2004 21:31
I endorse these features/ideas. really have nothing to add other than that at this point. 
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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04-26-2004 10:16
I'm all for the list. Having them drop when they detach would be cool.
Adding attachment points would require changing the skeleton, mesh, & the animations.
This is no easy task.
Want an idea of the work?
avatar_lad.xml handles av size, meshs, animations that manipulate the meshes, and attachment points.
avatar_skeleton.xml governs the general skeleton.
121 animation files.
While it would be very nice to have extra attachment points i would love to see llSetPrimativeParams re-enabled for attachments first.
While attaching multiple objects to a single point sounds like a nice idea it screams for abuse. It should be limited to 255 prims per attachment point, the same as a single linked object. Script commands would be needed for detecting the number of attached objects per locations.
I would like to add to the list
9. Attach object via script from the users inventory by UUID. llAttachUserInventoryObject(key uuid, integer attachment) (this should probably be a client side functions so that the server doesn't go into deep think with large inventories. IE the server asks your client if the object is in your inventory before attaching it.)
10. Script commands for identifying attachments.
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Neil Protagonist
FX Monkey
Join date: 11 Jul 2003
Posts: 346
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04-26-2004 15:24
Yeah attachements now are a weee bit limited.
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Higbee Protagonist
Yggdrai Ranger
Join date: 7 Aug 2003
Posts: 266
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04-28-2004 08:31
bump*
plz plz PLEASE!!!!
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Higbee Protagonist ************************ "Even an immobile stone will respond to you If you approach with love, call out, and talk to it." - Shinagawa Tetsuzan
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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04-28-2004 11:13
But if you didn't change the skeleton to add new attachment points, then the animations wouldn't need changing and the only file that would need changing would be avatar_lad.xml, the game core & script interface. Wouldn't be so bad 
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
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04-29-2004 13:40
I support all of this. And multiple attachments per point. And more attachment points (neck, elbows, knees, each fingertip, eyebrows, forehead, each cheek (yes, those cheeks too), tongue, teeth, left right and middle nose).
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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05-05-2004 08:47
Good, good...more attachment functionality == good.
And this completes my pwnage (spam-age) of the feature suggestions forum for today. Have a nice day.
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BTW
WTF is C3PO supposed to be USEFUL for anyway, besides whining? Stupid piece of scrap metal would be more useful recycled as a toaster. But even that would suck, because who would want to listen to a whining wussy toaster? Is he gold plated? If that's the case he should just be melted down into gold ingots. Help the economy some, and stop being so damn useless you stupid bucket of bolts! R2 is 1,000 times more useful than your tin man ass, and he's shaped like a salt and pepper shaker FFS!
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Pedro Pendragon
Registered User
Join date: 15 Jan 2004
Posts: 77
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bump
07-14-2004 18:19
add me to the list of people who think this would be good 
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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bumpity bump
09-25-2004 20:44
I heartily endorse this product and/or service. *tailwag* 
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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09-26-2004 00:33
wow i was noob when i last posted on this topic and guess what? we still need these.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
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Generalize attachments please, at least for scripting!
09-26-2004 09:42
Requests for specifically located and named attachment points would be a never-ending saga for LL unless this issue is generalized. All they need to do is to provide a single deterministic traversal algorithm for their av meshes (it might as well be in LSL), so that "vertex N" can have only one meaning both for them and for us. Then, give us just one function taking as argument a list of attachments plus a vertex number N, which refreshes the state of attachments on that vertex. We can then hand it a null list to strip all attachments from any vertex, or add any number of layers. Hey presto, dead easy for us to configure whatever we like, within whatever constraints they might wish to impose on the process in terms of list length and in terms of total number of attachments per av. The order of items in the list should reflect the order in which attachments are put on, in the expected way, for control of visibility. Personally, I wouldn't mind even if the constraints were greater than we have currently, because this solution is more flexible than what we have currently. However, since the old scheme must continue for backwards compatiibility, the constraints they'd have to impose would have to be very tight. That's fine with me. Give people generic interfaces and the requests for change won't come in so frequently. 
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