I'm curious why it's not allowed to have more than one object attached to the same point. I would think it would be easy to allow multiple attachments to chin, or nose or what have you, given the current system.
It wouldn't cause problems with attaching or detaching. Since that can be done from inventory, manual selection, and pie menu most folks would have no problems singling out which object they want to add or remove.
It doesn't put more strain on SL because 2 attachments of say 50 prims each should cause almost the same lag (more or less) as one 100 prim attachment that was manually grafted together from the original 2.
Attachment positioning seems to be stored in the objects you attach rather than in your AV so this wouldn't affect that. LSL calls wouldn't neeed to change much, scripters would just have to be aware that llAttach just adds on to a point instead of current behaviour.
You could eliminate attachment points that are redundant in the sense of avatar motion behavior, like most of the head points, and just have an attachment point for each AV model "bone" so motion/position of attachments is still correct. If amount of attachments is still a concern then you could limit the number of objects on any one point I'm sure.
This would increase customizability of avatars hugely especially given the amount of no-mod merchandise that is impossible to combine in single attachment points currently. Furries with cute paws could actually carry stuff around, individual necklaces could be bought and all worn at the same time, prim skirts and tails would be compatible, and LL would what...? Only have to change a few AV settings and tweak the attachment procedures to handle lists/array additions? Maybe update the client a little for display and proper LSL treatment?
How about it Lindens?
