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Issue Details (XML | Word | Printable)

Key: VWR-1925
Type: Sub-task Sub-task
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: Dzonatas Sol
Votes: 26
Watchers: 8
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1. Second Life Viewer - VWR
VWR-489

"Folder" UI for multiple attachments

Created: 28/Jul/07 01:55 PM   Updated: 08/Sep/08 09:21 AM
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Component/s: Inventory
Affects Version/s: None
Fix Version/s: None

File Attachments: None
Image Attachments:

1. FinalMockUp.jpg
(35 kB)

2. Initial Mock-up.jpg
(25 kB)

3. UI mockup for Detach menu.png
(147 kB)


 Description  « Hide
This is a sub-task to gather screenshots, wiki pages, links, and other documentation of how the feature "Multiple attachments per attachment point" will work. Please post only related information here.

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Haravikk Mistral added a comment - 29/Jul/07 03:52 AM
Please see the main feature for the 'mock' folder structure. It is currently text-based which I suppose makes it harder to understand, but if you pretend that the hyphens used are actually white-space indicating an item inside a parent folder then you may get the idea. If someone could do a mock-up of that it would help, but it should be fairly straight-forward.

Haravikk Mistral added a comment - 29/Jul/07 04:36 AM
Added a quick partial mock-up, I ran out of time to do the whole example but it hopefully gives you an idea of what I was talking about.

The numbers in blue brackets are how many objects each folder (including things in its sub-folders) contains. So here I would have five attachments on various points of my upper-body. This is not required but would be nice to see.

Note that nothing is marked as worn as only worn items appear in the new attachments tab.


Haravikk Mistral added a comment - 29/Jul/07 05:47 AM
Okay, had more time than I thought. Here I've finished the image to look exactly as the example on (VWR-489) described. The fonts are not correct (I used Helvetica 12pt) but otherwise it should give you a much better idea of what is expected. Here a user can easily open up the various folders and see what clothes are on head, lower-body and upper-body, or open sub-folders to see what attachments are on a given body-part. So if you have two items on your left foot then when you open the Left Foot folder in Lower Body you'll see those two items and can remove one or both of them easily. With two windows open (one attachments, one inventory) you can easily change your avatar's attachments.

Further down the line this basic system could be modified to create an 'avatar palette', basically a figure view showing your avatar's body with little boxes beside each attachment point listing what's where. However that may be better as open-source effort further down the line.


Dzonatas Sol added a comment - 29/Jul/07 10:55 AM
Woot! That is a nice screenshot and really helps understand what was intended on the main task.

You know, without even having extra attachments enabled the design you have above is better than what we have right now. I bet we could separate out this task to just create the layout as seen in your screenshot FinalMockUp.jpg even if it is just one attachment per area for now. It would make this become one step closer to reality. =)


Dzonatas Sol added a comment - 29/Jul/07 10:56 AM
If people like this new inventory design, vote for it here. Otherwise, create a new sub-task off the main task for another potential design.

Monalisa Robbiani added a comment - 01/Aug/07 12:12 PM
Being a furry this is extremely useful. My av is full all the time, so I cannot even hold a can of soda.

WarKirby Magojiro added a comment - 05/Sep/07 05:49 AM
So what would the right click menu look like when choosing an item?

When you scroll to Attach to..


Haravikk Mistral added a comment - 19/Sep/07 01:42 AM
Exactly as it does now, except maybe that instead of listing items attached to each point, it would give you a number indicating how many items are there. An extra menu may be useful for 'replace' which allows you to replace all items at an attachment point with an item.

However the idea is that this new inventory view would be your primary location for manipulating attachments. With the current options for bulk adding still available (add to outfit or replace outfit).


WarKirby Magojiro added a comment - 21/Oct/07 03:24 PM
I have an idea for an addition to this. Added my mockup of the Edit > Detach Objects menu.Went with 30 as a max number. Seems like a good thing. Also note the deliberate omission of attach points which have nothing on them. Those are a waste of screenspace and inefficient.

Haravikk Mistral added a comment - 22/Oct/07 03:30 AM
Thanks for adding that!

However, would it not be neater to do it with a second sub-menu?
Imagine:
You select "Detach Object", a sub-menu listing all attachment points with things on them appears (e.g right ear (2), chest (3) etc.).
When you mouse-over one of these (e.g chest (3)) a second sub-menu appears, listing everything attached to that location. If you then select something from this menu, it will be detached from your avatar.

I'm not able to do mock-ups at the moment, so hopefully the description gets the idea across.


Soft Linden added a comment - 08/Sep/08 09:21 AM
Removing the source code component or "affects version" - this doesn't deal with source specifically