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If you were logged in you would be able to see more operations.
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File Attachments:
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1.
avatar_lad.xml (273 kB)
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Issue Links:
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Duplicate
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This issue is original of duplicate:
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VWR-14233 Looking at the avatar_lad.xml file on attachment points.
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SVC-3635
Treat attachment points as lists rather than just one attachment per point
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SVC-3620
Ability to attach more than 1 object at any one place of avatar
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Relates
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This issue Relates to:
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VWR-1065 More avatar attachment points including a Belt clothing item with 8 attachment points
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This issue is related to by:
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VWR-8067 Convert Attach/Detach Object menus into a floater
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VWR-15589 Allow for things like the avatar_lad.xml file to be unique per avatar
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SVC-345 Meta-Issue: Avatar Improvements
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| Linden Lab Issue ID: |
SL-57489
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Sub-Tasks:
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All
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Open
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| Sub-Task Progress: |
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The problem; people want to be able to put more than one attachment on the same place!
The proposal therefore is simple; instead of 1 attachment per attachment point, we have a hard limit of 31 attachments in total, which you can distribute any way you like. Be it 2 each across 15 attachment points with 1 to spare, or all 31 attachments on your left ear. It's up to you, perfect if you have prim-hands/gloves and want to carry a shield, staff or sword for example!
This overall allows more flexibility, and allows for things such as furry avatars that can have both prim-hands/paws AND can hold objects, or to wear armour and have a separate tail (integrating one into armour is not nice as you lose the ability to rotate independently). There are probably benefits to humans too =)
Thoughts on implementation:
Unless things have changed since I last read about it, attachments are currently implemented as an array of object-keys, whereby each key points to an attachment, and the position in the array represents an attachment point (so the key in slot 1 may point to an attachment for your left ear, NULL_KEY in slot 7 may mean there is nothing on your right shoulder etc.).
Easiest way to implement multiple attachments per-point would be with a variable length list of attachments which can go no larger than 31. Each entry in this list contains a key pointing to the attachment itself, and an integer value, which indicates the location on the avatar that this attachment should go.
This is no more complex than an array of slots, and simply requires the client to iterate through the list attaching objects to the corresponding attachment point as they arrive. It also allows additional attachment points to be added more easily since it just requires a new constant and programming on the client-side, no changes to the data-structure.
UI representation:
For UI solutions to the problem of how to represent and manipulate multiple attachments per attachment point, please see the sub-tasks to this issue.
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Description
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The problem; people want to be able to put more than one attachment on the same place!
The proposal therefore is simple; instead of 1 attachment per attachment point, we have a hard limit of 31 attachments in total, which you can distribute any way you like. Be it 2 each across 15 attachment points with 1 to spare, or all 31 attachments on your left ear. It's up to you, perfect if you have prim-hands/gloves and want to carry a shield, staff or sword for example!
This overall allows more flexibility, and allows for things such as furry avatars that can have both prim-hands/paws AND can hold objects, or to wear armour and have a separate tail (integrating one into armour is not nice as you lose the ability to rotate independently). There are probably benefits to humans too =)
Thoughts on implementation:
Unless things have changed since I last read about it, attachments are currently implemented as an array of object-keys, whereby each key points to an attachment, and the position in the array represents an attachment point (so the key in slot 1 may point to an attachment for your left ear, NULL_KEY in slot 7 may mean there is nothing on your right shoulder etc.).
Easiest way to implement multiple attachments per-point would be with a variable length list of attachments which can go no larger than 31. Each entry in this list contains a key pointing to the attachment itself, and an integer value, which indicates the location on the avatar that this attachment should go.
This is no more complex than an array of slots, and simply requires the client to iterate through the list attaching objects to the corresponding attachment point as they arrive. It also allows additional attachment points to be added more easily since it just requires a new constant and programming on the client-side, no changes to the data-structure.
UI representation:
For UI solutions to the problem of how to represent and manipulate multiple attachments per attachment point, please see the sub-tasks to this issue. |
Show » |
made changes - 15/Jul/07 07:54 AM
| Field |
Original Value |
New Value |
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Link
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This issue Relates to VWR-1065
[ VWR-1065
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made changes - 17/Jul/07 10:36 AM
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Status
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Open
[ 1
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Resolved
[ 5
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Resolution
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Needs More Info
[ 4
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made changes - 28/Jul/07 01:40 AM
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Resolution
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Needs More Info
[ 4
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Status
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Resolved
[ 5
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Reopened
[ 4
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made changes - 28/Jul/07 12:43 PM
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Status
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Reopened
[ 4
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Resolved
[ 5
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Resolution
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Needs More Info
[ 4
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made changes - 29/Jul/07 03:53 AM
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Status
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Resolved
[ 5
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Reopened
[ 4
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Resolution
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Needs More Info
[ 4
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made changes - 01/Aug/07 05:28 AM
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Description
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This is actually two issues in one. The first being the main issue, the second being a suggestion which makes the first one more feasible/easier to use:
The problem; people want to be able to put more than one attachment on the same place!
The proposal therefore is simple; instead of 1 attachment per attachment point, we have a hard limit of say...20 attachments in total, or a limit based on prim-count (favoured, possibly with different costs per prim-type and only premiums can have more, but possibly a bit too controversial for some).
The second, complimentary addition is a new tab in inventory which allows you to easily managed these. This way the basic interface may remain much the same, "Replace outfit" will do just that, detaching all current attachments and attaching the new ones. "Add to outfit" would add on-top-of the current items, putting multiple attachments per point as required.
However, this new tab in inventory would come in extremely useful when it comes to managing your attachments. It is simply an "Attachments" or "Worn" tab. What it does is instead of showing inventory, it shows the current status of your avatar's body. As such, folders will now represent body parts by section, and (in the appropriate places) will show what items are attached or clothes are worn at that location.
I'll give an example which will hopefully enforce it a bit. Please not that in this a > represents a closed folder, while < represents an open one. Meanwhile an equals represents an attachment/clothing item. Also not that hyphens (-) are used simply to indent the lines to indicate what folder they reside within. I dunno how to do <pre> style tags, if anyone does please comment!
Example:
< My Avatar (11)
- = Renara Skin
- > Head (1)
- > Upper Body (5)
- < Lower Body (5)
- - = Forest Camo Chaps
- - = Forest Camo Bikini Briefs
- - > Pelvis (1)
- - > Left Hip
- - > Right Hip
- - > Left Upper Leg
- - > Right Upper Leg
- - < Left Lower Leg (1)
- - - = Renara Digigrade Leg Left
- - > Right Lower Leg (1)
- - > Left Foot (1)
- - > Right Foot (1)
Hopefully that gives you an idea. Basically things are categorised first by skin/clothing categories (head, upper, lower) into which such garments will go, after which we have narrower categories as used by attachment points, into which will go our attachments. This system would make it easy to see what you have an where, as well as quickly remove items, or (with another window open) drag and drop one or more items onto the location you want. As you may also have noted, nice little counts can be provided beside each location to show how many attachments a folder has in total, there could possible be two coloured numbers, one for attachments (if any) and one for clothes (if any).
This overall allows more flexibility, and allows for things such as furry avatars that can have both prim-hands/paws AND can hold objects, or to wear armour and retain a separate tail (integrating one into armour is not nice as you lose the ability to rotate independantly). There are probably benefits to humans too =)
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This is actually two issues in one. The first being the main issue, the second being a suggestion which makes the first one more feasible/easier to use:
The problem; people want to be able to put more than one attachment on the same place!
The proposal therefore is simple; instead of 1 attachment per attachment point, we have a hard limit of 31 attachments in total, or a limit based on prim-count (favoured, possibly with different costs per prim-type and only premiums can have more, but possibly a bit too controversial for some).
The second, complimentary addition is a new tab in inventory which allows you to easily managed these. This way the basic interface may remain much the same, "Replace outfit" will do just that, detaching all current attachments and attaching the new ones. "Add to outfit" would add on-top-of the current items, putting multiple attachments per point as required.
However, this new tab in inventory would come in extremely useful when it comes to managing your attachments. It is simply an "Attachments" or "Worn" tab. What it does is instead of showing inventory, it shows the current status of your avatar's body. As such, folders will now represent body parts by section, and (in the appropriate places) will show what items are attached or clothes are worn at that location.
I'll give an example which will hopefully enforce it a bit. Please not that in this a > represents a closed folder, while < represents an open one. Meanwhile an equals represents an attachment/clothing item. Also not that hyphens (-) are used simply to indent the lines to indicate what folder they reside within. I dunno how to do <pre> style tags, if anyone does please comment!
Example:
< My Avatar (11)
- = Renara Skin
- > Head (1)
- > Upper Body (5)
- < Lower Body (5)
- - = Forest Camo Chaps
- - = Forest Camo Bikini Briefs
- - > Pelvis (1)
- - > Left Hip
- - > Right Hip
- - > Left Upper Leg
- - > Right Upper Leg
- - < Left Lower Leg (1)
- - - = Renara Digigrade Leg Left
- - > Right Lower Leg (1)
- - > Left Foot (1)
- - > Right Foot (1)
Hopefully that gives you an idea. Basically things are categorised first by skin/clothing categories (head, upper, lower) into which such garments will go, after which we have narrower categories as used by attachment points, into which will go our attachments. This system would make it easy to see what you have an where, as well as quickly remove items, or (with another window open) drag and drop one or more items onto the location you want. As you may also have noted, nice little counts can be provided beside each location to show how many attachments a folder has in total, there could possible be two coloured numbers, one for attachments (if any) and one for clothes (if any).
This overall allows more flexibility, and allows for things such as furry avatars that can have both prim-hands/paws AND can hold objects, or to wear armour and retain a separate tail (integrating one into armour is not nice as you lose the ability to rotate independantly). There are probably benefits to humans too =)
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made changes - 09/Oct/07 10:49 AM
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Linden Lab Issue ID
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SL-57489
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made changes - 12/Oct/07 07:38 AM
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Description
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This is actually two issues in one. The first being the main issue, the second being a suggestion which makes the first one more feasible/easier to use:
The problem; people want to be able to put more than one attachment on the same place!
The proposal therefore is simple; instead of 1 attachment per attachment point, we have a hard limit of 31 attachments in total, or a limit based on prim-count (favoured, possibly with different costs per prim-type and only premiums can have more, but possibly a bit too controversial for some).
The second, complimentary addition is a new tab in inventory which allows you to easily managed these. This way the basic interface may remain much the same, "Replace outfit" will do just that, detaching all current attachments and attaching the new ones. "Add to outfit" would add on-top-of the current items, putting multiple attachments per point as required.
However, this new tab in inventory would come in extremely useful when it comes to managing your attachments. It is simply an "Attachments" or "Worn" tab. What it does is instead of showing inventory, it shows the current status of your avatar's body. As such, folders will now represent body parts by section, and (in the appropriate places) will show what items are attached or clothes are worn at that location.
I'll give an example which will hopefully enforce it a bit. Please not that in this a > represents a closed folder, while < represents an open one. Meanwhile an equals represents an attachment/clothing item. Also not that hyphens (-) are used simply to indent the lines to indicate what folder they reside within. I dunno how to do <pre> style tags, if anyone does please comment!
Example:
< My Avatar (11)
- = Renara Skin
- > Head (1)
- > Upper Body (5)
- < Lower Body (5)
- - = Forest Camo Chaps
- - = Forest Camo Bikini Briefs
- - > Pelvis (1)
- - > Left Hip
- - > Right Hip
- - > Left Upper Leg
- - > Right Upper Leg
- - < Left Lower Leg (1)
- - - = Renara Digigrade Leg Left
- - > Right Lower Leg (1)
- - > Left Foot (1)
- - > Right Foot (1)
Hopefully that gives you an idea. Basically things are categorised first by skin/clothing categories (head, upper, lower) into which such garments will go, after which we have narrower categories as used by attachment points, into which will go our attachments. This system would make it easy to see what you have an where, as well as quickly remove items, or (with another window open) drag and drop one or more items onto the location you want. As you may also have noted, nice little counts can be provided beside each location to show how many attachments a folder has in total, there could possible be two coloured numbers, one for attachments (if any) and one for clothes (if any).
This overall allows more flexibility, and allows for things such as furry avatars that can have both prim-hands/paws AND can hold objects, or to wear armour and retain a separate tail (integrating one into armour is not nice as you lose the ability to rotate independantly). There are probably benefits to humans too =)
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The problem; people want to be able to put more than one attachment on the same place!
The proposal therefore is simple; instead of 1 attachment per attachment point, we have a hard limit of 31 attachments in total, which you can distribute any way you like. Be it 2 each across 15 attachment points with 1 to spare, or all 31 attachments on your left ear. It's up to you, perfect if you have prim-hands/gloves and want to carry a shield, staff or sword for example!
This overall allows more flexibility, and allows for things such as furry avatars that can have both prim-hands/paws AND can hold objects, or to wear armour and have a separate tail (integrating one into armour is not nice as you lose the ability to rotate independently). There are probably benefits to humans too =)
Thoughts on implementation:
Unless things have changed since I last read about it, attachments are currently implemented as an array of object-keys, whereby each key points to an attachment, and the position in the array represents an attachment point (so the key in slot 1 may point to an attachment for your left ear, NULL_KEY in slot 7 may mean there is nothing on your right shoulder etc.).
Easiest way to implement multiple attachments per-point would be with a variable length list of attachments which can go no larger than 31. Each entry in this list contains a key pointing to the attachment itself, and an integer value, which indicates the location on the avatar that this attachment should go.
This is no more complex than an array of slots, and simply requires the client to iterate through the list attaching objects to the corresponding attachment point as they arrive. It also allows additional attachment points to be added more easily since it just requires a new constant and programming on the client-side, no changes to the data-structure.
UI representation:
For UI solutions to the problem of how to represent and manipulate multiple attachments per attachment point, please see the sub-tasks to this issue.
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made changes - 05/Nov/07 03:36 AM
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Link
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This issue is related to by SVC-345
[ SVC-345
]
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made changes - 22/Dec/07 02:27 AM
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Workflow
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jira
[ 10971
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jira-2007-12-21
[ 25602
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made changes - 22/Dec/07 02:39 AM
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Workflow
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jira
[ 25602
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jira-2007-12-21
[ 26283
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made changes - 22/Dec/07 03:26 PM
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Workflow
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jira-2007-12-21
[ 26283
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jira-2007-12-22
[ 32673
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made changes - 22/Dec/07 03:49 PM
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Workflow
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jira-2007-12-21
[ 32673
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jira-2007-12-22
[ 34731
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made changes - 22/Dec/07 08:46 PM
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Workflow
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jira-2007-12-22
[ 34731
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jira-2007-12-22a
[ 39863
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made changes - 22/Dec/07 10:02 PM
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Workflow
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jira-2007-12-22
[ 39863
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jira-2007-12-22a
[ 43831
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made changes - 22/Dec/07 10:25 PM
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Workflow
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jira-2007-12-22
[ 43831
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jira-2007-12-22a
[ 45188
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made changes - 17/May/08 08:09 AM
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Link
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This issue is related to by MISC-1200
[ MISC-1200
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made changes - 19/May/08 07:37 AM
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Priority
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Major
[ 3
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Low (nice to have)
[ 5
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made changes - 21/May/08 12:27 PM
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Priority
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Low (nice to have)
[ 5
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Major
[ 3
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made changes - 31/Jul/08 04:24 PM
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Link
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This issue is related to by VWR-8067
[ VWR-8067
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made changes - 13/Nov/08 11:08 AM
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Workflow
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jira-2007-12-22a
[ 45188
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jira-2008-11-14
[ 64753
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made changes - 13/Nov/08 11:30 AM
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Workflow
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jira-2007-12-22a
[ 64753
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jira-2008-11-14
[ 72723
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made changes - 13/Nov/08 05:01 PM
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Workflow
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jira-2008-11-14
[ 72723
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jira-2008-11-14a
[ 97479
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made changes - 13/Nov/08 05:16 PM
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Workflow
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jira-2008-11-14
[ 97479
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jira-2008-11-14a
[ 103057
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made changes - 13/Nov/08 05:25 PM
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Workflow
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jira-2008-11-14
[ 103057
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jira-2008-11-14a
[ 106733
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made changes - 13/Nov/08 05:40 PM
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Workflow
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jira-2008-11-14
[ 106733
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jira-2008-11-14a
[ 112085
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made changes - 13/Nov/08 06:10 PM
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Workflow
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jira-2008-11-14
[ 112085
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jira-2008-11-14a
[ 122787
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made changes - 13/Nov/08 06:37 PM
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Workflow
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jira-2008-11-14
[ 122787
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jira-2008-11-14a
[ 132785
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made changes - 13/Nov/08 06:56 PM
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Workflow
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jira-2008-11-14
[ 132785
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jira-2008-11-14a
[ 140056
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made changes - 06/Jan/09 05:27 AM
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Link
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This issue is original of duplicate SVC-3620
[ SVC-3620
]
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made changes - 07/Jan/09 01:09 PM
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Link
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This issue is related to by SVC-3635
[ SVC-3635
]
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made changes - 21/Jan/09 06:01 AM
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Link
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This issue is original of duplicate SVC-3635
[ SVC-3635
]
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made changes - 21/Jan/09 06:01 AM
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Link
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This issue is related to by SVC-3635
[ SVC-3635
]
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made changes - 21/Jul/09 05:30 AM
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Link
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This issue is related to by VWR-14788
[ VWR-14788
]
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made changes - 21/Sep/09 12:04 PM
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Link
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This issue is original of duplicate VWR-14233
[ VWR-14233
]
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made changes - 30/Sep/09 01:31 PM
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Affects Version/s
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1.23
[ 10470
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Affects Version/s
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1.22
[ 10430
]
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Affects Version/s
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Source code
[ 10012
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made changes - 18/Nov/09 01:16 PM
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Link
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This issue is related to by VWR-15589
[ VWR-15589
]
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