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Issue Details (XML | Word | Printable)

Key: VWR-951
Type: New Feature New Feature
Status: Reopened Reopened
Priority: Normal Normal
Assignee: Unassigned
Reporter: Ur Jun
Votes: 34
Watchers: 6
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1. Second Life Viewer - VWR

Ability to disable default avatar

Created: 30/May/07 06:07 AM   Updated: 11/Nov/09 09:39 AM
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Component/s: Avatar/Character
Affects Version/s: None
Fix Version/s: None

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 Description  « Hide
Many custom avatars use invisprims or body crushers to hide the mandatory body shape.

Please add an ability to completely disable the rendering of a user's Avatar/Shape.

The simplest approach, for a user, would be a toggle function in LSL;

llSetDisplayAvatar(FALSE);

This could then be placed in the state_entry() of a prim attachment, and the corresponding function placed in state_exit().

This would make custom avatars much cleaner and more accurate (invisprims render quite strangely and also strip shiny/bumpy from any prim attachments that overlap).



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Simon Nolan added a comment - 31/May/07 08:55 AM
Duplicate of VWR-812 (though the suggested way of getting an invisible avatar is somewhat different).

Haravikk Mistral added a comment - 07/Jun/07 10:36 AM
Hmm, I posted the alpha for skin-layer suggestion, but being able to essentially remove the entire avatar (or parts of the avatar geometry) would be better as it means nothing gets rendered at-all. I'm not sure about using a script for it though, as currently scripts don't really have access to functions to actually have an affect on an avatar. Certainly if we had the ability to do it using clothing perhaps? Or skin-layers having the ability to toggle parts on and off. But for individual attachments it could get a bit haphazard.

Haravikk Mistral added a comment - 09/Jun/07 04:58 AM
Why was this closed? It may be a duplicate /problem/ (not being able to hide the avatar), but it isn't a duplicate solution. Both this request and mine are attempting to provide a solution to the avatar always being visible, but they are very different solutions in the end. This one actually removes parts of the avatar, while mine allows you to make it transparent (partially or fully). Both solutions have different pros/cons as mine allows you to remove the base avatar but still have skin-tattoos applied, allowing for per-pixel transparency, however since it doesn't actually remove any of the avatar's geometry, even if you make the thing fully invisible it will be rendered (see VWR-173). However this idea would actually remove entire chunks of the avatar, including clothing layers and such (I expect) which has its own advantages as it means I could wear a pair of trousers I like but also have digigrade legs for example, without the trousers having to be specifically designed for those legs. It is however uncertain in how exactly it should be implemented and probably more complex to do.

Thus I've re-opened this issue; same problem, different solution.


Peridot Reisler added a comment - 14/Oct/07 09:59 AM
I've been looking for a function like that since I first started trying to poke at SL. It's tricky when you want to scrap the avatar and customize it because you end up with a big pile of body parts floating around behind you in an invisiprim. The biggest issue I can see concerning this is, how to interpret user input if the avatar object is not there? It sure won't be able to jerk around spastically as it runs. Any prim that disabled the avatar this way would also have to provide a control() function.

It might be a better idea to let us replace the avatar with a prim; linked, sculpy or whatever. The avatar mesh would be available as a stock object, but we could also set the "avatar prim" to a cube or a ball or something. Of course if you did this without a control() script in that avatar prim, you'd be stuck in place until you clicked "Restore Default Avatar Object" or something. But with logic to control and attach stuff, it would be a lot more effective (in my mind) than not rendering the avatar completely and any prims created would not be considered the avatar. How do you attach a prim to your avatar, if your avatar isn't being rendered?


LaeMi Qian added a comment - 20/Nov/07 03:00 PM - edited
I'd like an extra panel in appearance with checkboxes to turn off individual body segments

L-foot
R-foot
L-lowerleg
R-lowerleg
L-upperleg
R-upperleg
pelvis_area
abdomen
chest
head
hair <-- no point rendering it shrunken inside the head if you are using prim hair!
eyes
L-upperarm
R-upperarm
L-lowerarm
R-lowerarm
L-hand
R-hand

This would simply turn off the rendering of that part - it would still be there as far as attachment points, etc. goes - you would WANT it to still be there if you were, say, replacing the rendered foot with a prim-based skelitel foot, or a tubular robot foot.

In fact, any time you were completely covering a body part with a prim (furries come to mind) you may as well turn off the rendering of that part.


Coadey Concord added a comment - 18/Feb/08 07:04 PM
Duplicate of VWR-812

Haravikk Mistral added a comment - 04/Mar/08 09:24 AM
This is not a duplicate of VWR-812; VWR-812 proposes a completely different solution to the same problem (can't get rid of base avatar parts).

Sveid Heidenstam added a comment - 31/Mar/08 10:03 AM
I've seen this suggestion before, and the basic idea is certainly a good one. However, would it not be better to have more control than even LaeMi suggests? The best idea I've heard is to allow for a visibility alpha map you could place over the whole avatar as you would a skin, however it would determine what parts are visible, and possibly even how visible. I suspect this would be the all around best way to address the problem.

Katiri Hynes added a comment - 08/Jan/09 11:27 AM
LaeMi's suggestion is very good. I'd propose an "Advanced Avatar" option for being able to open this menu.

I was thinking about this last night, I'd add eyelashes as well.

Also sliders for size for each part; To allow each body part to scale to allow small and large customized avatars. Would be a great first step towards a more modern looking avatar.


JaKoPo Vendetta added a comment - 15/Aug/09 08:19 AM
The is a debug settings in the Advanced menu that can hide all the body, but it will show again if you rebake or relog

Advanced->Debug Settings-> renderAvatarInvisible


Adeon Writer added a comment - 11/Nov/09 09:32 AM - edited
LSL code applies to the simulator, it cannot interact with the rendering of avatars without an entire rewrite of the entire system. VWR-812 solution makes much more sense, is pending, and is far less trivial.

While the idea of this jira is good: Be able to uncheck parts of avatars, it absolutely can't be script based.
Checkboxes in edit appearance would be far more possible, perhaps this could be an additional feature of the Avatar Mask inventory type being created in VWR-812. (If it isn't already.)