Uploaded image for project: 'Snowstorm'
  1. Snowstorm
  2. STORM-1672

As an Avatar/Vehicle/Jewelry designer, I want access to the Neck and Root attachment point menu options.

    Details

    • Type: Story
    • Status: Closed
    • Priority: Major
    • Resolution: Fixed
    • Affects Version/s: None
    • Fix Version/s: None
    • Labels:
      None
    • Environment:
      -
    • Test Plan:
      Hide
      1. Open the Appearance floater
      2. Click on the wrench icon to obtain Edit Outfit
      3. Open the Attachments accordion
      4. Click on Add More
      5. Right click on an object that appears in the list
      6. Mouse down to Attach To>
      7. Note the new menu entries Neck and Avatar Center
      8. Close the Appearance floater
      9. Open your inventory
      10. Open the Object folder
      11. Right click on Object 1
      12. Mouse down to Attach To>
      13. Note the new menu entries Neck and Avatar Center
      14. Attach some object to Neck
      15. Note that it is attached to your avatar's neck point
      16. Attach a different object (should be something larger than your avatar is thick, since the point is inside most avatars) to Avatar Center
      17. Note that it is attached to your avatar's center point
      18. Walk a bit, note that your avatar is animated, maybe moving up and down a bit.
      19. Note that the object attached to the center point does not move vertically with the walk animation; it glides smoothly along.
      Show
      Open the Appearance floater Click on the wrench icon to obtain Edit Outfit Open the Attachments accordion Click on Add More Right click on an object that appears in the list Mouse down to Attach To> Note the new menu entries Neck and Avatar Center Close the Appearance floater Open your inventory Open the Object folder Right click on Object 1 Mouse down to Attach To> Note the new menu entries Neck and Avatar Center Attach some object to Neck Note that it is attached to your avatar's neck point Attach a different object (should be something larger than your avatar is thick, since the point is inside most avatars) to Avatar Center Note that it is attached to your avatar's center point Walk a bit, note that your avatar is animated, maybe moving up and down a bit. Note that the object attached to the center point does not move vertically with the walk animation; it glides smoothly along.

      Description

      There are currently two bones on the avatar's skeleton that can be animated, but cannot have attached objects added; the two bones are called "mNeck" and "mRoot".

      The default avatar has always been rigged to display attachments at these locations, but their entry in avatar_lad.xml has always been omitted; it can be added easily by residents by making additional entries to the file:

          <attachment_point
             id="39"
             group="2"
             pie_slice="8"
             name="Neck"
             joint="mNeck"
             position="0 0 0"
             rotation="0 0 0"
             visible_in_first_person="false" />
        	
          <attachment_point
             id="40"
             group="6"
             pie_slice="4"
             name="Root"
             joint="mRoot"
             position="0 0 0"
             rotation="0 0 0"
             visible_in_first_person="true" />

      Uses for Neck Attachment Slot:

      • Necklaces and Collars, that track the avatar's neck properly instead of the currently available options of simply following the head or chest, which are not visually correct.
      • Full-prim/sculpt avatars cannot fully articulate every bone on the avatar as they are missing an these bone.

      Uses for Root Attachment Slot:

      • Worn-style vehicles that allow the avatar to move around freely without the attachment itself moving.
      • Auras and game-like followers/highlights around the avatar.
      • Attachment-based detail to regular sat-on vehicles to keep them under the 32-prim limit.

      Additional changes that may be necessary in addition to this XML:

      • The viewer requires these strings to be named in strings.xml
      • Explicitly typing integers already works, but for completion's sake, LSL could get named constants ATTACH_NECK (39) and ATTACH_ROOT (40) (if that is what root will be called)
      • llGetAttached() already works correctly for new attachment points and returns the new values.

      Attached are the necessary changes to avatar_lad.xml added against Second Life 2.7.2 Release. It can be used to verify the viewer is already capable of animating these entirely new attachment points. The new attachment point entries are available when right-clicking an object in inventory and choosing "Attach To"

        Attachments

          Issue Links

            Activity

              People

              • Assignee:
                Unassigned
                Reporter:
                adeon.writer Adeon Writer
                Extended Group Visibility:
                jira-users
              • Watchers:
                51 Start watching this issue

                Dates

                • Created:
                  Updated:
                  Resolved: