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How do I wear a collar without loosing my mesh head


GabrielleVanDerMalle
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You can make SL life easier for yourself by understanding how attachments work and making some changes. 

Avatars have 'Attachment Points'. When we attach head, hands, feet, and/or body we are using an attachment point. Attaching clothes can use the same attachment points. Thus the collar pops your head off. How appropriate for Halloween.

You can right-click any attachable item  in inventory, like head or collar, and select the attachment point. You'll see 'Attach To...' and 'Attach to HUD...' The first is for attaching things to the avatar and gives you a list of the attachment points. You can see which are used and which are open.

You can attach 38 things. If you want, you can put them all on a single attachment point. 

Depending on your viewer you can WEAR and ADD attachments. Wear generally removes anything on the attachment it plans to use then attaches it self. ADD adds the attachment to the attachment point leaving anything already attached to that point.

So, for things that use the same attachment point, you have to remember to use ADD. However... you can change an item's designated attachment point. Right-click and use Attach To... The item will remember to use the new attachment point.

Prim and sculpty attachments have position offsets. Those offsets are based on distances from an attachment point. If you change a prims attachment point it move the prim to a new place. So, attaching prim shoes to your hand puts the shoe on your hand and the shoes movs with your hand, not your foot.

Rigged mesh items are rigged to specific bones when made. No matter where you attach them they appear in the right place. Rigged/fitted shoes will appear on your feet and move with your feet even if you attach them to your nose.

So, for RLV use it is smart to let prims use their default/original attachment points. But, you can attach head, hands, feet, body, and other rigged/fitted mesh items to less used attachment points. 

Currently RLV programming has made little acknowledgement of the changes in how avatars work since the introduction of rigged mesh. So, mesh body parts and RLV tend to be a problem. I've made it tolerable by change my mesh items' attachment points.

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