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Chellynne Bailey
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16 hours ago, Chellynne Bailey said:

As requested at the Creator Meeting, a Jira has been constructed for the Insertion of Textures into the Bake Stack. It is here: https://jira.secondlife.com/browse/BUG-216137?

I have a couple questions about how things are currently stored.  Are the attachments we see in appearance stored in one list? Or is what we see actually the compilation of several stored lists? There's been a bit of discussion about the best way to indicate where to put something in the stack, and it'd be nice to know how things are done now.

Also on a related note, has there been any thought about simplifying the current scheme and getting rid of some of the layers?  Currently, all they do is force System Layer creators to create more than one layer for their items since everything seems locked to it's own layer. 

 

The baking service uses the contents of the avatar's Current Outfit Folder, which is made up of links to items elsewhere in that avatar's inventory. I've made a JIRA requesting the ability to create these links by script and to also allow the use of items outside of the inventory: https://jira.secondlife.com/browse/BUG-216146

This is the list of possible wearables/textures in each of the three main bake areas, from top to bottom. There can be multiples of any of the item types that can be moved up and down within that layer space:

HEAD - Alpha (cuts through all layers,) Tattoo, Skin

TORSO - Alpha, Jacket, Shirt, Gloves (arms only), Undershirt, Tattoo, Skin - only the Gloves and Tattoo items cover the hands

LEGS - Alpha, Jacket (only to mid-thigh and with no crotch coverage, Pants, Socks (only to "stocking top" level), Underpants, Tattoo, Skin - only the Socks and Tattoo items cover the feet.

Nobody has been "forced" to create more than one layer for each item since 2009. Before then people made items on multiple layers because you could only wear one of each type of wearable, but this was increased to five of each type with Viewer 2 which also introduced tatoos and alphas. (Now you can wear up to 60 or so of the same item). After this some makers still provided multiple layers of items because you can remove an item from each stack directly from the right-click avatar menu without going through "Appearance" and it only works with the top item on that stack, so it could be easier to wear your pantyhose on "Pants" and your panties on "Underpants." Also, a "clothing" item that covers the entire body like a wetsuit needed an item for the top bake and an item for the lower bake.

I saw more misinformation in the JIRA - someone said "Nobody has a 1024 by 1024 skin yet." Actually it's been possible to make skins and wearables with 1024 by 1024 textures for years and many makers did that despite their automatically being scaled down by the bake process. The beta grid now has 1024 by 1024 bakes and you can see these items at full resolution now. The change is particularly dramatic on tattoos.

Also - "you need to have your eyebrows over your eyeshadow." If you get eyeshadow on your eyebrows you're doing it wrong. Layering is only significant when the physical areas the textures are on overlap.

Edited by Theresa Tennyson
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On 4/21/2018 at 3:12 PM, Chellynne Bailey said:

I have a couple questions about how things are currently stored.  Are the attachments we see in appearance stored in one list? Or is what we see actually the compilation of several stored lists? There's been a bit of discussion about the best way to indicate where to put something in the stack, and it'd be nice to know how things are done now.

As the previous reply mentioned, the appearance info is stored in the current outfit folder. The somewhat detailed description of how this works is:

  • Current Outfit Folder is a special folder in your inventory. It doesn't contain items directly, but rather contains links to items that actually live elsewhere in your inventory. The main reason we store links rather than just copying items into the current outfit folder is to allow you to have multiple outfits that all use the same no-copy items.
  • You can also have any number of other outfit folders, so you can save your current appearance to an outfit and then restore it later. These also contain links to items.
  • An outfit can contain various things. It should contain exactly one of each of the "body part" wearables, which are skin, shape, hair, and eyes. It can contain several each of the "clothing" wearables, such as shirts, jackets, tattoos and so on. There is a limit of 60 on total number of wearables in an outfit (I think this does not include the required body part wearables). The outfit can also contain objects, which are non-wearable attachments. Fitted meshes are objects, but objects could also be sculpts, simple prims, etc.
  • Ordering of wearables is first done by type. For example, skin is always below tattoos, which are always below shirts, which are always below jackets.
  • For wearables of the same type, ordering information is stored for each wearable, and the ordering can be changed using the outfit management UI. (Internally, the ordering for a wearable is stored in the description field of the link, which is normally invisible. So the order of an item is a property of the outfit, rather than a property of the item; you could have the same item in multiple outfits, with a different ordering in each one.)
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On 4/22/2018 at 4:31 AM, Theresa Tennyson said:

Also - "you need to have your eyebrows over your eyeshadow." If you get eyeshadow on your eyebrows you're doing it wrong. Layering is only significant when the physical areas the textures are on overlap.

1

I know cut lid is rather popular right now, but traditionally shadow frequently touches the brow. And given that brows vary in thickness depending on who draws them, the chance for overlap is high.  Even looks that LOOK like they don't go that high, often have soft shimmers or other effects right under the brow for highlight that would look awful layered over the brow. 



 

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