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Vir Linden

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  1. At last, the inside story can be revealed! Why did we call it Bento? Err, unfortunately it's not very exciting, but here it is: When we first started the project, it was being kept under wraps. We didn't want word to get out that we were working on the "Skeleton Extension Project" because we weren't sure how feasible it would actually be to extend the skeleton. We needed a code name so we could talk about the project internally and with a small group of content creators, but we didn't want the name to give anything away in case it leaked out. So I picked Bento as a an internal code name. There wasn't any particular reason for that name, although there was a sushi place near the office that we went to fairly often, so that might have been part of the inspiration. After that the name just stuck, even after it wasn't secret; by the time the feature shipped it had been publicly discussed as Bento for a long time, so we just continued calling it that.
  2. Following up on the discussion of nesting outfits inside folders: I mentioned above that this sort of works. You can make folders and store outfits inside them. However, it's not supported as well as it should be - there are are places where the UI gets into a strange state when you have nested folders, and possibly other issues we haven't identified yet. Ansariel's note above probably identifies part of the problem. We will be working on fixing these issues as we identify them. The question of whether/how to allow for "partial outfits" like collections of hud-related content, or nesting things inside a given outfit, is a separate topic for future discussion.
  3. If you have an outfit folder that contains links to the items (which is the way it should normally work), then you can change the ordering of items within the outfit. This is in the edit outfit floater - in the Second Life viewer, you can right click yourself and pick "edit my outfit". Inside that floater, you see a list of worn items. If you hover over an item that can be reordered, there will be arrows next to it. Click the arrows to move the item up or down within the stack. (Details are probably different for Firestorm) Reordering only applies to items of the same type, so you can change the ordering of different tattoos, but ordering between different item types is fixed - for example, shirts will always appear over tattoos.
  4. I don't think that really matches the intent of outfits. A high level container for outfits is not itself an outfit. For example, if you want to group together all your formalwear, you could create a Formalwear folder, and put your tuxedo outfit, and your spangly dress outfit, under the Formalwear folder. Formalwear should not be an outfit, because you would never wear it; you would only wear one of its children, which are actual outfits.
  5. I think you're right, Outfits and My Outfits are probably the same thing. Could you try with the default SL viewer and see if it works for you there? Can grab the viewer at https://secondlife.com/support/downloads/
  6. Could you give me details on what specific steps are not working for you? I'm testing with the SL default viewer, and can do: Right click on My Outfits, pick "New Folder". This makes a new non-outfit folder that can be used for grouping Drag an existing outfit into that new folder Right click that new outfit and pick "replace current outfit" Is that enough to be able to manage groups of outfits? It's possible that these are more recent changes that have not been brought into Firestorm yet - if the issue only exists in Firestorm you would need to check with them.
  7. Sorry, it's a little confusing. anim isn't really a file format; it's just a binary dump of what the viewer uploads when it's creating a new animation. With bvh, you start with a file format and specify various options, and the combination of all that animation + option info gets sent up to create an animation. A .anim file is roughly equivalent to taking all the animation data out of a bvh, and then adding all of the various options chosen in the bvh floater - so you're bypassing the preview and option selection stages and skipping straight to upload. I say "roughly" equivalent because the bvh uploader also tries to do some optimizations on the uploaded animations, which using .anim skips. It would probably make sense to allow the preview and option selection stages to be done for .anim as well, using the options specified in the selected .anim as the starting values. A possible feature for another time...
  8. There are a couple of different issues here: - The dark ambient on mainland is caused by an environment setting that's actually stored for each region. At one point the default setting had too-dark ambient lighting (which has since been fixed) and the mainland regions had their environment information set during that time. Unfortunately there isn't any simple way to change these settings for all the mainland regions. We are looking into options but the situation is likely to persist for a while. - The mesh shininess issue is being worked on now, and we will get a fix out in a viewer as soon as we can. Hopefully this one can be resolved more quickly.
  9. The wiki article (actually knowledgebase in this case) is at https://community.secondlife.com/knowledgebase/english/bakes-on-mesh-r1512/
  10. Unfortunately, it affected everyone. The viewer was not originally written with the possibility in mind that new channels would be added to existing wearable types. I believe we've changed things so that this may be possible in the future (assuming a viewer based on the BOM codebase)
  11. This is a bug. We charge a complexity cost for active (non-invisible) channels on the system avatar, 200 per channel. With BOM we added 5 new channels but the logic for determining whether those channels are "visible" on the system avatar is not right. In fact those channels are never visible on the system avatar because the avatar doesn't even use those channels. So we wind up overcharging by 5x200 = 1000. I have a fix for this in the muscadine project viewer.
  12. Bloodsong, re: your questions: 1. You can set faces to use baked textures without using a script. Edit the object and go into the texture picker, then pick "Bake" and select which baked texture you want using the dropdown. 2. We've had a lot of requests for Bakes on Animesh, and it is a possible future project. For more info about Bakes on Mesh, you may also want to check out the knowledgebase article:
  13. Body layers isn't a very clear description, I'll see if we can tweak the wording there. As we've talked about in the forum, universals go right above tattoos and below other clothing. We are planning to add more documentation about the clothing/outfit system in general too, since that hasn't gotten much coverage recently.
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