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I have recently released a very basic, single layer, open source, female mesh body, (Ruth Too RC3), with a basic skin applier HUD and alpha-cut HUD. (Available on the MarketPlace for free.) I am looking at making it Omega capable for access to a lot more clothes. Since BoM appears to still be quite a ways off, I'm assuming I will need to create onion layers for the mesh body to accommodate skin, tatt, undies and clothes. Is there a more or less standard or recommended way of doing layers? I have seen at least one mesh body have all the layers combined as one attachment, but I am considering creating separate attachments for each layer to avoid unnecessary complexity if you don't need a tatt layer and/or underwear layer, (just don't attach it). I am also looking for recommendations as to the best way to create appliers to be most compatible with clothing makers/skin makers/Omega/etc. (Perhaps another forum focusing on LSL might be better for this?) I am pretty capable at LSL. So, I should be able to implement a decent applier interface, but I have no clue how most creators do their appliers for mesh bodies. The skin applier I have for Ruth is open source, uses UUIDs and a Config notecard. Since this is completely open, it obviously won't work for commercial skins, but it shows how I implemented it for Ruth. Any recommendations for implementing a creator friendly applier interface would be appreciated. ~Sean