more attachment points
tracked
Log In
Zy Butcher
Link rigged mod mesh together so you save attachment points. I use less than 10 most of the time.
Cloud Python
Because the average avatar doesn't already have 2-3 million triangles and coming close to 1GB worth of textures or anything...
Moo Boo
I'm upvoting this but let's be real, LL won't let this be a thing 'till SL is basically a wasteland and no one's around to see it anyways.
Pro tip:
Rez out the stuff on the ground and link it all together.
I typically use a dozen deformers and these I all link into one object so that I don't need to waste 5-6 attachment slots on it. Same with fur, I have 3 linked into one item. Same with facial piercings and head mods, I'll rez out the head and link all piercings and mods to the head and then pick it up with a custom name so I remember which copy has what items included etc.
This typically breaks any scripts within the item(s) and so I make sure to set any settings that I'd like (colour / state etc) and then remove any script from the item before linking it all together.
By linking it together you can technically have unlimited attachments.
Sylvie Jackman
Moo Boo Doesn't work with no-mod deformers, btw
Miabella Ethereal
Moo Boo Unh? I am not sure where you hangout but the places I go easily have 50-101 avatars almost daily. Real players no bots.
Zanya Resident
A good head, body, and hair can take up 8 attachment points just on their own, and basic utility HUDS another 6-8, so this is long overdue. At least another 10 would account for mesh bodies and parts without substantially affecting lag.
Lindinha Hyun
It would be very good
Rheia Silvercloud
For individuals with particularly complex avatars, especially furry ones, one ends up easily hitting attachment cap in some cases just including ones' head, ears, eyes, mouth, tail, HUD for the head et al, hair, hands, feet, body, body HUD, then clothing and any additional HUDs needed. The cap, while satisfactory for human basic avatars, breaks once one slides to many if not all forms of non-human, be it furry, alien, etc., that uses unusual or non-human body parts. While understandable that this cap may have been put in place to prevent computers from 2011 from being overwhelmed, especially in a modern mesh environment, it has become an increasingly tight straitjacket since.
steph Arnott
Rheia Silvercloud, nothing to do with computers from 2011, it is because of several factors such as broadband date downloaded packet and LL server sim load. LL has to find a goldylocks mean else vast majority will have data capping implimented by service providers. Result sim crash, massive lag avitar complixity reduced to under cap limit.
Rheia Silvercloud
steph Arnott To be honest, it's also about client-side issues, and those are built for lowest system possible to run SL circa 15 years prior. The sim itself, which isn't actually displaying the avatar (and thus suffers no lag regardless), isn't the primary point of issue here. The client, which DOES have to display the avatar at the chosen level of detail (dependent upon client settings) is the bottleneck and possible point of failure. Thus, LL sets things up with the idea that SL must run "acceptably" (a term as variable as I could possibly imagine, as I have never to this day seen what that means in terms of hardware vs. performance) on a machine approximately 66% of the age of SL in the first place. Currently, even a modest (and no longer commonly used, possibly defunct) service such as Digital Subscriber Line can handle the actual data bandwidth.
Ebirin Resident
Rheia Silvercloud to be fair, furry avis have less of an issue there, as the parts are mod most of the time, so you can go to a sandbox, rez everything and link it together. I usually have the body separate, but link tail, ears, head, paws and one unrigged attachment together.
Human stuff creators usually don't give a mod option, so that's an issue for them.
Though as somebody doing a silly minigame on SL that uses stuff that breaks once it's linked together, and needs to attach 6 things just for it to work... yeah. ~50 attachment points should be more than plenty
AlettaMondragon Resident
YES! 150 at least!!!
Sylwia Obolensky
AlettaMondragon Resident 😁
SL Feedback
marked this post as
tracked
SL Feedback
Hello, and thank you for your feature request regarding more attachment points. This is indeed a popular suggestion among our residents. We found that another resident had previously brought this up in Second Life's previous bug tracking system (BUG-232322). We are merging your comments with the existing request to help prioritize it. While we don't have an estimate on when this might be implemented, please keep an eye on future updates. We appreciate your input and hope you continue to share your ideas to help improve Second Life. Thank you! ♥
Rheia Silvercloud
SL Feedback Another option, though one likely highly controversial in the eyes of both creators and Linden Labs would be to enforce bodies, heads, and other attachment / rigged items to be Copy/Mod/No-Trans, thus allowing the items to be linked together seamlessly to eat only one single attachment point. The same for clothing. This one change would permit avatars to make use of TWO attachment points if all body parts are linked and all (rigged) clothing items are linked, leaving only unrigged props and attachments as free-floating. This same method would also stop single-point overcrowding (too many attachments on a single point such as the Right Hand).
Ebirin Resident
Rheia Silvercloud To be fair, if a user knows how to link stuff, they can also know how to change the worn on attachment point, making sure to not wear everything on the default position.
Though you gotta not expect everybody to know how to link stuff. A surprisingly huge amount of people on SL might spend a lot of time and money on the platform, but don't know simple modding tasks like creating physics, changing a texture or even just uploading a texture.
AlettaMondragon Resident
Rheia Silvercloud An interesting idea. I always wondered why it was important to most human mesh body creators to keep their bodies no mod. Unless it's some obsolete misconception of copybotting, I really can't see the reason behind it. This way it's not only that you can't link other things to them or their parts together, or fix shine issues without complicated HUDs, but we can't have separate left arm BOM tattoos on most bodies, even though the feature has been implemented in 2020. 6 years later only 3 major human mesh bodies have the feature, one only because it's modifiable, and if you don't want to use those bodies because of other reasons, then no left arm tattoo for you. It is nonsense given how expensive some clothes are even for one body, really discouraging people from switching to another body - even if the huge butt and short arms issues weren't a thing in those.
Rheia Silvercloud
AlettaMondragon Resident You would be correct in the fact a large number of designers, both of clothing and of bodies, operate under the mistaken beliefs of a) no mod means it is somehow protected against copybotting or unauthorized alteration and b) that no-rez scripts or heavily broken-when-rezzed models prevents copybotting, especially of rigged mesh. Having attempted to discuss this matter a few years ago, I have found that attempting reasoned, logical discourse and discussion resulted in little more than being accused of being a "botter" myself, since how else would one even know how these things work. Sadly, that mentality maintains itself to this day.
In a few cases, I have also seen it that designers do not want their items linked, apparently under the belief that doing so destroys the uniqueness of their brand / name, which must be maintained.
AlettaMondragon Resident
Rheia Silvercloud It's the story of witchcraft in the modern day. At least we didn't get burned yet. That's apparently the overall progress we've made in 500 years. If we know how something works (or at least how it doesn't work) that some people are afraid of, they'll still say we're evil too.
As for the integrity of the image of a brand, that's really up to the creators, but especially when they limit features and obviously don't know how to make certain things, it is very disappointing. Then I just won't spend more than L$2500 on a body, since it takes a few thousands more to make it work and look how I want. Well almost, but still no left arm BOM. It should be as simple as hiding nails, but apparently isn't worth the minimal effort to implement it as a HUD feature for most creators.
Rheia Silvercloud
AlettaMondragon Resident The last thing about no-mod I've seen, though far less frequently, has been designers feeling strongly that people whom are not
artists
(read not them or with their particular skill set) sully the design by having "amateur" textures put on it. It's been said to me a few times, but is still definitely a minority especially when compared above.