✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
Save BoM Tattoo/Layer Ordering as a reusable preset (similar to Shapes)
Hello Linden Lab Team, I’d like to suggest an improvement that would provide a significant quality-of-life benefit for many users, especially those who frequently change outfits and use wardrobe tools. Problem: The ordering of BoM tattoos (and classic wearable layers in general) can be adjusted in the Appearance/Outfit window under Details (wrench/key icon). However, the layer ordering is currently only saved within the specific outfit that was stored. This means: even if a user wears the exact same set of attachments and the same BoM tattoos, the ordering can still be wrong when the outfit is worn through external wardrobe tools (e.g. CTS Wardrobe or similar systems), or when parts are rebuilt from inventory. As a result, users often have to manually fix tattoo ordering again and again. Suggestion: Please add a way to save BoM tattoo/layer ordering as a standalone preset, similar to how Shapes are saved as separate inventory items. For example: A new inventory asset type such as “Layer Order Preset” This preset could then be included when saving an outfit, and also manually applied when needed Benefits: Much faster outfit switching for users with complex BoM setups Less frustration and fewer manual corrections Better compatibility with wardrobe/dressing tools that many residents rely on Improves usability for roleplay, creators, and users with multiple style variations This would make BoM-based styling more reliable and bring it closer to the workflow quality we already have with Shapes. Thank you for considering the suggestion!
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Wearable (BOM) Layer slots for Materials (specifically)
As an applier creator for body materials and tattoos for mesh bodies using the SLUV - it is tiring and quite redundant to program applier scripts for each body (and heads) that I would like to support. It would be an infinately more efficient system overall for all bodies if they could simply utilize a specified UUID channel that grabs those textures from a BOM wearable to get directly applied as materials on the rigged mesh wearable. Something like additional AUX layers that had multiple channels for normal and specular (or even PBR materials) for head/body UV in them. Almost all mesh body wearers have updated to BOM skin for bodies and heads, and often struggle with adding and removing materials in HUD based systems. Implimenting a system like this would make changing materials on bodies easier for base line consumers who are about to experience materials for the first time when all viewers have updated to PBR. Along with this request, I need to stress the importance of 2K bakedown service for these materials to be worth making a BOM asset. The payoff being - bodies would not need to add another stack of scripts to compensate for PBR materials on their mesh bodies and heads, which consumers are already wanting. Addressing 2K BOM requests with the ability for materials to also be BOM would greatly combat an increase in constantly running scripts in bodies and heads, and would make the entire community much happier for it!
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