✨ Feature Requests

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Update animesh size by manual edit and script
Currently we can't update animesh size and have to upload multiple versions of the mesh in different sizes, and upload all animations for each size. I did some research in the viewer's code, and it appears to me that it's extremely easy to add a feature to adjust the global size of an animesh by modifying the llcontrolavatar.cpp file. Here is the current setGlobalScale() function: void LLControlAvatar::setGlobalScale(F32 scale) { if (scale <= 0.0) { LL_WARNS() << "invalid global scale " << scale << LL_ENDL; return; } if (scale != mGlobalScale) { F32 adjust_scale = scale/mGlobalScale; LL_INFOS() << "scale " << scale << " adjustment " << adjust_scale << LL_ENDL; // should we be scaling from the pelvis or the root? recursiveScaleJoint(mPelvisp,adjust_scale); mGlobalScale = scale; } } And here is a modified version that currently takes into account the X size of the main prim: void LLControlAvatar::setGlobalScale(F32 scale) { if (scale <= 0.0) { LL_WARNS() << "invalid global scale " << scale << LL_ENDL; return; } scale *= mRootVolp->getScale().mV[0]; if (scale != mGlobalScale) { F32 adjust_scale = scale/mGlobalScale; LL_INFOS() << "scale " << scale << " adjustment " << adjust_scale << LL_ENDL; recursiveScaleJoint(mRoot,adjust_scale); mGlobalScale = scale; } } Note that I replaced mPelvisp by mRoot because using mPelvisp does not correctly adjust the animesh's movement during the animation." It works wonderfully. Of course, this modification as it stands could affect many existing animesh objects, so we need to add a parameter to the object, 'ANIMESH_SCALE_FACTOR', which would be set to 1 by default, adjustable via script and by manual editing of the object. We would then have something like this: scale *= mRootVolp->getAnimeshScaleFactor; Here is a gif, you can take a look, the 4 dogs are all the exact same animesh, I only changed there main prim X scale : https://gyazo.com/de2dc2904bcb4e6b8737514aa7db7d2c
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Fix The Blake!
Considering that boating, sailing, and diving are among the very few activities in Second Life that function reliably but also continue to attract an engaged, creative community, it’s honestly baffling that the Community Islands in the Blake Sea have been left untouched for — what is it now? — 17 years? Seventeen. That's not just a long time in virtual-world terms, it's practically a digital ice age. Meanwhile, the Blake Sea remains the central artery of Second Life — the core maritime network connecting the continents, and arguably one of the only places where the grid feels alive, immersive, and socially dynamic. Yet the infrastructure looks like something out of 2007 — because, well, it is. With all the advancements in mesh, environment systems, and scripting tools, it’s not as if the technical limitations are insurmountable. In fact, a small, focused team could probably refresh the entire set of islands in a week or less. So it raises the question: Why hasn’t this been done? Is there a fear that improving one of the most consistently active areas of the grid might accidentally make the user experience too enjoyable? Or is it just easier to roll out shiny new products and ignore the parts of the platform that people actually use and love? The Blake Sea isn’t just some peripheral backwater — it’s a living, breathing hub of user-driven content and activity. If anything deserves a little attention (and perhaps a modern texture or two), it’s this space. Or do we have to wait until Second Life’s silver jubilee for someone to dust off the prims?"
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