✨ Feature Requests

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Possible lower-cost alternative to cloth simulation / flexi mesh - Velocity Bones.
Some kind of cloth simulation would be great, I think everyone agrees on that. Except that it's computationally very expensive, and while it's practical in a game where you've only got one main character and care can be taken to avoid much simulation happening at any one time, SL needs to render up to a hundred (sometimes more) "main characters" at a time. There's already a feature request in for some kind of cloth simulation tracked here: https://feedback.secondlife.com/feature-requests/p/weighted-clothing-material-with-collision -- in the thread people have discussed some things like collision volumes to stop the mesh intersecting, which was always a problem with the old flexi solutions too. All these things would be great, but maybe there's a computationally cheap way we can at least get part of the way? People have tried things using spare bento bones and animating, but that doesn't coincide with actual avatar movements, so it's really no more than a gimmick. I admit this is a bit beyond my wheelhouse, but I had a crazy idea, spoke to a few people about it, and they seem to find it intriguing, so I'm bringing it here. I call it "Velocity Bones". Imagine we have an extra (or maybe a few) bone in the skeleton, which mirrors existing bones, but all motion is delayed . When you move your avatar, the velocity bone starts moving a second behind the rest of your avatar, and stops moving a second after it. When you play an animation, the velocity bones will animate as per their mirror bones, but start a second later. This gives a bone that rigged mesh can be weighed to, which will be where you just were a second ago, and catch up with you when you come to rest. For example, imagine a ponytail with the end of the tail weighted to this velocity bone. You move left, the ponytail will trail to the right. You stop, the end of the tail catches up with you. You jump down from something, it bounces upwards. You dance, the end of the tail takes a little time to catch up with the top of the tail, giving a basic simulation of inertia. This doesn't solve collision problems, doesn't allow for things being moved by wind, but otherwise could provide us with something akin to what people used to use flexi for with attachments. We could have a cape flowing behind us, that moves dynamically as we fly. We could have moving hair. Clever people might even be able to put a bit of reasonably convincing movement into a dress with it. Best of all, it should be pretty computationally cheap. As I say it's beyond my technical wheelhouse -- I'm not sure how practical it would be to split-animate a skeleton in this way. However people have been crying out for flexi mesh or something for years, and since the idea occurred to me I thought I'd throw it out there and see if it gets any traction.
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Content Creation
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Add a "Selection Lock" toggle and position safety boundaries to prevent lost objects.
Title: Editor Improvement: Add a "Selection Lock" toggle and position safety boundaries to prevent lost objects. Description: > Editing objects in Second Life can currently be unforgiving, often resulting in lost inventory. I would like to propose two major quality-of-life improvements to the build/edit menu: Selection Lock Toggle: Instead of requiring the user to continuously hold down the left mouse button while manipulating or holding an object, add a "Lock Selection" button. This prevents accidental de-selection if a mouse click slips. Basically you cant click off the object by accident when edit lock is on. Also have a rerun edit object button encase it shoots off in the distance you can return the locked object. Some times return to last known position does not work on edit linked a glitch perhaps and it shoot some place ware you cant find it. Velocity/Distance Safety Cap: Implement a safeguard that prevents objects from accelerating into outer space or off the region bounds during edit slip-ups. This is a critical issue when handling rare, no-copy/mod objects that become permanently lost when they shoot past draw distance or off-region. The reason I need this is because I build huge towns and cities. When I am editing a massive house made of many different parts and I use edit linked, it is incredibly easy to accidentally click off an object while moving it. When that happens, trying to find and re-select that one tiny detail piece or invisible prim again can be almost impossible without tearing the whole build apart. Other times I am editing invisible prim in a wall or door and if they lose selection its a real game to re select them again. Us who spend long hours editing in game who have 1000s of hours working on a project will thank you if this is implemented.
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Content Creation
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