✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
Integration between CasperVend and Marketplace Listings
I’d like to know if there is currently any way to link CasperVend vendors with Marketplace listings — meaning, when I add a new product to the Second Life Marketplace, it would automatically appear in one or more of my CasperVend inworld vendors. My idea is to create an inworld gallery-style store, where all products available on the Marketplace are also visibly displayed inworld using CasperVend vendors. Ideally, I’d love to be able to: 💡 Automatically sync my Marketplace inventory with selected CasperVend vendors. 💡 Choose which products appear on each vendor (e.g., categorizing them by theme, product type, etc.). 💡 Allow customers to buy directly from the vendor inworld, while still being counted as a Marketplace sale (or at least maintaining stock/pricing consistency). Why this would be useful: 💡 Creators wouldn’t have to duplicate every product manually between the Marketplace and inworld stores. 💡 Promotes better inworld shopping experiences, while benefiting from Marketplace organization. 💡 Keeps product info, prices, and availability consistent across platforms. 💡 Encourages hybrid shopping behavior — browsing inworld, buying wherever is more convenient. 💡 Saves time for merchants who manage large catalogs. If something like this already exists, I’d appreciate some guidance on how to set it up. If not, I think it could be a powerful feature worth considering for future development, especially as Second Life continues to support both inworld and web-based commerce. ♥ Thank you! ♥
6
·

tracked

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.
5
·

tracked

Load More