✨ 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! ♥
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Animesh Companion Mimic Owner Animation
llObjectMimicAnimation() - Function Documentation Summary: llObjectMimicAnimation() enables an Animesh object to automatically mimic (replicate) the animations currently being played by its owner (the avatar who owns the object). This function is typically used to create animated companions, pets, or mirrored avatars that reflect the actions and animations of the user. Function Signature: llObjectMimicAnimation(integer enable); enable (integer): - Pass TRUE (1) to start mimicking the owner's animations. - Pass FALSE (0) to stop mimicking. Purpose and Use Case: This function is used to synchronize an Animesh object's movement with its owner's current animation state. Common use cases include: Animated pets or followers Avatar clones or doppelgängers Dance bots that mirror the owner's moves NPCs or characters in machinima or RP scenes How It Works: Owner Detection: - The function uses llGetOwner() to identify the avatar whose animations should be mirrored. Animation Sync: - While active, the function monitors the avatar's current animation state (e.g., walking, sitting, using a custom animation). - Any changes in the owner's animations are mirrored by the Animesh using corresponding animation names or skeleton transforms. Real-Time Playback: - Animations are played on the Animesh as soon as they are detected on the owner. - Only animations that exist in the Animesh object (or are system default animations) will be mirrored. Fallback / Idle: - If the owner goes offline or is out of range, the Animesh may stop animating or return to a default idle state. Example Use in Script: default { state_entry() { // Start mimicking the owner's animations llOwnerSay("Starting animation mimic."); llObjectMimicAnimation(TRUE); } touch_start(integer total_number) { // Toggle animation mimicking llObjectMimicAnimation(FALSE); llOwnerSay("Stopped animation mimic."); } } Requirements & Limitations: Animesh Only: The object must be a valid Animesh with a compatible skeleton. Owner Presence: Mimic works only while the owner is in the same region and only animation from object owner animation (like dance same dance or AO) One-to-One Mapping: it's a direct mirror. Permissions: The script must be running in an object owned by the avatar. Notes: This function does not require manual animation handling, making it ideal for simplified NPC behavior scripting. It's not possible to manually override the animation while mimicking is active - you must disable mimic mode first. Animation sync includes default avatar states (sit, walk, fly, swim) as well as custom animations played via HUDs or scripted objects Thank you for reading. I hope you like it same as me, and hope it can be implemented. Sorry for my english. (translated by openai, well my english is not good enough)
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