llSetLinkAttachmentPoint
tracked
Ghostship Captain
Ability to make individual prims within a linkset follow any attachment point, not just the attachment point the root prim is occupying.
This would enable certain attachments with clickable prims to be combined; alleviating attachment limit woes.
*EDIT: Clarification for anyone else who misunderstands. A skinned mesh (incorrectly termed "rigged" in SL) cannot be scripted with a touch event, which is the entire point of my request.
Additionally, as is also true in Kristy's example use case, the user needs to be able to reposition the prim wherever they please. Setting bone weight via the script would make this impossible.
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Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
Miles Doge
Having something like this would play perfectly into a longstanding idea I've had planned in my mind for the longest time.
I've always wanted to create an attachment based, animesh robo companion, who would not only stand/walk/run/roam with my avatar, but also have the option to cling to my back with some kind of separate "backpack" form!
rhet0rica Resident
Just having a llSetAttachmentPoint() for the whole linkset would be great, honestly—there's currently no way to e.g. put a weapon on your back or switch hands without a second copy. This could probably be done by overloading llAttachToAvatar(), though.
Phate Shepherd
rhet0rica Resident This is all I need. The ability for a script to set a default attachment point for the linkset or change attachment point on the fly.
Jasdac Stockholm
I hope this works for animesh also
Vincent Nacon
Would be better if we could set which bone in the armature system with a weight value.
Ghostship Captain
Vincent Nacon: Not at all. If I want something skinned I'll skin it. This isn't what I'm asking for. If you want that feature open a separate feature suggestion.
Vincent Nacon
Ghostship Captain: It is, actually. That's how attachment works, but they get full 1.0 weight to that only one "attachment point" and no others.
Ghostship Captain
Vincent Nacon: Ah apologies. I thought you were misunderstanding what I meant, but it was vice versa. Rigged mesh can't be scripted with a touch event, and can't be repostioned. But yes, if we could set weight to more than one attachment bone that would be cool, I see now!
Vincent Nacon
Ghostship Captain: Yeah, rigged mesh is much more complex to do, the script need to know which vertex that you want to change the weight. But for normal prim attachment, you're only applying to the root position. So not only with this suggestion we could switch a "pencil" prim from hand to chest (pocket), we could blend between more than one point. Could be useful for some kind of item/avatar animation.
Extrude Ragu
Vincent Nacon: Although I agree with the premise, a weight for a single bone would do nothing, you need at least two bones for weights to do anything.
I do like the bone idea though, would be useful for placing unrigged prims/mesh in certain areas, especially physics enabled parts of the body this would be quite useful for.
Kristy Aurelia
This would enable quite a lot of different use cases.
For example:
I’ve made a set of headphones, and they use two copies – main and a decoy – to create a ‘take-off put-on’ effect, by communicating with each other to show/hide appropriately. The main set of headphones sits on the head, and the decoy set is around the neck. The reason they need different attachment points is so when the avatar animates, the neck version of the headphones does not move with the head animations. The decoy version does not even need to be around the neck, the user could attach it to their hand, or position them on a backpack, or anywhere else that fits their style. Function to change attachment point would eliminate the need for the second copy of the item, reducing attachment slot use, avatar complexity, as well as requiring less scripts, as they would not need to communicate with each other, and also make synchronizing scale, textures, tint colour between them a lot easier.