✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
BOM Layer Order Optimization: Move Universal Layer Beneath Tattoo Layers
Currently, the Bakes on Mesh (BOM) baking stack places the Universal Layer above standard Tattoo Layers. Because the Universal layer covers all texture channels simultaneously, using it to distribute a full skin (Head, Torso, Legs, and auxiliary parts) completely cakes over and hides a resident’s existing inventory of standard Tattoo layers—including makeups, hairbases, and body art. As a result, creators are heavily discouraged from utilizing the Universal layer for complete avatars, forcing its use to be almost entirely restricted to isolated attachments like mesh ears. Moving the Universal layer's position in the baking hierarchy to sit directly under Tattoo layers and directly above the System Skin layer would fully unlock its original design potential. Use Cases & Community Benefits • Complete-in-One Asset Creation: Skin creators could leverage a single Universal layer file to package an entire avatar skin. This includes simultaneous coverage of the head, body, left/right ears, custom eye textures, fingernails, and auxiliary channels without forcing residents to give up their cosmetics. • Massive Inventory De-cluttering: Instead of a customer having to locate and wear separate system skins, auxiliary body appliers, and independent tattoo layer extensions for specialized mesh parts, everything fits perfectly into one clean wearable asset. • Seamless Customization Workflow: Residents could wear a complete full-body baseline asset via the Universal layer while safely overlaying their existing library of traditional standalone tattoos, hairbases, and cosmetic makeups right on top of it. • No Structural Disadvantages: Because the Universal layer natively supports alpha masking and transparency channels across its target outputs, positioning it underneath specialized tattoo cosmetics introduces no regressions to traditional layout styling or transparency blending. Proposed Technical Change Modify the server-side and viewer-side texture composition pipeline so that the texture baking order stacks as follows (from top/visible to bottom): [Upper Layers: Jackets, Shirts, Underwear, etc.] Tattoo Layers (User-reorderable cosmetics, makeups, hairbases) Universal Wearable Layers (Unlocks baseline full-body/asymmetric texture baking) System Skin Layer (The absolute baseline texture)
2
·
Avatars
·
tracked
Allow manual control of bone scaling in shapes for advanced users
As I understand it, the avatar Shape sliders work by changing the XYZ scaling values of the avatar's skeleton bones and collision volumes. Specifically, each slider changes a combination of multiple scaling values at once, across a limited range, as you move the slider between 0 and 100. There's nothing inherently wrong with this. But as anyone who has played with the Poser tool in viewers like Alchemy and Black Dragon can tell you, the possibilities for customizing your physique are vast when you can edit the XYZ scaling values of each individual bone and volume (though of course, these edits are local and not visible to other users). A handy comparison for those familiar with Skyrim is the RaceMenu mod. Skyrim's character creator has dozens of values which control the shape of faces, but these are hidden and the vanilla game only gives a small list of presets for controlling generalized facial features. The RaceMenu mod gives the player the ability to directly edit these hidden values, greatly increasing customizability. Similarly I'd like to propose the ability for users to customize their avatar shape by manually editing the scale of individual skeleton bones and collision volumes, on each individual axis, across the full range of 0.0 to 2.0 scale, instead of using the generalized and limited sliders of the current Shape Editor. The option to do this would completely blow the lid off of avatar customization, allowing fine control of every aspect of your avatar and opening up infinite possibilities for much more diverse body shapes and sizes of all kinds. Obviously this would be an alternative to the current shape editor, not a complete replacement for it. The regular shape sliders do a good job of keeping bodies within (mostly) proportional and sane ranges, and the last thing anyone wants is for newbies to get frustrated when they're making a horrible mutant abomination shape for fun and accidentally save over their default shape. The advanced editor should probably go under the Developer Menu as a toggle for "Shape Editor Unsafe Mode" or something like that, to prevent inexperienced users from accidentally messing up their shapes. I assume that Shape items in the inventory only store the shape slider values and not the XYZ scale values of every individual bone, so it would probably take a lot of work to expand them and include all the necessary data. Beyond that however, I don't see any downsides. For the end user it's pure positive; infinitely more customization for those who want to dive into it, and no additional headache or complexity for those who don't. Creators aren't harmed either; rigged mesh body/clothing modelers won't need to do any extra work, as they're still creating for the same basic shape system as always. Mesh body creators should indeed benefit, as "unlocking" the shape system in this way makes every single rigged mesh body vastly more versatile and useful to their customers. Additionally, I'm sure most of us think buying nomod shapes is a little silly, but shape makers would have far more to work with when making their products, and would get a lot of business from users who want an aesthetically well-made "advanced shape" but aren't confident in using the advanced shape editor to do it themselves. Sorry for the doozy of a post, but this is something I've had on my mind for a very long time and am very enthusiastic for. I've talked to several friends who feel the same way, and I figure it's time to get the idea out there. If anyone has any thoughts, additional benefits or downsides I didn't consider, or god forbid a technical explanation for why this is completely impossible in SL's engine, please share!
3
·
Avatars
·
tracked
Load More
→