✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
Multiple Partner Slots / Top 5 Partnership System
Summary: I would like to request that Second Life expand the existing partnership system to support multiple partner slots — similar to a “Top 5” or customizable partnership list. Reasoning: The current single-partner limitation does not reflect how most residents use Second Life socially. Many users maintain complex relationship networks that include romantic partners, long-term friends, creative collaborators, D/s partners, polyamorous families, or other meaningful connections that cannot be represented within a single partnership slot. Benefits: • More accurate social representation: A multi-partner system would better reflect the diverse types of relationships that residents maintain. • Reduced platform workarounds: Users currently rely on profile picks, alts, or group titles to represent partnerships, which is inefficient and inconsistent. • Support for polyamorous and multi-role connections: Many residents participate in consensually non-monogamous or multi-partner structures, which currently have no formal representation in the viewer’s social tools. • Enhanced community engagement: Offering additional partner slots encourages deeper in-world social bonding and adds flexibility for roleplay communities, families, and collaborative teams. • Optional participation: Residents who prefer a single partner could keep the system as-is, while those who need multiple slots could opt-in to additional partner spaces. Suggestion: Introduce a system such as: • Multiple partner slots (e.g., 3–5) • Optional labels or categories for each slot (e.g., Romantic Partner, Best Friend, Creative Partner, Poly Partner, D/s Partner, etc.) • Flexible settings for privacy and visibility • Backwards compatibility for users who prefer one partner only Conclusion: Expanding partnership options would modernize Second Life’s social tools and reflect the platform’s long-standing diversity in romantic, social, and creative relationships. Implementing a multi-partner system would improve accuracy, reduce confusion, and better support the realities of resident social life in Second Life.
0
Nonbinary avatar shape (and just more dynamic base avatar shape settings)
As many of us know there is a huge variety of avatars in Second life. It’s a wonderful part of the platform that just allows unlimited expression. However something very old remains from history, an unspoken unnoted legacy setting. Despite all the advancements over the years, the base/classic avatar shape setting still only allows Two Binary options: Male or Female. This hasn’t fully limited expression though, many creators have found workarounds over the years. Many workarounds just involve setting the base avatar shape for non-human and gender neutral/fluid avatars to female as it allows more variety in size and structure due to odd bulkiness of the SL male avatar. And while it’s all good and fine they are still just workarounds for the lack of a gender neutral base shape. It also leads to one of the ways scripts can try and guess a users chosen gender (OBJECT_BODY_SHAPE_TYPE) to end up with the wrong result and misgendering users in many cases. If it was just a hard system limitation that would be extremely hard to fix this would be understandable why it’s left this way. However again looking at ( https://wiki.secondlife.com/wiki/OBJECT_BODY_SHAPE_TYPE ) it seems to indicate it’s a RANGE from [0.0, 1.0] which if true means the base avatar system from the beginning has always supported a Gender range from Female to Male and yet the shape editor in the viewer still only allows only two options… Again the question is why? Thus I propose a third gender neutral option combining mostly based on the dynamic range of size of the female avatar for backwards compatibility with the non overlapping male avatar sliders unlocked. This would solve the issues of a binary choice and allow even more customization of the basic avatar shape.
23
·
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
·
tracked
Load More