✨ Feature Requests

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Update animesh size by manual edit and script
Currently we can't update animesh size and have to upload multiple versions of the mesh in different sizes, and upload all animations for each size. I did some research in the viewer's code, and it appears to me that it's extremely easy to add a feature to adjust the global size of an animesh by modifying the llcontrolavatar.cpp file. Here is the current setGlobalScale() function: void LLControlAvatar::setGlobalScale(F32 scale) { if (scale <= 0.0) { LL_WARNS() << "invalid global scale " << scale << LL_ENDL; return; } if (scale != mGlobalScale) { F32 adjust_scale = scale/mGlobalScale; LL_INFOS() << "scale " << scale << " adjustment " << adjust_scale << LL_ENDL; // should we be scaling from the pelvis or the root? recursiveScaleJoint(mPelvisp,adjust_scale); mGlobalScale = scale; } } And here is a modified version that currently takes into account the X size of the main prim: void LLControlAvatar::setGlobalScale(F32 scale) { if (scale <= 0.0) { LL_WARNS() << "invalid global scale " << scale << LL_ENDL; return; } scale *= mRootVolp->getScale().mV[0]; if (scale != mGlobalScale) { F32 adjust_scale = scale/mGlobalScale; LL_INFOS() << "scale " << scale << " adjustment " << adjust_scale << LL_ENDL; recursiveScaleJoint(mRoot,adjust_scale); mGlobalScale = scale; } } Note that I replaced mPelvisp by mRoot because using mPelvisp does not correctly adjust the animesh's movement during the animation." It works wonderfully. Of course, this modification as it stands could affect many existing animesh objects, so we need to add a parameter to the object, 'ANIMESH_SCALE_FACTOR', which would be set to 1 by default, adjustable via script and by manual editing of the object. We would then have something like this: scale *= mRootVolp->getAnimeshScaleFactor; Here is a gif, you can take a look, the 4 dogs are all the exact same animesh, I only changed there main prim X scale : https://gyazo.com/de2dc2904bcb4e6b8737514aa7db7d2c
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SL Hidden Gems Category +Explorers Guild Homebase
Right now, SL has great pieces of history and exploration culture scattered around, but nothing that functions as a home for hidden gems, little-known places and especially Mole secrets. Other MMOs have “Explorers’ Guilds” that celebrate discovery and the MMOs history. I’d love to suggest a very lightweight version of that idea for Second Life; something focused entirely on exploration for residents who enjoy wandering off the beaten paths. The talented and busy Moles hide fun details in their work, but there’s no official list, no hints, and no “start here” point. Discoveries spread by word of mouth or Flickr. Some bloggers collect “strange places,” but they’re not maintained long‑term, and none of them are official. Many new and even long-term residents aren't aware that the Moles exist and are a real team with a long history or that SL has lore, inside jokes, and environmental storytelling scattered everywhere. An explorers guild home base would help surface that history in a fun and low-pressure way. There is more to SL than meets the eye! An in‑world Explorers Guild homebase, built by the Moles, could offer clues or hints, giving explorers a place to start. Something that piques interest. No new systems or gamification are required. It might also help to add an “SL Hidden Gems and Little-Known Places" category to the destination guide on SL's website to make this kind of content more visible. Thanks!
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