✨ 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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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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