[opensource-dev] Open Development project: extending avatar wearables

Brent Tubbs brent.tubbs at gmail.com
Wed Mar 24 18:48:11 PDT 2010


I like this idea a lot.  While we're talking about about increasing
flexibility though, why have a low hardcoded limit to the number of layers?
 The new tattoo and alpha layers are great, but what comes next, and how
long do we keep hardcoding more specific layers?  If someone wants to layer
on ten tattoos at once, let's let them!  At some point it makes sense to
throw away the pre-defined layers and just call them 1 through n.

On the other hand, some content creators sell items in separate under-layer
and tattoo friendly over-layer packs.  I imagine some of them would be
pretty upset if the layer restrictions on all the products they've sold were
suddenly removed.

Brent

On Wed, Mar 24, 2010 at 6:21 PM, Glen Canaday <gcanaday at gmail.com> wrote:

>  Nyx,
>
> Oh, I actually do have one functionality idea / request: rather than
> allowing the creator to dictate the clothing layer of a wearable, can we
> allow the wearer themselves choose where it goes? I can't tell you how many
> times I've had to not wear something because the original creator did not
> have the foresight to put it on a layer that makes sense for that wearable,
> nor include a copy that goes onto the desired layer.
>
> We might have a tattoo layer now, but most places are not offering that,
> nor are very many people using 2.0. It would be nice to be able to choose
> that a tattoo goes *under* the underpants since most people sell tats on the
> unders layer and will until 2.1 or 2.2 is widely used. If we get to choose
> which of which multiple-wearable goes on top at *wear* time and not *
> creation* time, it allows for far more flexibility in customizing an
> avatar's look.
>
> Just my $0.02, but it's hard to justify having multiple layers in my mind
> without doing it this way.
>
>
> --GC
>
> On 03/23/2010 12:58 PM, Nyx Linden wrote:
>
>   The current iteration of the appearance floater needs to go away. The
> current implementation has been held together with chicken wire, bubble
> gum, and duct tape. It works for now, but it won't hold up to the
> addition of multiple wearables of a given type. The currently designed
> plan is to extend the appearance sidebar to pick up the extra
> functionality of editing a saved outfit and editing of individual
> wearables. I think the flow between the different stages (selecting your
> outfit, editing your outfit, editing a wearable item) should be pretty
> useful and intuitive. I'll be posting our initial design thoughts once
> we get the appropriate channels set up (forums most likely).
>
> I will remind you, however, that this project is specifically about
> extending the avatar functionality. Yes there is a UI element here, and
> I'm open to discussion of various ways of presenting the UI for these
> specific features, given that the ideas are 1) easy to use and intuitive
> and 2) still able to be done within the given timeframe.
>
> It sounds, however that you're asking for the ability to "tear off" any
> of the sidepanels into independent floaters. This is good feedback, and
> a perspective that a number of residents share, but this project is not
> the one that is capable of doing that. We have a design team and a
> "Viewer interactive" team that is in charge of the overall design and
> GUI implementation of the major elements of the viewer. I'm pretty sure
> that they're already aware of this feedback, but I'll send it their way
> again.
>
> Let's keep discussion of the multi-wearables functionality on-target,
> please :)
>
> -Nyx
>
> Bryon Ruxton wrote:
>
>
>  Could you please stop putting everything into that sidebar as the only
> way to access stuff. You’ve kept wanting to make this “communicator
> window “ before into a single un-detachable block. And despite many of
> use hating it and asking for you to make separate floaters, (or at
> least give us that option), you keep attaching everything all together
> again in that sidebar. This is an ill conceived approach for many of
> us, who are used to identify specific panels at a specific position of
> our choice on the screen just like . Blending it all together makes it
> harder in that sense.
>
> I recall LL hiring a guy who worked on the Tivo interface which is a
> great one for its purpose. But the viewer is a much more complex
> interface. I see too much of the Tivo formula into this “drawer”. The
> worse part is that the sidebar buttons are stuck on the left side and
> actual move with the sidebar panel itself. That seems wrong. Button
> should stay at the same place on the right in an Adobe fashion for
> distinction purpose.
>
> I wish you had studied and adopted the approach of the Adobe UIs with
> stackable and detachable panels and buttons on the right side (which
> always stay there). Their approach is a much better solution in my
> view that this drawer type, which is a huge waste of space right now
> and adding to the required amount of clicks to get somewhere.
>
> In short, please reserve an option for detachable floaters as much as
> possible, and please
> consider the Adobe approach for a more flexible and customizable
> sidebar(s) for Version 2.x.x
>
> Thank you
>
> On 3/22/10 8:06 PM, "Nyx Linden" <nyx at lindenlab.com> <nyx at lindenlab.com> wrote:
>
>     Good question! There is still a lot of detail left out of these
>     descriptions, but we are planning on moving the UI in the
>     appearance editor into the sidebar, along with creating a new
>     outfit editor UI. You will still see the results of the changes
>     you are making on your avatar in-world in real time. There will
>     still be an "editing appearance" mode as you have now, it will
>     just be accompanied by a panel in the sidebar instead of a
>     separate floater.
>
>     - Nyx
>
>     On Mon, Mar 22, 2010 at 6:56 PM, Argent Stonecutter
>     <secret.argent at gmail.com> <secret.argent at gmail.com> wrote:
>
>
>         On 2010-03-22, at 12:45, Nyx Linden wrote:
>
>             1) A new panel to edit what is stored in your saved outfit
>             without
>             creating a new one.
>             This will include both an inventory view and a view of
>             your outfit
>             itself, so you can drag items from your inventory to your
>             outfit without
>             having an extra floater open
>             2) Editing of wearable items (body parts and/or clothing
>             objects) in the
>             sidebar, selectable from the outfit editor
>             3) Removal of the appearance floater
>
>
>         I have a concern about this, where it comes to editing outfits
>         containing prim parts. You have to see them in world, you
>         can't just edit them in a sidebar window, because you may need
>         to edit them with reference to objects in world.
>
>         If I'm mistaken about what "removal of the appearance floater"
>         means, in the context of a UI designed to allow you to edit
>         outfits without having to wear them, then I'll be happy to be
>         corrected.
>
>
>
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