[opensource-dev] Open Development project: extendingavatar wearables

Carlo Wood carlo at alinoe.com
Thu Mar 25 10:48:09 PDT 2010


The advantages of this:

* Automatic insertion that makes sense
* No need to edit (no-mod) items

The disadvantage:

* Still can't wear a shirt over a jacket, or
  a designated "undie" over a "pants".
* Giving an outfit to someone else might
  change unexpectedly change the order in
  which the items were stored (?)

On Thu, Mar 25, 2010 at 12:08:54PM -0400, Nyx Linden wrote:
> Wow great discussion so far - these are a lot of the issues I've been 
> thinking on for a good while now, and I'm glad they're being brought up 
> immediately.
> I'm still working on getting the forums set up, where this conversation 
> would ideally take place, but in the meantime, I'll try to respond on-list.
> 
> We're trying to make the system as flexible as possible. Think of it 
> this way: you have a bunch of 'categories' or 'slots' - one for each 
> type of wearable (pants, shirts, jackets). Inside each category, you can 
> have multiple items up to a reasonable maximum. When you "wear" a shirt, 
> it gets added to the top of the list of shirts that you are wearing. If 
> you don't want it to be on top, you can push it down below other shirts.
> 
> For example, let's say you're using an avatar with the below clothing:
> 
> shirts:
>     * blue shirt
>     * green shirt
> pants:
>     blue jeans
> shoes:
> socks:
> jacket:
>     *winter coat
> gloves:
> undershirt:
>     * White T
> underpants:
> skirts:
> tattoos:
>     * dragon tattoo
> alpha masks:
>     * super leg hider
> 
> and you click "wear" on an item that is a red shirt. your new appearance 
> would be:
> 
> shirts:
>     * red shirt
>     * blue shirt
>     * green shirt
> pants:
>     blue jeans
> shoes:
> socks:
> jacket:
>     *winter coat
> gloves:
> undershirt:
>     * White T
> underpants:
> skirts:
> tattoos:
>     * dragon tattoo
> alpha masks:
>     * super leg hider
> 
> there is not a concept of a "shirt1" slot, vs "shirt 2" etc - the list 
> of your shirts can change size according to how many shirts you want to 
> wear at the time. The order in which you wear your clothing is 
> completely up to the end-user who is constructing the outfit.
> 
> a couple things to note with this approach:
> 1) the listed order of clothing probably will change to something that 
> makes a bit more sense.
> 2) the list is wearable-focused, not texture-focused. Hence tattoos 
> won't be split up into upper/lower/head, as they are a single wearable item.
> 3) the "order" will be able to be changed frequently and will not 
> require any change to the item itself - only how it is stored in 
> inventory. Hence, you don't need mod privs to re-order a shirt.
> 
> Thus, pants are not inherently set to "pants 3", they're just pants! The 
> consumer of said pants will determine if there are any other pants above 
> or below it. This has the other advantage of allowing you to take a 
> single pair of pants ("blue jeans") and having it be the bottom layer in 
> one outfit, and the 3rd layer in a different outfit, even if they refer 
> to the same wearable item!
> 
> I hope that clarifies the proposed design - I hope to get more detailed 
> information up in a central location sometime next week. In the 
> meantime, keep poking at the proposal on-list!
> 
>  -Nyx
> 
> 
> 
> Dzonatas Sol wrote:
> > Kitty wrote:
> >   
> >> If someone sells a full-top + high pants combination they wouldn't have to
> >> struggle with defining which shirt layer goes on top of which other one by
> >> messing with numbers - since those will still result in conflicts with what
> >> it's being worn in combination with - but you just leave it up to the user.
> >> If they want the bottom of the top tucked into the pants then they just
> >> arrange the top under the pants. Or vice versa.
> >>
> >> It also solves the issue where you're limited to what the creator felt like
> >> providing you with and working with clothing items is much more natural than
> >> working with clothing layers that only clumsily map to what they represent.
> >>   
> >>     
> >
> >
> > This is where I think a outfit list should be hierarchal  to allows 
> > someone to wear multiple outfit (lists).
> >
> > For example, let's say this outfit list is already being "worn":
> >
> > Outfit "Worn":
> > * Upper-body
> > ** Shirt
> > ** Undershirt
> > * Lower-body
> > ** Underpants
> > ** lower-tattoos
> >
> > Here is another outfit list (as Kitty suggested):
> >
> > Outfit "Kitty's":
> > * Upper-body
> > ** full-top
> > * Lower-body
> > ** high-pants
> >
> >
> > If we take Kitty's outfit and 'add to' the worn outfit (with default 
> > order), we get:
> >
> > Outfit "Worn":
> > * Outfit "Kitty's":
> > ** Upper-body
> > *** full-top
> > ** Lower-body
> > *** high-pants
> > * Upper-body
> > ** Shirt
> > ** Undershirt
> > * Lower-body
> > ** Underpants
> > ** lower-tattoos
> >
> > No priority numbers had to be given in the above lists to see that 
> > layers near the top of the list appear as the outer-most layers to bake. 
> > With the lists above, *both* the creator of the outfit and the wearer of 
> > the outfit have full flexibility to change the priority of the layers, 
> > with mod or no-mod. Keywords, like "Upper-body" slots, can appear 
> > anywhere in the hierarchies multiple times.
> >
> > With the list hierarchy like above, the program that bakes the layers 
> > only needs to start at the bottom of the list to bake the first layer, 
> > and step up the list to bake the next layer, until it reaches the top. 
> > The keywords like "lower-body" and "upper-body" only denote where (or 
> > how) the textures (in sub-lists from that keyword) are baked onto the 
> > avatar.
> >
> >
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> 
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-- 
Carlo Wood <carlo at alinoe.com>


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