Actually, I don't mind "undies, shirt, and jacket." What I'm really
referring to is maybe 3 undies layers numbered 1,2,3. Creators can still
specify which of those three as they do now, but the user would choose
the 1, 2, 3 bit. The creator doesn't lose the ability to choose which of
the three upper layers (or two lower), so they can still specify on
which layer the items would look as intended... but the user doesn't
have to stick to "gee, do I wear the garter, the undies, or the tattoos?
But I still want to wear the glitchpants that came with the skirt..."
I think 1,2,3 is probably fine.. that gives 9 uppers and 6 lowers. There
should be a limit to keep the code simple, it's just a way bigger limit!
There are content creators that give transfer on items.. and I like it
that way. There are some (ok, one that I can name) that doesn't give
multiple layers because she gives them xfer, which I can understand. It
all comes down to smart permissions for the next person. But that's a
key issue for the creators I think.
However, they'd still get to choose that their pants go on the pants
layer - just not choose WHICH pants layer. The user would get that, and
that might curb some people's bitching at the creators! Kind of a
win-win imo...
--GC
On 03/24/2010 09:48 PM, Brent Tubbs wrote:
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 <gcana...@gmail.com
<mailto:gcana...@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"<n...@lindenlab.com>
<mailto:n...@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.arg...@gmail.com> <mailto:secret.arg...@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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