+1 Carlo, the specific priority on animations has caused confusion of 
when to set them to 1, 2, 3, or 4. If it is not set correctly, then it 
could mess up the other animations.

I would like to see that confusion avoided with outfits.

Carlo Wood wrote:
> On an equal note, it's extremely annoying that the priority
> of animations is determined at creation time.
>
> Why can't I, as user, determine in what order I want animations
> to take precedence?
>
> On Wed, Mar 24, 2010 at 10:20:19PM -0400, Glen Canaday wrote:
>   
>> 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> 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> 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> 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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