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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