Click here to vote and follow this JIRA feature request SH-2374 to improve the way mesh works with avatars. A lot of SL fashionistas have complained about the way mesh currently forces them to adjust their avatar (especially if it's curvy or "plump"), but this JIRA would address that. As the ticket creator Maxwell Graf (a well known mesh master) explains, "It would eliminate a plethora of unavoidable problems with mesh clothing, reduce workflow considerably, open the market, allow avatars AND clothing to be worn (both mesh), one size would fit all and we could keep our physical (virtual) identities." Or as Simeon Beresford puts it even more succinctly, "The JIRA is about fitting the clothes to the avatar instead of the avatar to the clothes." So go here to vote, and be sure to select "Follow" as well, since the Lindens place more weight on tickets with a large user following.
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From what I understand of what Charlar Linden was saying I gather that they would like to do this in some way, but it is not a priority at the moment.
Posted by: Hitomi Tiponi | Tuesday, September 13, 2011 at 01:03 PM
Having said that I see it has been assigned to Sprint 28. :)
Posted by: Hitomi Tiponi | Tuesday, September 13, 2011 at 01:09 PM
Yes, priorities can be shifted sometimes :)
I know creators who are very interested in mesh, but the first pass doesn't have the features they need. I hope the system is actively refined and expanded.
Posted by: Arcadia Codesmith | Tuesday, September 13, 2011 at 02:17 PM
There is a very simple way to implement this fix, described in an attachment to that issue. The base avatar shape is morphed by the various appearance sliders. The way they interact is complex, but the end result is simple: each vertex (point) of the base avatar is moved a certain amount in X,Y, and Z relative to the "neutral" avatar shape. All you need to do is move any mesh attachment vertexes by the same amounts as the nearest vertex of the underlying base avatar, and then use the "as modified" attachment in place of the "as designed" one made for the neutral shape.
Then LL needs to tell us what appearance settings are the "neutral" or "reference" ones, so we can design to that shape. There are some more details to make it work, but the basic idea is simple: have the mesh follow the underlying avatar shape changes.
Posted by: Danielle | Sunday, September 18, 2011 at 09:32 AM