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| == About ==
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| In Second Life Viewer 2.4, following much beta testing, the ability to attach multiple objects to a single attachment point (also called "slot") was formally introduced. This is part of a "multi-wearables project" which also includes the earlier ability to wear up to 5 items on each clothing layer.
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| == How do I attach multiple objects to a single point? ==
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| # Right-click an object in your inventory and select '''Add''' (instead of '''Wear''').
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| #* If the object is inworld, right-click it and select '''Put On''' > '''Add'''. | |
| # Repeat the above step for each object. You should each attached object getting added.
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| : {{KBvideo|hrPgqC5f79M|640|385|type=youtube}} | |
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| == How many objects can I attach to a single point? ==
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| Unlike clothing layers, the attachment cap is determined by the total number of attachments on your avatar, ''not'' the total number of attachments to a point. You can attach up to 38 attachments to any combination of attachment points [http://www.flickr.com/photos/torley/5349552512/ as shown here]. For example, you could attach 31 cubes to your Left Hand and 7 cubes to your Right Hand, although that would be pretty weird.
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| == How do I determine the layering order of attachments? ==
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| Multi-attachments are different than multiple items on a clothing layer because they're {{xref|prim|prims}}, instead of being baked on your avatar mesh. So there's no "layering" for attachment points: visual priority is determined by the position of each triangle in each attachment — parts of one attachment that are in front of others will be shown.
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| This also means that attaching identically-sized or similarly-sized objects (like recolored versions of the same {{xref|flexiprim}} hair) is subject to [[prim flicker]].
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| == How do I replace all objects attached to a single point? ==
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| {{red|Currently being investigated because "Wear" doesn't replace all earlier attachments on the same point: http://screencast.com/t/qjfVrEgoyTS }}
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