Difference between revisions of "Attachment"

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* '''Bone: EyeRight'''
* '''Bone: EyeRight'''
** Right Eyeball
** Right Eyeball
* '''Bone: FaceJaw'''
** Jaw<ref name="bento"/>
* '''Bone: FaceEarLeft'''
** Alt Left Ear<ref name="bento"/>
* '''Bone: FaceEarRight'''
** Alt Right Ear<ref name="bento"/>
* '''Bone: FaceEyeAltLeft'''
** Alt Left Eye<ref name="bento"/><ref name="alteye">The alternative eye bones do not have saccades like the default eyes. They remain still unless animated.</ref>
* '''Bone: FaceEyeAltRight'''
** Alt Right Eye<ref name="bento"/><ref name="alteye"/>
* '''Bone: FaceTongueTip'''
** Tongue<ref name="bento"/>
</div>
</div>
<div style="{{#var:style}}">
<div style="{{#var:style}}">
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** Chest
** Chest
* '''Bone: Torso'''
* '''Bone: Torso'''
** Left Pec<ref name="pec">The "pec" attachment slots are unfortunately named, as they attach to the central bone of the avatar's torso, and the pectoral muscles are associated with the upper or chest bone. Worse still, in LSL the misnamed the original constants (which was later fixed by adding new constants).</ref >
** Left Pec<ref name="pec">The "pec" attachment slots are unfortunately named, as they attach to the central bone of the avatar's torso, and the pectoral muscles are associated with the upper or chest bone.</ref >
** Right Pec<ref name="pec"/>
** Right Pec<ref name="pec"/>
* '''Bone: Pelvis'''
* '''Bone: Pelvis'''
** Pelvis
** Pelvis
** Stomach
** Stomach
* '''Bone: Groin'''
** Groin<ref name="bento"/>
</div>
</div>
<div style="{{#var:style}}">
<div style="{{#var:style}}">
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* '''Bone: WristLeft'''
* '''Bone: WristLeft'''
** Left Hand
** Left Hand
* '''Bone: HandRing1Left'''
** Left Ring Finger<ref name="bento">Added with the Bento Skeleton, December 2015</ref>
</div>
</div>
<div style="{{#var:style}}">
<div style="{{#var:style}}">
Line 52: Line 68:
* '''Bone: WristRight'''
* '''Bone: WristRight'''
** Right Hand
** Right Hand
* '''Bone: HandRing1Right'''
** Right Ring Finger<ref name="bento"/>
</div>
</div>
<div style="{{#var:style}}">
<div style="{{#var:style}}">
Line 60: Line 78:
** L Lower Leg
** L Lower Leg
* '''Bone: AnkleLeft'''
* '''Bone: AnkleLeft'''
** Left Foot
** Left Foot<ref name="foot">Note: The leg bone hierarchy is Hip -> Knee -> Ankle -> Foot -> Toe. Foot and toe are not rigged in the default avatar, as the mesh foot is rigged to the ankle bone. Custom rigged mesh that use the foot bone may cause unexpected issues with unrigged attachments.</ref>
</div>
</div>
<div style="{{#var:style}}">
<div style="{{#var:style}}">
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** R Lower Leg
** R Lower Leg
* '''Bone: AnkleRight'''
* '''Bone: AnkleRight'''
** Right Foot
** Right Foot<ref name="foot"/>
</div>
</div>
<div style="{{#var:style}}">
* '''Bone: Tail1'''
** Tail Base<ref name="bento"/>
* '''Bone: Tail6'''
** Tail Tip<ref name="bento"/>
</div>
<div style="{{#var:style}}">
* '''Bone: Wing4Left'''
** Left Wing<ref name="bento"/>
* '''Bone: Wing4Right'''
** Right Wing<ref name="bento"/>
</div>
<div style="{{#var:style}}">
* '''Bone: HindLimb4Left'''
** Left Hind Foot<ref name="bento"/>
* '''Bone: HindLimb4Right'''
** Right Hind Foot<ref name="bento"/>
</div>
== Footnotes ==
== Footnotes ==
<references/>
<references/>

Latest revision as of 01:38, 5 October 2018

This article is about attachments. For LSL related information about attachments, see Category:LSL Attachment. For opensource specs, see Attachment (OS).

An attachment is an object (clothing, weapons, jewelry, shoes, etc) that can be attached to an avatar at a specific location. Usually location is set by the creator of the object. The default location otherwise is the right hand.

Attachments are linked to bones. When a bone is animated, all attachment locations linked to that bone will move identically to the bone they are linked to.

The following is a list of attachments and the bones they are attached to.

  • Bone: Head
    • Skull
    • Nose
    • Left Ear
    • Right Ear
    • Mouth
    • Chin
  • Bone: EyeLeft
    • Left Eyeball
  • Bone: EyeRight
    • Right Eyeball
  • Bone: FaceJaw
  • Bone: FaceEarLeft
    • Alt Left Ear[1]
  • Bone: FaceEarRight
    • Alt Right Ear[1]
  • Bone: FaceEyeAltLeft
  • Bone: FaceEyeAltRight
  • Bone: FaceTongueTip
  • Bone: Neck
    • Neck
  • Bone: Chest
    • Spine
    • Chest
  • Bone: Torso
  • Bone: Pelvis
    • Pelvis
    • Stomach
  • Bone: Groin
  • Bone: CollarLeft
    • Left Shoulder
  • Bone: ShoulderLeft
    • L Upper Arm
  • Bone: ElbowLeft
    • L Forearm
  • Bone: WristLeft
    • Left Hand
  • Bone: HandRing1Left
    • Left Ring Finger[1]
  • Bone: CollarRight
    • Right Shoulder
  • Bone: ShoulderRight
    • R Upper Arm
  • Bone: ElbowRight
    • R Forearm
  • Bone: WristRight
    • Right Hand
  • Bone: HandRing1Right
    • Right Ring Finger[1]
  • Bone: HipLeft
    • Left Hip
    • L Upper Leg
  • Bone: KneeLeft
    • L Lower Leg
  • Bone: AnkleLeft
  • Bone: HipRight
    • Right Hip
    • R Upper Leg
  • Bone: KneeRight
    • R Lower Leg
  • Bone: AnkleRight
  • Bone: Tail1
  • Bone: Tail6
  • Bone: Wing4Left
  • Bone: Wing4Right
  • Bone: HindLimb4Left
    • Left Hind Foot[1]
  • Bone: HindLimb4Right
    • Right Hind Foot[1]

Footnotes

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Added with the Bento Skeleton, December 2015
  2. 2.0 2.1 The alternative eye bones do not have saccades like the default eyes. They remain still unless animated.
  3. 3.0 3.1 The "pec" attachment slots are unfortunately named, as they attach to the central bone of the avatar's torso, and the pectoral muscles are associated with the upper or chest bone.
  4. 4.0 4.1 Note: The leg bone hierarchy is Hip -> Knee -> Ankle -> Foot -> Toe. Foot and toe are not rigged in the default avatar, as the mesh foot is rigged to the ankle bone. Custom rigged mesh that use the foot bone may cause unexpected issues with unrigged attachments.

See also