kdc_bondage_system:start
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- | ====== Introduction ====== | ||
- | My ambition with this system was to go back to the roots of what makes bondage and BDSM fun, to depart from the multi-purpose collars that do everything and do not behave at all like the real stuff they are supposed to mimic. To bring a completely different, intuitive, touch based interfacing with bondage items. | ||
- | In my opinion, a piece of bondage equipment isn't supposed to feel like typing a text message on your cell phone. | ||
- | This is a piece of bondage equipment, it's made to tie people up, not to make coffee or play Second Life for you. | ||
- | ====== Features ====== | ||
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- | ===== The Touch System ===== | ||
- | All interactions are driven by the touch system, because of this, it's a bit hard to explain exactly what each object does because it all depends on what else you touch. | ||
- | The concept is very simple, touch two objects and they will understand that you want them to interact with each other. For example clicking the left cuff's tether ring then the right cuff's ring will be understood as you wanting to tie both cuffs together. The results may vary depending of the objects you clicked if those objects dispose of " | ||
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- | The default action if you click A -> B is always: | ||
- | * draw a chain from object A to object B. | ||
- | * if object A's chain is already in use, try the opposite. | ||
- | * if both are used, nothing will happen. | ||
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- | To revert an action you simply have to repeat the touch sequence. | ||
- | ===== No Element is Critical ===== | ||
- | In past bondage systems you usually had one " | ||
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- | ===== Extendable Functions ===== | ||
- | The way the objects communicate allow to extend the functions of older objects with the functions in newer objects, even if the older object wasn't initially designed for the new functions. | ||
- | ===== Low Sim Impact ===== | ||
- | An object supporting the TouchBound system uses only three scripts (some collar systems can use up to 30!) this reduces the script load placed on the sim. Lower script load means less lag, and more fun for everyone ^_^ . | ||
- | ===== Avatar-wide Animation Management & AO Proofing ===== | ||
- | The TouchBound system use a global animation allocation system which will generally supersede most Animation Overriders without perturbing it's own animations. Every piece of equipment you wear is aware of what joints are currently under the influence of another object, if a joint isn't available for animation, the concerned animation will simply not be displayed in the menu. | ||
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- | The animations used in the system only animate the strict minimum of limbs they need to achieve the desired effect which allows each limb to be animated individually. | ||
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- | ====== Compatible Products ====== | ||
- | * [[chromecollar|Lined chrome collar]] | ||
- | * [[chromewristcuffs|Lined chrome wrist cuffs]] | ||
- | * [[chromeanklecuffs|Lined chrome ankle cuffs]] | ||
- | ====== Accessories ====== | ||
- | * [[rlv_relay|RLV Activator]] | ||
- | * [[padlocks|Padlocks & keys]] | ||
- | * [[tether_point|Tethering point]] | ||
- | * [[leash_handle|Leash handle]] |
kdc_bondage_system/start.1265760933.txt.gz · Last modified: 2017/04/04 10:35 (external edit)