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Table of Contents
Introduction
The 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, and 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 peoples up, not to make coffee or play SecondLife for you.
Features
The touch system
Every 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 others. 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 “special” actions as they recognize the other object.
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 happen.
To revert an action you simply have to perform the same action again.
No element is critical
In past bondage systems you usually had one “Master” object that had to be worn in order for the rest to function properly, it usually was the collar. In the KDC Bondage system, the collar is an object like the others, no object is critical, and likewise, any object is able to draw a leash, you can chain your slaves by the wrist, or the ankle, or any other point, it is not just limited to the collar.
Interaction based system
The way the objects communicate allow to extend the functions of older objects with newer objects even if the older object hasn't been designed for it initially.
Small sim impact
An object supporting the KDC bondage system uses only 3 scripts when some widely used collars can use up to 30! Lower script lag means more fun for everyone .
Avatar wide animation management & AO proofing
The KDC bondage system use a global animation allocation system wich allows it to force it's own animations over 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 not be displayed for selection.
The animations used in the system only animate the strict minimum of limbs they need to achieve the desired effect wich allows us to animate each limb in a different way independently.