Skinsuit UV wrangling

I had some rest on Monday due to a minor eye-related injury I had to get treated. I was going to take another day, but I was getting bored. So I decided to work on the skinsuit textures & UVs, I’ve redone this nearly 3 times now, each time adjusting the texture width/height to try to get everything in at a reasonable resolution. That’s a lot of UV wrangling right there…

Hopefully the current size (512 x 2048) was a good estimate.

I ended up with a really simplified texture sheet that serves all the leather straps, something I’ve only really done on the Micro Bikini and a few other things (like boot laces) before. In essence there are 3 sections to it: Two end pieces and a seamless, repeating center part. Some of the connections that couldn’t be made seamless are hidden behind the retainer loops.

Eyelets will be done the same way I’ve done the back of rivet lately: A little piece of floating geometry and some alpha masking.

This is a lot of work, but it uses a ton less texture space, it will also be independently tint-able.

Oh yeah, and the VRChat handcuffs now blind their victim if they don’t comply with the required wrist position.

Breakthrough on the HC-03W Handcuffs for VRChat!

I spent nearly 3 days getting these to work. After much frustration and a mini stress breakdown, I ended up settling on a really crude position smoothing solution for when the cuffs are not attached to someone’s wrists (until I can come up with something better). Most of the interesting things aren’t implemented yet: Wrist position compliance (via screen blocking), audio/visual details, Cell Block Warden integration & preventing someone who has been cuffed from uncuffing themselves, but those would just get in the way of debugging.

Due to the way I’m keeping track of the cuffed person, it is probably, already world-rejoin proof, I should probably add that to the cell block cells too.

Skinsuit low-poly progress update

That’s about 10Ktri worth of geometry for the… body… part of the skinsuit (sin-suit?). I ended up rebuilding the collar twice because I wasn’t paying attention to what I was doing and ended up with 3 different versions of the strap retainers and two different ways of assembling them on the straps. That’s solved, but it took a while. The collar probably need some more geometry since it’s going to be rigged and need to follow the neck pretty tightly. Gloves & Stockings will mostly follow the leg geometry, so I’m not suuuper worried about them.

There are still some things I don’t like, as always.

I also made this neat cap thing… probably for the back of the feed gun, I’m trying to remember some of the tricks I learned before to make CAD-style models.

Back to the skin suit

Not a lot to show today, but we are back working on the skin suit project, at last! I started work on the low-poly version, it is a bit slower than usual, but I’m trying to keep the repeating elements as re-useable as possible for texture optimization later, or at least, that’s the dream.

Also, there is this gun thing from last time and some kind of perma-shackle concept.

HC-03W Handcuffs update

Just a little update to start the week…

HC-03W Handcuffs v1 → v2

  • Fixed a race condition during suspensions could make the regular cuffed pose visible.
  • Suspension pose spacing configuration can now be updated while the pose is playing.
  • Added a prettier LED color change animation (delayed row by row).

Enjoy~

The KDC HC-03W Handcuffs are out!

HC-03W Handcuffs store picture

The HC-03W handcuffs are the latest iteration of High security smart restraints designed for use in harsh environments, such as AION penal colonies, on the edge of the solar system.

Features:

  • Front & Back cuffing.
  • Loose vs tight bracelets.
  • Lockable chaining & suspension point.
  • Active time lock readout (with time-release padlocks, only).
  • Adjustable wrist spacing using sub-poses, adjustable bracelet opening.
  • Opening/closing animations with custom sounds.
  • PBR Materials only.
  • Colorblind LED option.

The manual is pretty extensive if you want to get an idea of what you’re getting.

As usual, you can grab these from the KDC Main Store (in-world 10% off), or from the Second Life Marketplace.

Enjoy! (and drink more water!)

Big ankle cuff hotfix!

I just pushed an update for ALL ankle cuff sets, (excluding the lined chrome set). This patch fixes an animation error for the ankle cuff to thigh cuff forced kneel position.

Updated products:

  • Ai Basic leather ankle cuffs v10.
  • Classic leather ankle cuffs v13.
  • Heavy metal ankle cuffs v10.
  • Laminated ankle cuffs v38.
  • Meat Market ankle cuffs v7.
  • Ayumi boots v9.
  • Morgiana ankle shackles v2.
  • Prisoner ankle shackles v3.
  • Vergilius ankle cuffs v3.
  • Vermilion ankle cuffs v9.

Sorry for the inconvenience… It is due to a typo introduced in the previous update, so everything that was updated ended up getting the same bug.

Handcuffs suspension thing, done!

New features implemented on the handcuffs!

  • Option to “tighten” the cuffs after self-cuffing.
  • Click helper that can be made visible and shows up in “highlight transparent”.
  • Suspension animations with adjustable wrist spacing & cuff position offset.
  • Time lock support (basic).
  • Config to have the bracelets open or closed when in the “unequipped” position.

There are so many configuration options now…

Visuals and sounds

No sound in the video here as I’m having an issue with my screen recorder crashing when I do, so you’ll have to excuse me. FIXED

These are the sounds I’ve put together so far:

  • Ratcheting sounds when the bracelets close (recording of my HC-01 handcuffs).
  • A beep sequence when the LEDs come on and off (it’s like the 4th attempt at this sound now…).
  • A servo-ish sound when the bracelets release.
  • A single beep on lock/unlock after the lock/unlock sound.

The actual locking/unlocking sound is still the typical KDC one as I figured most people recognize this one anyway.

I also had to redo the offsets because the cuffs were actually upside down while in the back, which made the accessories look weird. But that’s a general issue with the TouchBound accessories sadly (Mitigating it a little is nice, still).

Tomorrow: Key animation, bento hand flexing, and some more config stuff (closing the bracelets when docked, or not?)

The Handcuff code is slowly falling into place

I was out of town earlier this week and the day I came back I ended up on a friend’s live stream (again). Fun, but exhausting.

I did my best to use the remaining time productively, but even now as I write this post, I still feel somewhat sick. Here is a bit of a summary of the work done on the new handcuffs, so far.

All of these use configuration cards, so that’s really on a “per avatar” basis:

  • Tightness of the bracelets when the cuffs are closed.
  • Wrist spacing when animated (front-cuffed only at the moment), this uses a bunch of animation variants effectively.
  • A saved “position & rotation” for the front-cuffed and “unworn” state. (only read on script reset, manually moving the cuffs to a new position will be saved)
  • Whether the cuffs should be visible, or hidden when in the “unworn” state. Most people will probably want them hidden, but a “nice to have”.

And those all update live, that’s kinda nice, but you do need to do this with the RLV mode disabled due to the no-edit restriction.

I ended up almost losing my mind hunting down what I assumed to be a major bug introduced during the (ongoing) PBR refresh of the system. But no, after 2 hours, it turns out the new LSL preprocessor I was using appears to have a bug that causes it to optimize out functional (and important) code.

I’ve also done some work on the VRChat version of the Cell Block D-5, and got a nice prototype of the media player. I even got my hands on some screen shaders (made by Noriben Lunch) to give each of the displays the right appearance (Trinitron aperture grid and an LCD panel… maybe the rack should also be a CRT tube… or a broken LCD?).

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.

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