Monday, July 27, 2015

Merchant Resource: Preparing your products for sale. Permissions... and more

Welcome! This post is part of the "Merchant Resource" series. You can check all the posts in this series by clicking on the Merchant Help page tab of this blog.

We have a store name and logo, we have prepared all the basic information in one handy place, we have our store build set in a parcel we rented, and now want to fill it with products. In this post, we're answering to the question How do we prepare our products for sale?

There are several aspects to consider:




How should I name the items I sell?


You should always name the items you sell the following way:

Brand Name - Item Name

If you sell your items already unpacked in a folder, this folder should have the same structure. You may use separators if you wish around the brand name, for example, for a folder name:

[Black Tulip] Poses - Action! #1

(I sell different kinds of assets, which is why I'm separating Poses, the kind of item inside the folder, and Action! #1, the particular pose set name.)

The items inside this folder would be named like:

Black Tulip - Poses'n'Props
[Black Tulip] Poses - Action! #1 (2:1 ad)
[Black Tulip] Action! #1
[Black Tulip] Action! #1
(Rest of poses named similarly)

The first listed item is the landmark to the store; we study what to include in this section. The second listed item is the product ad: I always indicate which item is the product ad. Also, if it's not a square picture by default, I also like to indicate the correct aspect ratio so my customers know which one to select from the viewer's options when opening it (in those viewers that offer the option). The rest of items are the poses themselves included in that particular folder. I write the landmark name without the [ and ] separators so when sorted alphabetically, it's not in the middle of the rest of items, but separated of them instead.

You want your store name attached to any item you sell so people associate in their minds your items with your store. You want that when they wear something, rez something... they know, all the time, from where was it from. Also, this makes easier for your customers to search for your items by typing your brand name on the filter bar of the inventory window. You can make an exception with the documentation notecards: ! READ ME ! might pop clearer inside a folder full of items.

About separator characters to separate store name and item name, particularly in the main folder: I wouldn't recommend more than one around the store name because it makes more difficult to see the store name. For example, ..::~~Black Tulip~~::.., while cute/cool (not so much), it obscures the store name. It also leaves you less characters to type the product/item names. The maximum length of an item name (and folders) is 63 characters. The more characters you spend in cute/cool (not so much), the less characters you have left for your product/item names.

Also: Be consistent! Once you decide on one separator (or not) and if you'll write the full store name or just the first letters of it, use always the same naming convention. Why? Imagine the confusion I would cause to my customers if they had purchased several items from me, and the folder names were like this:

[Black Tulip] Poses - Action! #1
Black Tulip - Poses - Action! #2
[BT] Poses - The Dress #1
.BT. Poses - The Dress #2
.Black Tulip. Poses - The Dress #3

If my customers are going to look for the purchases they've done from me, maybe they could miss some of them in their inventories.

You might think: my customer has bought the item now anyway, why should I care if they can't find it later in their inventory? On the subject of naming conventions, marketing consultant Canary Beck offers some advice to merchants about the negative implications of ambiguous product descriptions that might impact word of mouth marketing:

Many merchants like to be creative with their product descriptions - especially around features like colours. Consider the following examples for how hair colour might be described: "carnation", "bee", and "plutonium". Without a visual guide, many of us might not be able to easily decipher what these descriptions mean.

When merchants describe their items with obscure colours names like "carnation", where they could have said red, "bee" what what they mean is yellow, and "plutonium" for what we can only guess means green, it makes it harder for customers to find those items in their inventories. This is especially true when customers assemble outfits by coordinating colours, which many customers do. Native English speakers might find these colour descriptions challenging to interpret, I'd hate to imagine how difficult it must be for those who don't speak English as their first language.

Clear naming also applies to naming objects,
she says, If the object is a skirt, then why not put that word in the name. If it's a pair of trousers, add that to the name. Often, when customers will search for an article of clothing in inventory or on the marketplace, they'll type in the first thing that comes to our mind that most simply describes what we're looking for (e.g. skirt, pants, shoes, dress, shirt). Not having this word in your product label will severely limit the findability of that object at a later date.

If we can't find the objects through searches, we simply won't wear them as much. When that happens we are also less likely to talk about them with our friends. Merchants help themselves when they communicate clearly; they should focus their creativity in their products, not their product descriptions.

The moment you add an object to your inventory, it becomes a record in a database you will want to find later. An inventory is not like a closet in real life, so you can't just do a visual scan. Inventories must be queried differently. For this reason, objects that are obscurely named become hidden to us, especially as our inventories swell larger and larger.


Also, if you sell different kind of items, like for example, nail appliers, poses and mesh clothes, it's a good idea if you name your vendors like this:

Your Store Name - Nails - Product Name
Your Store Name - Poses - Product Name
Your Store Name - Clothing - Product Name

This will help you a great deal when you start analysing your sales data (for example, if you want to know not only which is your best selling product, but which is the kind of items you sell the most and how many).


Which permissions will you be applying on your items? How?


Setting permissions for next owner correctly is one of the most delicate and important tasks to perform when you prepare your products (I will just say permissions from now on, to refer to permissions for next owner). A mistake here could prevent your customers from using your product to altering it or making backups. Mistakes in this field could also cause that your own items, or its contents (scripts, animations, etc. included in them) could be sent to others as full permissions or copy/transfer.

We don't want that our customers have problems because of how we've set permissions, and we don't want to deliver things that could be re-sent as full permissions or copy/transfer, so let's talk here about which permissions to apply, and how, depending on the case. (The only exception to copy/transfer would be when including items that should be temp-attachments, or copy/transfer items in object givers. Licenses should allow for this kind of use. If you're unclear about what do we mean with license, don't worry: we'll talk about this in a future post.)

Before we continue: If you've never read a thing about permissions, or feel insecure about them, click on this link for the (long) tutorial that I wrote about the basics on the permissions system. I recommend reading this anyway, because it's possible that you will learn something you don't know about permissions, what can be done and what not.

Now we can continue :-)

The first important rule is this:

We will never set the permissions of an object in inventory. We will rez the object to set its permissions inworld, and then take it back to inventory. (In case of exceptions we will see which and why.)

What permissions for next owner should we apply to our items?

I've recently conducted a small survey asking this and other questions related to permissions. The sample size is 65, and a 93.8% of people answered Copy and Modify. The rest preferred Modify and Transfer. It's interesting to know that all people selected on a choice including modify.


This means that the majority of people prefer copy and modify items. There are many good reasons for this: You can make copies, you can keep a backup in case SL decides to eat items rezzed on land, you can keep an original in case you want to modify the item.

In the survey I also asked, if you want the item being modify, but the item is not modify, would you buy it?

A 21.5% of people said that they would not buy it, a 40% of people said that they would only if they really liked it, and a 29.2% answered that only if the item could break by being modify. Only a 9.2% of people said that they would buy it anyway. This means that if you offer copy but no modify, some people are going to think twice if they really want your item: the impulse buy factor might be lost.


I've experienced this myself. "I like this! Oh, it's no modify. Hmmm... Well, I think I can live without it". I've also stopped purchasing items from home and garden creators when I realized their items were no modify (often, permissions weren't clear on the product ad; we cover this point in this post).

Cutting to the chase: Unless you're setting up your items for a gacha, you want to make your items copy and modify, even if they're going to be altered by a HUD. For example, if you're creating hair or clothes, even if textures are changed by a HUD, make them modify, because people want the ability of tinting over the texture choices, unlink, and many other creative uses that you may have not foreseen.

You have an example of one of these creative uses in the following pictures from Dutchie's Flickr stream. Thanks to the dress being modify, she could unlink and dress only one part, also resize one part to simulate a skirt that had fallen, creating thus a sequence that allowed her to paint the story behind one of her products for her advertising:


This being said, we're studying now several examples of changing permissions under the copy and modify goal.

Exception: HUDs. HUDs themselves should be no modify because in many cases they rely in the scripts not being reset, ever. The only way to assure this is by making the HUD no modify. But the items altered by a HUD? Modify. Mesh body parts could be subjected to this exception too, because they're very complex items that could be broken if modified by your customers. By mesh body parts we understand here: hands, feet, bodies, heads, avatars...

Changing Permissions of an outfit that is composed of clothing layers only


I'm assuming at this point that you know how to change permissions in inventory of assets that aren't objects. I'm assuming it because now we're going to cheat and use the fast way of changing permissions :-)

I'm showing a product folder named as we've learned before, with all relevant assets in it except the landmark: Remember that we're keeping our landmark in our Basic Information folder, so when it's time to add the landmark, we'll add it from there.


Edit your vendor box/package and click on the Content tab. First, drop your store landmark in contents:


(Make sure that the face on your vendor box that shows the ad, is set to full bright. You want that people see your vendors even if there's a night setting on their viewer.)

If you're going to use an unpacker script, drop it inside the vendor box. Check the documentation of the one you're using. If you're using none but would like to, then keep reading: in the Are you delivering folders, or boxed items? If boxed items, will you be using an unpacking script, or people should rez the item and then unpack themselves? section of this post, I have a free offer for you :-)

Now drop all the items in your product folder (notice that the ad is included!), inside your vendor box:


Once Contents have reloaded, and not before, click on the (big) Permissions button. This opens a little window next to the Edit window:


Make sure that, as on the picture above, you have ticked only the box to the left of the little shirt icon. If you move the mouse over it, you'll see a little label show saying Clothing. That affects all kind of clothing layers: alpha layers, undershirt, tattoo...

Tick the copy permissions, untick the transfer permissions, then click the Apply button, wait for the confirmation message... And permissions have been changed!


If you want, you can right click on any of the Clothing assets, select Properties, and verify:


As we'll see on the Additional information that you should include and recommended permissions section, make sure that the product vendor picture is set to full permissions.

Yes, we're setting clothing layers as copy only. Clothing layers is an example of something that could be easily broken (over the original item), by replacing the texture of the clothing layer. If you want to give the ability of tinting the clothing layer, like for example tattoos, then also tick the Modify checkbox under the Permissions window that we've studied, but remember to tell your customers in the documentation to make a copy before modifying anything.

Set permissions for next owner of your vendor box to Copy:


Your vendor box is ready: Now you can check permissions with the help of an alt. You do this simply by sending your vendor box with all contents to an alt, and verifying on the alt side that everything has permissions as expected.

(You may have noticed that I've written a number on the description of the vendor box: I have as an habit to type in there the full price of an item. It's just a reminder to me. You can give the description field any other use you may want for it.)

Changing Permissions of an outfit with unscripted mesh pieces, alpha layers, and maybe other clothing layers


Let's suppose now that we have the following folder in inventory:


We already know that we have to drop the landmark to our store and the full permissions product vendor picture in our vendor box. We also know now how to change permissions to all clothing assets, at once. There are two things that make this example different than the previous:

  • The inclusion of an alpha layer and its textures
  • The mesh dress, which is an object

Alpha layers should be copy at least. If you include the alpha textures so your customers can modify the alpha layer to fit it to their particular shape, keep in mind this important requisite that not many merchants seem to be aware of:

The textures to create the alpha layer should be full permissions.

Why?

Because otherwise, your customers cannot save them into their hard drives, and hence they cannot customize the textures to create their own alpha layer. Given the nature of alpha layer textures, blank space with transparent holes, there's no reason why giving those textures any other than full permissions. So if you include the alpha textures for your customers to customize the alpha layer, you will provide them always in full permissions format.

Now let's study how to set permissions of the mesh outfit.

As we've mentioned, the mesh outfit is an object, and when it comes to objects and permissions, this is our golden rule:

We will never set the permissions of an object in inventory. We will rez the object to set its permissions inworld, and then take it back to inventory. (In case of exceptions we will see which and why.)

So we rez the outfit inworld, right click on it to edit, and set permissions under the General tab of the Edit window:


Once this is done, now we can take it back to inventory (notice that it will show up above all the other items):


delete the previous one before we set permissions (to avoid including an item with wrong permissions):


and set permissions of the vendor box itself as we've done in the previous example. Once all is ready, send it to an alt to check permissions on the alt side (which is the customer side).

Changing Permissions of a scripted object


We'll be using this in the examples that follow, so let's learn the common element of them: how to change permissions of a scripted object.

A scripted object is an object that may contain one or several scripts. We'll be showing example snapshots with a plywood box, but the procedure is the same no matter how complicated your mesh is, or which scripts you need to use.

First, we edit the object and drop the scripts and configuration notecards that we could need inside the Content tab:


Now, similarly to the way we changed permissions at once for all clothing layers, we're doing for scripts. Since scripts we purchase will often be copy/transfer, we have to untick the transfer box, leaving them as copy only. In the event the script we purchase is full permissions, then we would untick the modify permission. With rare exceptions (that are noted in the script's license), scripts should not be left as modify.


Finally, we change permissions of our scripted object to copy and modify:


take it back to inventory, and it's ready to be added into our vendor box, then sent to our alt to check that permissions were set correctly.

Changing Permissions of an applier HUD


This case is very similar to the previous: an applier HUD is a scripted object in the end. We'll show how to make sure that our applier HUD will be copy for next owner (our customers) even when we need to drop a no copy configuration notecard in them.

Before anything else: If you've never created a HUD object and would like to learn about the specifics, click on this link for a tutorial I wrote about the topic.

First, we rez our HUD and then we drop the script(s) and configuration notecard as usual:


Then we change permissions of the script(s) to copy/no modify/no transfer:


and the permissions of the notecard to no copy/no modify/transfer:


Then we change permissions of the object to copy:

Now we take it back into inventory. Right click on the HUD in inventory, select Properties and observe:


The copy permission for next owner has been unticked because of the no copy notecard. But we can now tick the box again:


The notecard continues to be no copy, but at least our customers (the next owner) will receive a copy HUD, which means they can do back ups, etc. Drop this adjusted HUD into your vendor box and send it to an alt, to check permissions.

Do not use this method for anything else.

Changing Permissions of an outfit with scripted mesh pieces, alpha layers, HUDs (texture change and appliers), and maybe other clothing layers


After all we've studied, we can see that this is a mix of the cases studied before:

  • Changing Permissions of an outfit that is composed of clothing layers only
  • Changing Permissions of an outfit with unscripted mesh pieces, alpha layers, and maybe other clothing layers
  • Changing Permissions of a scripted object
  • Changing Permissions of an applier HUD

Once you're done: Check permissions with an alt.

Changing Permissions of a scripted object with animations


This case is simply an extension of: Changing Permissions of a scripted object. We rez the object, drop the needed script(s) and animations, and use the bulk-change-permissions feature that we learned in the Changing Permissions of an outfit that is composed of clothing layers only case, applied to scripts in the first place, then to animations. We must change permissions for all animations as specified in the animations' license of use.

And yes: Once you're done, check permissions with an alt.


As we can see, having an alt is extremely valuable to check that permissions have been set correctly: send the item to your alt, and check the permissions of everything received in the alt account.

TIP: Setting Default Upload Permissions

If you didn't know about this, it's a good moment to mention because it might be useful: You can decide the default upload permissions of the assets you bring to SL. This means that those permissions for next owner will be applied without interaction on your side, so you can use it to the permissions you use the most.

All you have to do is go to the Me/Avatar menu, then select Upload: Set Default Upload Permissions and tick the permissions you want by default for next owner.


From this moment, all textures, soundclips, animations and mesh that you upload, will have those permissions applied by default.

Important for Gacha Merchants

Gachas, by its own nature, mean that permissions should be set to no copy. You may want to send blogger/review copies of these gacha items. Do you send them as no copy too? If you do that, then you should be aware that bloggers could sell the items before the event opens, whether they blog them or not. Not all of them will do, but the possibility is there. You should set permissions of the review packs to copy/no transfer, and remember: This means that you have to change permissions of contents too!


Additional information that you should include and recommended permissions


There are two assets that you should include always with your products:

  • Landmark to your main store. If you have satellite stores, you don't need to include those landmarks. You want to send people to your main store.
  • Full permissions texture of the product vendor (also known as product ad).

The latter might come as a surprise to you, but I can assure you that the lack of product vendor in products is one complaint that I hear often coming from people. Your customers want the ad of your vendor included because it's the quickest way for them to remember what the item is, without having to rez. They may want to change clothes without having to go through wearing fifty dresses until finding the one they were looking for, or want to know if that's the furniture piece to rez in the place they're decorating: Having the product ad makes it easy to check what the product is.

Why full permissions?

My question would be, why not?

If it's full permissions, it can be embedded on a notecard. If it's full permissions they can rename it, and they can send the product ad to friends that could be curious about.

There's not a single good reason to not include your product ads, or to include them as something other than full permissions.

I asked this question in the survey I conducted about preferred permissions: "Do you want product vendors included in your purchase?". From the 65 sample, a 78.5% of people said "Yes, please!", a 18.5% of people said "I'm fine with either" and only a 3.1% of people said "No". I also asked, if the product ad were included, which permissions would you like? A 60% of people said that they would like if the ads are full permissions. We've explained before why full permissions is a good idea. Keep in mind that you don't have to distribute all of your artistic pictures, should they exist: People want the product ad.

The majority wants ads, the second bigger group won't complain if you include them, and only a 3.1% of people don't want them. But those that don't want the ad, can delete it from their inventories. All the rest want it, or are fine with having it if you provide it. So you will provide product ads, full permissions.



Repeating, to keep focused, these are the two assets that, from now on, you will always include with your products:

  • Landmark to your main store
  • Full permissions texture of the product vendor

IMPORTANT: Your product vendor texture should have no alpha channel, like we discussed for your store logo texture in the previous post of this series.

Apart than this, what else to include?

Any notecard with information about how to use your product and information about your store. I know that writing documentation might be tedious, but if you don't provide with documentation when documentation is required, you will have your customers asking you how to use the product. Save yourself that time by writing documentation whenever this is needed.

You don't know how to start writing this documentation?

Okay, let's help here with some examples, depending on the kind of item you sell :-)

Sample Documentation: Rigged Shoes for Brand X, Y or Z

The [your shoe name here] has been designed to fit with the following feet brands:

Brand X, size X1. You can purchase these feet here: [Landmark, SL URL or both; recommended at least the Landmark, for it's easier to open and doesn't invade others' local chat as the SL URL does when copied/pasted]

Brand Y, size Y1. You can purchase these feet here: [Landmark, SL URL or both]
Brand Z, size Z1. You can purchase these feet here: [Landmark, SL URL or both]

[As many brands and particular feet size as you cover; For example, if you sell shoes rigged to the Slink feet, always say to which size! Not everybody has the three of them. It's your responsibility letting them know which size your shoes fit: Flat, Medium or High]

Mesh feet are not included.

If you have any questions about these shoes, please contact [your name here, or the name of your CSR - Customer Service Representative]. If you have questions about the feet/body themselves, then you should direct them to their creators.

Brand X: Avatar name
Brand Y: Avatar name
Brand Z: Avatar name

[As many brands as you cover: Quote always the name of the CSR those creators list on their profiles. Do not use display names.]

[If your shoes are modify, which is desirable to allow things like tinting, you can add:]
These shoe are modify. You can tint them, delete scripts... (Make always a copy first!), but because they are rigged items, you cannot change their position nor their size while attached.

[Good-bye formula, if you like]
[Your avatar name]

Sample Documentation: Rigged Avatars/Mesh body parts

This [rigged avatar/mesh body part]:

  • is/is not applier based [If it's applier based, you should provide a developers kit. Creating your avatar/mesh body parts conforming the SL UVs is always a good idea if you're planning on making it applier based; in that case, you may want to consider the Omega system.]
  • is/is not rigged mesh [If it's rigged mesh, add that it's neither resizable nor repositionable while attached]
  • allows for some adjustment via sliders [If it's a body and it's fitted mesh, clarify this, for mesh fitted bodies allow for adjustments enough; if it's a head, mention that adjustment is quite limited via sliders and face features won't conform your own face shape sliders]
  • works with the default SL avatar
  • works with Brand X/Y/Z of mesh bodies/hands/feet/heads/other

What's included with your purchase?

  • The mesh body part
  • Corresponding alpha layer(s)
  • HUD with options (makeups, facial expressions, nails, animations... anything that your HUD controls)
  • Other HUDs, if any
  • Extra auxiliary items: what are they, for what they should be used

[If special sizing guides are needed, for example to the standard mesh sizes, add which particular adjustments could be needed for the item you sell. If there are also directions to fit with other mesh bodies/hands/feet/heads/ears/other, don't forget to include them.]

[If there are additional kits, appliers, makeups, and other add-ons at your store, mention that.]

[Explain how to use the HUD(s) and extra items, if included.]

[Good-bye formula, if you like]
[Your avatar name]

Sample Documentation: Rigged Clothes/Accessories

This dress/shirt/accessory/pants/etc. is rigged mesh. Included you will find it in several sizes that correspond to standard sizing/fitted mesh/both. Remember that rigged mesh cannot be resized nor repositioned while wearing it.

[Good-bye formula, if you like]
[Your avatar name]

Sample Documentation: Unrigged Shoes/Accessories

The [your shoe/accesory name here] is unrigged mesh. This means that it doesn't bend with your avatar as rigged mesh does/fit the XYZ brand of shoes/other mesh attachment. It's modify, so you can resize and reposition it, and so adapt it to your own shape. [This is, assuming that you will make it modify.]

[Good-bye formula, if you like]
[Your avatar name]

Sample Documentation: Scripted Decoration/Interactive Items


This sample documentation is for an item that could have many scripted features: doors, lamps, fireplaces, animations, music. The purpose is to show documentation with some warnings that come from SL limitations that you should always write, so your customers don't accuse you of creating a defective item.

Also, it may happen that you'll use scripts from others. In that case, this is something very important you must remember: You are not the customer service/technical assistance person of the scripter that made the script you're using. You may (and should) give some guidelines about how to use the scripts with your item, but if they want to modify the configuration notecards, etc. ... Your responsibility ends there, same way as opening your computer voids the warranty. In that case, they should read the documentation you provide them (a link to the script documentation, copy the documentation from the notecard you have), and understand that they're on they're own. You are responsible of your product working as advertised. If your customers feel adventurous and start modifying the object, it is not your responsibility nor you should know the hidden tricks of the scripts to explain to them. That's why there are numerous help groups in SL where users of a tool help other users of a tool.

We'll see more of this when we talk about customer service, but it's a good thing that you have clear that you're responsible for your product working as advertised, giving as many warnings as you can about SL limits when those would affect the functioning of your product under your specifications... And that's it.

This item has scripted doors/scripted lights. Below you'll find directions on their use, as well as things to be careful about if you plan on modifying it.

HOW TO USE THE DOORS

The doors open/close on click. But, beware:

If you change the size of the build, the doors will stop working correctly.

[Depending on the door script you use - like my own doors script - the user could re-set the doors themselves. If this is the case, let them now and tell them where to find the documentation for that.]

HOW TO USE THE LAMPS/LIGHTS

Click on the [part of the item that makes it work]. This will bring up a menu that allows you to change [explain options here]. (Shameless plug: This is my lamps controller script.)

HOW TO CHANGE ANIMATIONS

Some objects use AVsitter/other choice to offer you a menu to change animations when you sit. Simply browse the menu and select the desired animation. Some animations will require that you accept a temporary attachment: the menu might show under the animations menu. If you want to change the position of your avatar, click the [ADJUST] button of the menu, and then [POSE]. That will show you a menu where you select how much moving/rotating your avatar.

HOW TO USE THE FIREPLACE

Click on the [item that activates the menu]. [Explain the options your script offers] (Shameless plug: This is my fireplaces script.)

[In case the fireplace uses particles] If you don't see particles, make sure that particles are visible (Advanced menu, Rendering Types: Particles; if you have no advanced menu, click CTRL ALT D, or CTRL ALT SHIFT D, to have it). If particles are visible, then make sure in your Graphics preferences that there's a positive amount of them. If particles are set to 0 in there, they will not show.

HOW TO SELECT A SONG

Click on the [item that activates the menu]. [Explain the options your script offers] (Shameless plug: This is my music box script.)

NOTE: Since music is played from sound clips, in some occasions lag could make the song to be delayed. If that's the case, the second time it won't fail since the samples will already be in your cache. There's nothing that can be done here, all musical instruments in SL are subject to this problem.


*** IMPORTANT ***

This item is MESH. This means that scaling UP the object could make for the LI to raise. Also, if you unlink the item into separate parts, keep in mind that the LI could raise (at times it may go the other way).
Make sure you have enough LI available before attempting to resize up/unlink.

[If your mesh has custom physics, which is expectable in houses for example, you must warn of the following too]
This item also uses custom physics. If you unlink it, then link it again, you may find that, for example, avatars are unable to cross the door/hall/[specify all the problems they could find]. This is because when unlinking, the physics of the items that had it set to none, are reset, and so when linking back, those items act like invisible walls.

In this build, this is the correct physics type per prim:
[List the prims and the correct Physics Type setting when linked]


*** ADVANCED USE ***

If you are going to modify the item, remember to keep always an ORIGINAL in your inventory!
This build is copy. Modify as you will, keeping an original, in case you make a mistake: You will always have the original to rez a fresh copy and start again.

If you want to change the door configuration, the documentation is here: [link or copy/paste from the documentation notecard; if you have a link, this is preferred]

If you would like to modify the lamps configuration, the documentation is here: [link or copy/paste from the documentation notecard; if you have a link, this is preferred]

For advanced use of AVsitter, please, visit their website: http://avsitter.com/
It uses the version 1 of AVsitter for it's less resources demanding than AVistter 2, in the case of one avatar.
Specific AVsitter 1 documentation can be found here: http://v1.avsitter.com/

[If you use another sitter system, link the documentation of said system, or copy/paste from the documentation notecard]

If you would like to modify the fireplace configuration, the documentation is here: [link or copy/paste from the documentation notecard; if you have a link, this is preferred]


You will see that, in inventory, the item shows as copy/no modify/no transfer. But if you rez it, you will see that the prims are copy/modify/no transfer. The reason why you see something different in your inventory, is because of the scripts and other assets contained, which are all copy/no modify/no transfer. This does not affect at all your ability to modify the prims: resize, tint, add more scripts, rename them (inworld)... It's just how permissions work in SL.

[Good-bye formula, if you like]
[Your avatar name]

Feel free to use these samples as-is (of course, changing brand names when required), or to add more things.

For long documentation, I recommend that you post it in your store blog and provide the link to the documentation in the notecard included with your product. This way, you can update it in your store blog when needed, and your customers have always access to the most up-to-date documentation, without having to send again notecards/update notecards in your vendors/MP. You can also include images more easily in a blog post. Since uploading to the store blog doesn't carry the L$10 cost per image, you can be as generous as you feel like about including as many images as needed to help your customers.


Information to include on your product ads


Your product ad is the first, and at times, only thing that your customers will read. If you sell shoes and your customers see on your ad the logo indicating that they're rigged for X, Y or Z brand, that is giving them relevant information. If you sell hair, clothes or accessories, indicating if it's unrigged/rigged/fitted mesh, is giving them relevant information too. But there are other things that you should indicate in your product ads, particularly if the items you sell are boxed, so your customers can make an informed purchase.

This information should be always on your product ads:

  • Permissions
  • Clothes: Rigged/Unrigged, Standard Sizing?, Fitted mesh?, Fitted to specific mesh bodies? (List which ones)
  • Shoes: Rigged/Unrigged, Rigged to specific mesh feet? (List which ones)
  • Accessories: Rigged/Unrigged
  • Hair: Rigged/Unrigged
  • Heads: Rigged/Unrigged, Applier based? (If they allow skin creators to create faces for them)
  • Appliers: Which bodies and generic systems (like Omega) are supported. If system layers are not included, then say this clearly on the ad! Not everybody uses mesh body parts, and they expect clothing layers plus the body parts you say, because this is how it's been for a long time.
  • 100 % Mesh? Partial Mesh? Original Mesh?
  • Materials Enabled, if it is
  • Extra features: texture HUD if hair/shoes/clothing/accessories, makeup HUD if mesh head, animations if furniture (single, couple, groups, how many of each)
  • If it's to be rezzed: Land Impact (LI)
  • If it's a build: Foot print
  • If contents of your item have different permissions than the item: Clarify that

If you're making an artistic product vendor, you may not want to include all that information because it would hide the picture. In that case, make sure that you're adding a sign next to your item with all the required information. If your item is being sold through Marketplace, make sure of adding all that information on the product description. If you're selling furniture sets, list the LI of each piece. Use the Marketplace description for this as well.

As I've said previously, my speciality is not marketing or advertising, and I won't be going into creative vendor design in this post. However, I've asked Canary Beck to share her views on what might work in advertising design for creative product vendors (given everything I've suggested should be included in the ad), and she'll be sharing her advice on that in another chapter.

Try to be as specific as you can, because your customers will hold you to the items you list.

For example: If you say that your item is modify and the script is no modify, they may ask you for a modify script. They may not know how the permissions system works, or they may be asking this knowingly, for a copy/modify script is in practical terms, a full permissions script (and yes, I've had a case on the latter for which I redid ads; the person knew very well what they were demanding to me). The more details you give, the less problems you will have with the occasional customer that looks for holes to demand you more than what you planned to sell.

Also, if you sell mesh items that are rigged for certain brands, or appliers, be always careful of including exactly the brands you've made your item for. If you say that your shoes are rigged for brand A and B, because you're copy/pasting from your ad template, and then you only include shoes rigged for brand A (forgetting to remove brand B from the ad), when a customer complains, they're on the right. You can explain that it was your mistake, but the customer bought the item thinking that those shoes were rigged for brand A and B: You should compensate your customer when your mistake made them purchase something that otherwise they wouldn't have, particularly if your item is boxed (there's no way for the customer to check contents to make sure that everything that is advertised, is included). And of course, fix that mistake as soon as you can!

We'll talk more about customer service in another post, but I needed to bring some examples to make you see clear how important is that you provide exact information on your ads, signs next to your ads, and Marketplace descriptions. Your customers will hold you to the information on your ads and texts.



Are you delivering folders, or boxed items? If boxed items, will you be using an unpacking script, or people should rez the item and then unpack themselves?


If you aren't using a vendor system, you can use a box as a vendor, textured with your ad, drop all the items in it with permissions set correctly (remember to include landmark and product ad), and set the CONTENTS of the box for sale. You can use this chance to also upload the folder to MP, with the same contents.

If you are using a vendor system, unless the vendors and the server part of them (the one storing all your items) are on the same sim, you will need to box your items and deliver the packed box. The reason is that a script cannot deliver folders across different sims, only one item at a time. This is why boxed items are preferred for vendors in different locations (for example, vendors at events).

I would not say that there's a right/wrong choice here.

Personally, I prefer to set a box for sale and sell the contents of it, but when I purchase something and I receive a boxed item, I keep that box as a backup.

If you ask people, you'll find that they prefer quite of a variety of options. Some people want to receive folders. Some people want to rez and unpack. Some people want to rez and have the ad visible on the box, so they know what they're going to unpack. Some people want to rez, touch and unpack. Some people want to wear, touch and unpack. Some people want to wear a HUD that includes extra information about the store, but also unpacks on touch.

As you can see, it's going to be impossible for you to choose a perfect unpacking method in case you decide delivering boxes rather than folders.

But this doesn't mean that you should incur in one of the following mistakes/issues that I've observed in some unpackers:

  • Script animation errors when the box is rezzed instead of worn
  • Scripts that delete the box you've rezzed after sending you the folder. This is particularly dangerous if the unpacking box is no copy, and the avatar happens to crash before having time of accepting the folder.
  • Scripts that don't stop the animation correctly on detach, excluding lag as the cause.
  • Scripts that request for permission to animate if the box is rezzed instead of worn.

Also: Keep in mind that people may rez your unpack boxes, even if they're designed to be attached. Do not make your unpacking boxes having a Land Impact bigger than 2. Some people live in small parcels, and if your package has an LI (Land Impact) of 30, 40, or even 78, that could cause problems to them (Yes, I've seen unpacking boxes with those huge values for the LI.)

If you decide that you will deliver boxed items, you will also have to set permissions to the box itself. Remember the rule: Rez the box/package, drop all contents inside, and set permissions for next owner inworld. Then you can take the box back into your inventory.

IMPORTANT: If your items are copy, make your vendor box copy as well. Your customers can always keep an original in their inventory without the risk of being eaten by SL. If you're boxing a gacha item, then that box has to be transfer. But if it's not a gacha item: The packing box has to be copy, same as the items inside.

IMPORTANT: Unpacker scripts are meant for COPY assets. If you include even one no copy asset, do not use an unpacker script. Why? Because the no copy items will not be delivered in the same folder than the copy items. This is a scripting limit and cannot be overcome. The no copy items are sent independently, one at a time, and your customer ends up with a mess in their inventory that they have to sort. Well, you shouldn't make your customer have to rearrange a folder because of your choice of permissions. We've seen that copy is the preferred choice, but if you still decide selling no copy, then do not use unpacker scripts. It will only piss off your customers.

If, after reading all this, you still want to deliver boxes with an unpacker script, the next you will wonder is and which script should I use, that doesn't have the problems you've mentioned?

Answering to that, I've developed a set of free unpacker scripts for several tastes:

  • One script to unpack on touch
  • One script to unpack with an animation/pose of your choice while the box is being worn
  • One simple HUD with information buttons, a spot for your product ad, and unpack on click

These scripts will check permissions for next owner and will not include no copy assets, so it's on you to make sure that your customers will receive all items in their folders.

Get your free copy from here (Marketplace) or at Black Tulip's main store (Scripts section). Please read the documentation and try the scripts until you're sure of how to work with them, for I do not provide assistance for free scripts and tools. (I'm saying this on purpose to illustrate a relevant point that we'll talk about in the next chapter: Store policies. Which ones? How to decide? How to enforce them?)


What is recommended to deliver when it's a demo product?


This could be the only point where everybody agrees (okay: everybody I've read, but the reasons to generalize in this case are safe).

People want that demos are delivered in a folder with contents already unpacked. Why? In some cases, because they may try the demos at the shopping place, to immediately decide if they purchase the item or not. If you deliver a boxed item, you take the risk of losing the impulse buy effect, because your customer has to go to a place where they can rez, and then go back to the place where the demo was if they liked the item. You might be losing sales in that case.


Although it belongs to this section too, we will talk in a separate chapter about vendor systems.

At this point, is important if you've already set up your store blog: the sooner you begin, the easier it will be for you to catch up with your releases. If you feel completely clueless about this, don't worry, we'll soon talk about it.


Now you have your products ready for sale. But there's something more you have to consider: Your store policies and preferred ways for your customers to contact you. We will talk about this in the next post of this series.

Saturday, July 18, 2015

Merchant Resource: How do I begin? Location, information we want to have always handy, and preparing our inventory

Welcome! This post is part of the "Merchant Resource" series. You can check all the posts in this series by clicking on the Merchant Help page tab of this blog.

You've decided that you want to have a store in SL. Maybe you've been learning about creating mesh clothes and now you're ready to sell your creations. Or you started making poses, or make-up, for fun, and now you're thinking that you could be a little more serious/dedicated about it. Or you create furniture, or any of the other many things that we can create in SL. There are many stores in SL, selling many different things, and you can be one of them. Marketing people will tell you that you have to find your niche. And this is true.

Canary Beck wrote a useful post for bloggers about niching their blog, and much of the advice shared in that post applies to merchants too.

I asked Canary how her advice might apply more specifically to merchants, and she said:

As with retailers everywhere else in the world, the most important first decision you'll make will be your niche. Niching is the process of identifying a specific market need, and filling that need with your product.

Many large niches in Second Life are already saturated with merchants (e.g. selling mesh body attachments, women's shoes, women's hair). The more competitors marketing to a market niche, the smaller the slice of the pie is available to each new competitor. If you want to increase your chances of success, you'll need to find smaller, "undiscovered" niches where you can compete and be profitable.

There are many advantages of niching including less competition, more brand loyalty, a bigger impact in a crowded marketplace, and less costly advertising because the most valuable form of promotion there is ­ word of mouth ­ will serve you better.

For the purposes of this series, let's assume that you have decided what you'll be selling. You're not tied for life to this decision: as your business grows, you can decide on creating a wider array of options, or you can slowly find which is your particular style in the activity you started with. So, which are our first steps?



So many questions to begin with! And we'll try to clarify them.


Store name and logo: Some requirements


Now you need a store name, and a logo. Marketing people will tell you that your name should be catchy and easy to remember. Again, this is true. Only for that reason, you should avoid Unicode characters in your store name. You may think they are cool, but the truth is that, for the majority of people, they're difficult to read (and many consider them annoying). Keep it easy to read and type. If it's easy to type, it's easy to find your store by using search tools.

Canary Beck shared her top 10 tips for choosing a Second Life store name with me:

  1. Make it unique and unforgettable - it should be unlike other names
  2. Make the name reflect your style (e.g elegant names for elegant products, quirky names for quirky products)
  3. Avoid unusual spellings (if it's hard to spell, it's hard to share)
  4. Make it easy to type and pronounce (this makes it easier to search for)
  5. Make it short and simple (again, so it's easier to search for)
  6. Make it generically searchable (if you sell shoes, put shoes in the name somewhere, so that people looking for shoes might find you)
  7. Make it relate to your product or market you serve
  8. Check to see that no one else has it already
  9. Don't box yourself in by picking names that are too specific
  10. Check the name with potential customers

There's one thing I would recommend here about the name you choose. Suppose that you start your business together with more people, or plan to have more people working with you in the future.

If you, and the rest of the team, should it exist, decide that the store name should carry all of your avatar names/last names... Think about that, twice.

Suppose that your store is named May and Anna's Designs, and suppose that tomorrow Anna decides to leave. You will realize that you may need to re-brand. Unless you've planned how to effectively make people know that Spring Touch is the former May and Anna's Designs, re-branding isn't a good idea. If you decide on Spring Touch as a name, from the start, if any of the people in the team has to leave, for any reason, you can keep the name that your customers already know.

I asked Canary what she thought of this advice and she said:

I think that is good advice, and I'd say something similar about naming a store after your own name. While easy at first, it might be hard to bring partners on board in the future ­especially if they want to feel a sense of ownership in the brand.

The other downside of naming the store after yourself, is that you might find it difficult to escape your business, should you ever want to leave it. For example, let's say you create everything under your own avatar name, it's going to be very difficult to "sell it on" without also giving up control of your main account. For this reason, I suggest, whether going alone or in a partnership, start your store with a name that is independent of you, and create everything with an alt with the store's name. This way, you can share and pass on that alt's account to whomever you please, should you ever want to bow out.

The only exception to this that I can think of right now, is if you are already relatively well-known among your market niche for something else. If that's the case, branding your store with your name might be a good way to lend awareness to your new store. With that said, you can still brand your store with your name, while running everything (creating, marketplace accounts, Linden dollar accounts) through an alternate account.

Once you have decided on a name, it's time to create a logo for your store (or hiring someone else to create said logo for you).

Are there any specific requirements to keep in mind, when designing the store logo?

Yes, there are some important requirements.

For a long time, when opening a texture in SL, this has opened as square by default (now some viewers use the resolution to determine the default aspect ratio). Also, when we upload an image to SL, this image is resized to sizes that are powers of two when uploading. For example, if our image is 768x320, SL will resize it to 512x256.

For these reasons, and also because 512x512 textures will rez faster and use less memory than 1024x1024 do, the standard size for store logos has become 512x512, which is an aspect ratio of 1:1 (A square picture). If you don't know what is this aspect ratio thing, don't worry: we'll talk about this topic in the module devoted to creating your product ads.

This means that when you have a clear idea of what your store logo will be, create it being square (this is, 1:1 aspect ratio), and export your image without alpha channel, this is, without transparency information: a completely solid, RGB image. If your image has transparency, it could cause issues (alpha glitches) with other objects around.

How do you export your image without alpha channel? That depends on the graphics program you use. I use GIMP, and in that one, you have to go to the Image menu, then select Flatten Image, and then overwrite your graphics file (Not the XCF: You overwrite the exported PNG. Never flatten the XCF or you will lose all your layers once you save.)

Speaking of graphic files, short tangent here. When you save your graphic work, make sure of saving it in the native format of the program. In GIMP, this is the XCF format. In Photoshop, this is the PSD format. When you have a final image to upload to SL/your blog/Flickr, what you have to do is exporting your file into an image. Some of the most known formats are PNG and JPG. Whatever you do, never use JPG for SL. JPG compresses the original image creating a new image that loses quality at some point. SL also does some compression when uploading, so use formats that either don't compress (TGA would be one), or that use what's known as lossless compression, this is, compressed files (smaller size in disk) that do not lose quality (like the PNG format).

You can (and should) create your logo at the highest resolution possible in your graphics program (so, as XCF or PSD). For example, create your logo at 2048x2048, or 1024x1024 pixels. You can export and scale this down tp 512x512 without losing quality for your logo once in SL, to place it on product ads... But if you have created your logo at 256x256 size and now you need it at 512x512 size, scaling up the 256x256 pixels one will result in quality loss.

Summing this up: When you want to begin, you have to decide on a store name (catchy, easy to remember and type), and you need a store logo. This store logo should be uploaded to SL having 512x512 pixels, having no alpha channel, and an aspect ratio of 1:1.



Store presence: Inworld, Marketplace, or both?


Now you have to decide: Will the store be Marketplace only, or will it have inworld presence? That's entirely up to you, of course. I would recommend having both.

Why inworld presence? Because if you're interested in joining events, fairs, hunts, send notices to groups... They will expect that you have an inworld store, so you can rez in it a panel with information about the event/fair/hunt/group. Because many people like visiting inworld stores.

Why Marketplace? Because you have no expenses to set it up: You're charged only per each sale you do. How much are you charged per sale? A 5% of the price of the item.

I'm sure that you have heard that Marketplace is many things that usually range from a pain in the neck to a terribly slow monster. To be completely honest, in my experience, Marketplace is not that bad. True, it might be a bit slow at times, and it could have some tools to improve our productivity while listing, but it's also true that with a little bit of organization and knowing of a couple of tips, you can have your Marketplace account up to date with respect to your inworld store.

We will study about that: You really don't want to miss on the sales that come from Marketplace.

How many sales could you be missing on?

I don't have data from all merchants, but still, I can give you a couple of examples. In my own case, nearly 90% of the sales come from the inworld store and events, and the remaining 10% is from Marketplace. 10% means many sales through the month that I wouldn't have done otherwise. (UPDATED: After going through all my transactions during the past years, I have exact numbers. 18.5% of my sales come from Marketplace.)

I know of another merchant having about 55% of the sales coming from the inworld store and events, and the remaining 45% comes from Marketplace. That's a huge percentage. Of course, your results will depend on how you work the Marketplace side, but these two cases alone should convince you of setting up your store there, and keep it updated.

Speaking of Marketplace, if you're reading this before July 23th, know that the migration to the new Viewer Managed Marketplace will start on July 23th. If you plan on uploading items or editing your listings, do so before the 23th, because during the migration, the use of Marketplace will be blocked. This is not a whim coming from the Lab: this is to avoid having desynchronized databases. Desynchronized databases are a bad thing: it would mean that some listings in the old system could not show in the new system.

Store location: Mainland vs Private Estates, budgeting


If you have an inworld store, should you go for mainland, or for land in a private estate?

Mainland has the advantage that it will always be there, as long as SL exists, while a private estate could vanish without any kind of warning (sadly a few landlords scam people: keep always an open eye). But in a private estate you have access to more management tools, and even increase the total of allowed avatars in the sim at the same time. In mainland, you cannot expect that a sim will adhere to a theme that fits yours. In fact, the mix may at times hurt your eye. But on the other side, many people wander mainland, and that makes it a little easier for your store to be discovered by random travelers.

Of course, I'm not suggesting that you rent a full sim to begin with. I'm mentioning a few pros/cons to take into account for the future, when your business grows. You can start in mainland, and then move to a parcel in a private estate. Or you can stay in mainland forever. If you move to a private estate, make sure you learn about the landlord. You want someone stable that won't vanish the next day, leaving you without store (and people using a landmark that no longer works).

Moving can be annoying, because that implies updating landmarks, updating your vendor boxes with the new landmarks, notifying customers via the store group/subscribo, sending new landmarks to all those people that could need your information (event organizers, etc.) ... But it happens. It has happened to many of us, if not to all of us. We begin on a place, move, grow... and finally settle. So don't be worried about having to decide a definitive location right now. Decide on a location. And make sure it's on a parcel with the right maturity settings. While mature will work in many cases, you may need to be in Adult rated land.

If you move, you have to update the SL URL in Marketplace too. Before you scream because you've listed 172 items and see in front of you the experience of manually updating this in each of the 172 listings... Breathe. Because Marketplace allows for some bulk-update options, and that will make a lot faster than you thought the work of updating SL URLs in case you move. We'll see how.

Something to consider is how much you can spend renting a parcel. First of all, when you explore parcels to learn about prices, make sure that you understand if they're telling you price per week, per month, or per four weeks. If they're telling you price per week, then it's clear: seven days. But there are some people that quote price per month, and they're actually counting four weeks.

One year has 52 weeks and 1 day (52 weeks and 2 days on leap years). If you're paying by the month, you're making 12 payments. But if you think you're paying by the month, and you're actually paying for four weeks, you'll end up making one more payment than you expected at the end of the year: because 12 months times four is 48, and there are still 4 more weeks until the year is complete. If you're not clear about the payment period, consult that with the landlord to avoid surprises.

The next things you need to know to help you budgeting for land are:

  • The price of land is usually expressed in L$ per prim and period of time: One week, four weeks, one month; make sure if you're paying four weeks or one month when it applies (prim and LI are synonymous in this context).
  • If your store is in a Homestead, the whole sim admits 3750 LI (Land Impact)
  • If your store is in a Full Region, the whole sim admits 15000 LI (Land Impact)
  • One sim, regardless of Homestead or Full Region, has a size of 256x256 square meters, or 65536 square meters
  • Parcel sizes (for the most common parcel shape, that is rectangular or square) are X×Y square meters, where X and Y are normally powers of 2. At times, you will see parcel sizes like 4096 or 8192 square meters.

    In the case of 4096, since 4096 is equal to 64×64, it means that the parcel is 64 meters×64 meters. In the case of 8192, since 8192 is equal to 2×4096, it means that the parcel is 128 meters×64 meters.
  • Unless stated otherwise, parcel allowance is a proportional fraction of the total LI the sim allows.

    For example, a 4096 square meters parcel is a 64×64 parcel, or 1/16 of the total area of the sim (65536 divided by 4096 is equal to 16). This means that a 4096 parcel allows 1/16 of the total of the prims in the sim.

    If the sim is a Homestead, this means that a 4096 parcel allows 3750/16 LI, which is 234 (the full result is 234.75, but there's no such thing as fractional LI on land so we round down).

    If the sim is a Full Region, this means that a 4096 parcel allows 15000/16 prims, which is 937 prims (the full result is 937.5, but again, there's no such thing as fractional LI on land).

How does this information help budgeting?

We're calculating how much you'd need to pay per week, depending on the size of the parcel, in a Full Region. Why Full Region? Because commercial land is usually located at Full Regions. We're taking the following possible prices that you can find in the market, to compare: L$1.5 per prim per week, L$2 per prim per week, and L$4 per prim per week. High prices might exist at some prime locations: make sure of researching if it's convenient to you paying more for the same parcel size and prim allowance. (Prices are rounded up when decimals appear.)

L$1.5 prim & weekL$2 prim & weekL$4 prim & week
1024 parcel, 234 primsL$351L$468L$936
2048 parcel, 468 primsL$702L$936L$1,872
4096 parcel, 937 primsL$1,406L$1,874L$3,748
8192 parcel, 1875 primsL$2,813L$3,750L$7,500
16384 parcel (1/4 sim), 3750 primsL$5,625L$7,500L$15,000

Which is the recommended size to begin with? It will depend on what you will be selling. If you will be selling home and garden, a 1024 parcel will become short very soon. In that case, you could start with a 2048 parcel. But if you'll be selling appliers, then a 1024 parcel could be more than enough.

When you consider the total of prims your parcel allows, remember that everything you rez on the parcel will count against this total: the store build, the decoration, the vendors, the informative panels... and the platform and things you rez there, if you want to rez a platform as your workplace, at the same parcel where the store is.

Basic store information: Which, how to keep it handy, and why


As soon as you begin applying to events, inworld groups to send notices about your news, fairs, hunts... The owners of those groups, fairs, hunts, and events are going to request you the following basic information:

  • Store name
  • Owner name, no display names (You have to provide your legacy name)
  • Contact person, if applicable
  • Landmark to your store
  • SL URL to your store
  • Your store logo (once you're accepted, or after submitting the application: always read when they want your logo in the forms/notecards you submit)
  • Marketplace URL if you happen to have set up your Marketplace store
  • Store blog URL if you have one

Some events, fairs... will also require that you provide with a Flickr account, if you have one.

So start by creating in your inventory, in the root level, a folder called:

! YOUR STORE NAME

and inside it, a subfolder:

! LOGOS, BASIC DATA

The ! character is so the folder and subfolder show up above everything else, for SL orders folders alphabetically, and the ! character appears before letters. The name is a suggestion, of course. Use one that makes sense to you.

What should you keep in this "logos, basic data" folder?

  • Landmark to your store
  • Store Logo (Not alpha; 512x512 size, 1:1 aspect ratio; I cannot insist enough on this. Your applications could be turned off if the store logo doesn't meet these requirements.)
  • A copy of your calling card: you can embed this in notecards
  • A notecard containing all the basic information that event/fair/group organizers will ask you, listed previously, so you can quickly copy/paste this information if you have to apply via notecard.

Apart from this, keep an offline copy of that same information in a simple text file, on your computer (and maybe a backup stored online), so you can quickly copy/paste the data when organizers use Google Forms for applications. This way, you don't depend on being online in SL, to have access to this basic store data.

Wait, did you said "a copy of your calling card"? I don't have my own calling card, only the ones from people in my contact list.

Yes, you have a copy of your own calling card :-)

You have to look for it inside the Calling Cards system folder. They seemed to be created in our inventories about two years ago (but don't hold me to this as an exact date of when it happened; I remember that one day I realized that I had my own in there.)

Calling cards can be embedded in notecards? Really?

Really! They still can't be dropped inside boxes (technical reasons that don't matter here), but they can be embedded in notecards. You can use this feature to include your calling card in any information notecard related with your store, if you want.



Your store folder in inventory: How to organize it


Since you've created a folder for all of your store stuff, take the chance to stay organized from this very moment. I've written a series on inventory sorting that could be useful at this point. Although that series focuses in sorting (and packing) clothing, body parts, poses and home and garden, the ideas and tools are the same. Check it out if you haven't yet. Keeping your inventory in good shape will help your productivity.


If you create a business alt for the store, being organized might be simpler because your business alt won't have the inventory cluttered by all the other items you purchase. In this case, you would create the store folder mentioned in the previous section, in your business alt account.

You should upload all assets by using this account, and if you need to purchase supplies like scripts for designers or full permissions animations, said purchases should be done by this business alt account, for the licenses are given to the avatar that makes the purchase. Keep an eye on the licenses of the supplies you purchase: usually alts are not allowed. If you'll be selling assets created by this business alt, then supplies should be also purchased by it, not by your main account, not by the main account of any other of your business partners.

Now, deciding on subfolders inside your store folder depends on what you create and will ultimately be a personal decision based on a structure that makes sense to the way you work. But I know that we may not know how to begin deciding about, so I'm going to share the way I've sorted my own Black Tulip store folder. Some subfolders may be a good start, for they deal with categories that fit all businesses (like Store Updates or Events and Advertising). The others may not fit you, but perhaps the way I've organized all the assets I sell gives you ideas about organizing your own. I'm also explaining what some folders are for.

# 00 - Logos, Landmarks, SL URLs and Data
# 01 - STORE UPDATES
    Notecards for POSE groups
    Notecards WITH sales list - for Builders Groups
    Notecards WITH sales lists
    Notecards WITHOUT sales lists

Let's start by clarifying this "Store updates" subfolder. You want your product being advertised. Inworld, one way you do this is by sending group notices. You will send a group notice to your store group, or subscribo (we'll talk more about this in a future chapter), and then you may have notice rights in other groups that let you send your news.

It's strongly suggested here that you send a notecard with the information, landmarks to locations, prices and discounts (if the latter applies), and pictures of your products inside the notecard, rather than sending one ad pic, or one landmark, and have people in the group figure out what was that for.

When you participate in certain sales events, they ask from you that you embed in your notecard news, a notecard with the news of the whole sale they promote. That explains the "Notecards WITH sales lists" subfolder (which is my master subfolder, so to speak: that's the one with notecards I send to my store, with all the news). But then, some groups may not allow notecards with this kind of sales notecards embedded. When I have my main notecard with all news and embedded lists, I make a copy into the "Notecards WITHOUT sales lists" and strip all the embedded lists from that copy notecard.

I have notice rights in several groups that help promoting full permissions merchants. And I also sell poses. Poses aren't full permissions, so I do not promote those into the builder groups. I make a copy of my master notecard with everything into the "Notecards WITH sales list - for Builders Groups", and strip all the poses releases, or home and garden that isn't full permissions.

Then I have notecards to be sent for pose groups. Again, I make a copy of my master notecard into the "Notecards for POSE groups", and keep only the information related to poses.

Then I make sure of sending the right notecard to the right groups, and everybody is happy :-)

The rule here would be: Create subfolders that adapt to the variety of groups where you have notice rights, so you adapt your master notecard to the rules of each group.

Now let's continue with the store folder structure:

# EVENTS & ADVERTISEMENT
    # 0 - PAYMENTS REMINDER
    # 1 - WEEKLY
    # 2 - MONTHLY
    # 3 - BI-MONTHLY
    # 4 - QUARTERLY
    # 5 - YEARLY
    # 9 - ONE TIME
    # ADVERTISEMENT
    # BLOGGERS
    # GROUP RULES
    # MAGAZINES
# The Store (Licenses, Logos, Builds, Scripts, Info, Etc)
    # 0 - CUSTOMERS
    # BUILDS, LOGOS IN MESH
    # DISPLAYS
    # INFORMATION, POLICIES, SOCIAL MEDIA
    # LOGOS AND TEXTURE SIGNS
    # POSE STAND
    # SCRIPTS USED

I don't store the assets I create inside the EVENTS & ADVERTISEMENT folder. In here, I store all the notecards that event organizers send, landmarks, objects with group joiner and other material that you need when you're a merchant in an event. I sub-categorize the information per year.

At the end of each quarter, I pack all the information of events that have finished by then, and delete the notecards, etc., to give some relief to my inventory.

Now, you may wonder why I have that # 01 - STORE UPDATES folder, when I could include it within # The Store (Licenses, Logos, Builds, Scripts, Info, Etc). It's a matter of convenience. Having it there, it's quicker for me to access to the folder where I have all notecards with the news information that I can send to several groups. Including it within # The Store (Licenses, Logos, Builds, Scripts, Info, Etc) would add one more click to my workflow, which at the end of the day, counts. That way I also minimize the chances of sending the wrong notecard to a group.

More subfolders! Now we dig into the core of my work: all the assets I upload to SL in order to create my products:

01 - SUPPLIES - SCRIPTS
    00 - DOORS SCRIPTS
    00 - TEXTURE CHANGERS
    01 - LIGHT SCRIPTS
... (The list would be long and is not relevant to this point)
02 - SUPPLIES - MESH
    !Common Docs
    2013
    2014
        Q1
        Q2
        Q3
        Q4
    2015
... (More supplies folders, not relevant to this point)
10 - TUTORIALS AND BOOKS - CLASS IN A BOX
    3D Modeling
    AnimatingAvatars
    Basic Scripting For Builders
... (More categories, not relevant)
20 - TOOLS
    00 - TOOLS FOR YOUR BUSINESS
    01 - TOOLS FOR EDUCATORS
    02 - TOOLS FOR CREATORS
21 - POSES & PROPS
    00 - SPECIAL FAIRS
        2014
        2015
            000 - POSE FAIR 2015
            001 - FANTASY FAIRE 2015
            002 - WORLD GOTH FAIR 2015
        DEVELOPMENT
    01 - POSES/SINGLE
        2014 and prior
        2015
    10 - THE LIAISON COLLABORATIVE - POSER PAVILION
        2014
            20140715 - Dangerous Liaisons
                [Black Tulip] Poses (Couple) - My Rules #1
                [Black Tulip] Poses (Couple) - My Rules #2
                [Black Tulip] Poses - Enigma #1
                DEVELOPMENT
            20140915 - Technologic
            20141215 - Snowfall
        2015
    11 - ONEWORD
        2015
    14 - A TATTERED PAGE
        2014
        2015
... (More categories, sub-categories, sub-sub-categories... not relevant, to get the idea)
30 - HOME & GARDEN
    2014
    2015
61 - DARKNESS
    2014
    2015

The categories here are different depending on the type of asset. For example, I categorize scripts differently than mesh. Why? Because scripts are some sort of timeless entities, so it's more useful to me looking for them by categories, while mesh objects have a more limited duration, and so I just sort them by the year I created them. Notice that inside the year folder for mesh objects, I make subfolders, per quarter. This is because I create a lot of mesh, and I would need to scroll for a long time if I put all the things I created in one year. (Even separating by quarters, the list gets long.)

Then, all instances of DEVELOPMENT subfolders are to store assets I use to create items (textures, scripts, poses) that are not distributed as standalone in the items I sell. For example, if I create a prop with poses, that prop is a mesh object which uses textures, poses and scripts. I sell a finished prop object with the contents correctly set. And in my DEVELOPMENT subfolder I store all those meshes, textures, etc. that I've used in the creation of the item. This subfolder is also categorized: I separate per item.

I strongly recommend that you follow a similar organization in your hard drive than you do in your SL inventory, and that you do periodic backups. In my hard drive, I separate things this way: product ads have a subfolder on their own, organized by the same criteria explained before: by year, event/main store, quarter. Why? Because when I upload the ads to the store blog for the corresponding post, they're all together. I will expand more on this when we talk about the store blog. Then, I have a folder for Mesh, a folder for Poses, a folder for Books, a folder for Scripts... Stay organized!

And two final subfolders:

99 - DEVELOPER KITS
ZZ - THE "REVIEW ME" FOLDER

Because you may use third party scripts (like scripts for nails or appliers), and because there are always things that you can't think of how to sort at the moment, and you tuck them inside a review me folder. Legends say that those folders eternally stay unsorted, but I can tell you, there's at least one avatar in the grid that reviews them twice a year.


This would be enough for now. Get ready all those things, and in the next part of this series we'll talk about how to prepare your products for sale: permissions, information to include, and more.

Have a great day! :-)

PHOTO CREDITS


Mesh hands: Coco Doll, Hands (1), from Coco (Cocoro Lemon)
Mesh body: Coco Doll, Upper part is Bandage&Cut, lower part is Bandage, from Coco (Cocoro Lemon)

Dress: Swept Away Dress, Cream, from (fashionably dead)
Necklace: Swept Away Necklace, White Gold, from (fashionably dead)
Question marks: Question Marks, Colored, from Black Tulip (mine). They are a prop part of the So many Questions pose.

WL Water: Pond

PHOTO #1


Pose: Dark Fairy #9, Black Tulip (mine)
WL Sky: [TOR] SCIFI - Cragelica

PHOTO #2


Pose: Dark Fairy #16, Black Tulip (mine)
WL Sky: [TOR] SCIFI - Albedo 0.39
Tulip: My store logo, in mesh

PHOTO #3


Pose: Dark Fairy #19 (mirror), Black Tulip (mine)
Cage: Paper cranes Cage, Silver, from Zenith (The cage alters the position of the arms)
WL Sky: [TOR] SCIFI - Albedo 0.39

PHOTO #4


Mesh hands: Coco Doll, Hands (1), from Coco (Cocoro Lemon)
Mesh ears: Coco Doll, Ears (Human), from Coco (Cocoro Lemon)
Mesh head: Coco Doll, Head 002A (Closed Eyes), from Coco (Cocoro Lemon)

Hair: Marina, Blood, from Catwa
Pose: Dark Fairy #19 (mirror), Black Tulip (mine)
Cage: Paper cranes Cage, Silver, from Zenith (The cage alters the position of the arms)
WL Sky: [TOR] SCIFI - Albedo 0.39