Showing posts with label Black Tulip. Show all posts
Showing posts with label Black Tulip. Show all posts

Friday, May 20, 2016

Getting there!

The website is reaching to the live stage: I've involved my business partner in the creation of a vendor system for the store and that aside, I'm close to finishing the engine that will hold everything together. I could talk about all the boring details of what I've done and what is left to do, but I understand that's something only I get excited about and I will spare the pain to all of you. Don't worry though: I will likely bore you with all the details once I'm done.

May is being a quiet month, which has helped a lot in moving forward as I needed. No flooding, no fires. The grass is green and the weeds haven't spread as they used to thanks to the work I did last year. My foot recovers and I can finally walk on two feet (I know, I didn't mention about my foot.) The Hibiscus is blossoming. My cats are healthy. My business partner hasn't killed me yet. Ansel hasn't killed me yet (but I do hear how his eyes roll at me). My days are bright even with the problems *looks at her foot* and there's a lot I'm grateful for.

I have some hope in that I will write more than I used to when the move is done. I've found an organizing method that seems to be clicking with the way I work and is bringing some order into chaos, but I won't preach the gospel until I'm at least one month (or maybe three months) into it because I'm known for not following organizing methods.

Today I'm taking a little (scheduled) break from the website by creating a new poses set for Lazy Sunday, The Widow.


Cheesus, Auryn, you always so *coughs* cheerful.

I know! I need to bring some darkness into all these bright days for balance or I could turn into a unicorn, and I don't want to be a unicorn. I want to be me, with my lights and my shadows.


Have a great day and see you soon, hopefully, at the new place :-)

Saturday, November 14, 2015

Creating a poses set, the scripter way

When you're a programmer that dreams in source code to solve the problems you've found when programming awake, you know that you cannot hide from thinking in algorithms: It's in your blood, you're simply wired that way. Even Gustavo Adolfo Bécquer, the poet, said it:

What's programming?, you say,
while you stare at my code lines in your inquiring eyes

What's programming? And you ask me that?
Programming... That is you.

(Well, he sort of said that.)

This means that it's only normal for me to wonder something after filling the same parameters when I upload poses a couple of times, before I've uploaded my first set ever: Would it be possible to have the choice of defining those same parameters as default options, so they fill automatically and you only change them when you need different values?

After having uploaded nearly 120 sets of 5 poses (plus mirrors), I decide it's time to use my brain for something else than the basic vital support of my body, and do as the saying goes:


and so I call my business partner, the only unfortunate person from SL that sees me regularly in the real world, and whose phone number I actually know.

She looks at my sad begging eyes, and the next happening is this (FIRE-17251: Allow users to set default values for animation uploads - patch by Sei Lisa; this also fixes FIRE-13738 (Default hand position is spread instead of relaxed)) and this ([PATCH] Allow entering animation loop parameters as frames rather than percent), which means that weather forecast is favorable to my begging being incorporated in the next update of the Firestorm viewer.

Pose makers and animators, don't forget saying thank you to my business partner. I've already bought her some of the best cheese and promised I will try not to eat it.

The news make me all kinds of happy, and I proceed to start creating my next set of poses for Lazy Sunday. I wanted to create a pose set of a new series called Boudoir. Knowing me even if a little, the right thing to wonder is why I haven't done this before.

I decided that I will create different bedroom setups on purpose to favor the process of taking the photographs and show some variety if I am to move forward with the Boudoir series as more than one set, and spend the whole Wednesday morning looking for skyboxes and rezzing beds from my inventory. (People of Plurk, thank you for all your suggestions when I asked. I would have lost all day looking in Marketplace and found nothing.)

IMAGE: Boudoir #1, pose #2, in Flickr

The first skybox I'm using is the The Little Penthouse, from 22769 ~ [bauwerk]. Then the furniture is a mix of items from LAQ, Trompe Loeil and Dutchie (The cast iron fireplace and the side table that comes with the summer BDSM bed, tinted).

Why preparing all this before getting to the actual poses?

I realized, when I created my first set of laying down poses, that this particular kind of poses should not be tested outside its natural environment. I mean with this, if you plan on making laying poses, keep in mind where the avatar will be laying, be this the cold ground or a bed, and test them over the right surface. The target surface will let you know how to bend some parts so the avatar adapts to it, rotating to an approximate fit within what is possible in SL.

With all this ready, I was ready to create the poses. But, wait! There was one more thing to prepare before creating the poses.

Currently, despite I like taking pictures in SL, it's also a time of torment and agony. Think of an almost seven year old computer that I cannot yet upgrade. Think of the Advanced Lighting Mode turned on, all the fancy mesh, and shadows. Not even in Ultra mode. Medium settings. At the ultra speed of 4 FPS in a light-mesh loaded setup, 1 FPS in a heavy-mesh loaded setup, I need to take care of the lights and the fine tuning of positioning my avatar. Lights cannot be set up with the Advanced Lighting Mode turned off, because they behave completely differently (not to mention that you cannot see the shadows from the projector lights.)

Have you ever tried to edit an object, simply to move it, or change the light properties, at an average speed of 2 FPS? Try it if you have the chance.

So I decided that I had to choose one from between the following possibilities:

  • Read the manual of the tools you have, in detail, to see if they do what you need and how, in that case.
  • Script your own tools.

Which was my choice? The logical one: I scripted my own pose stand and projector light so I could move and rotate them from a HUD, and change the light properties of the projector, instead of having to fight with the Edit window at 2 FPS.

"The logical one"... I can hear you mumble.

This will sound fun, but it takes me more time to read all the documentation and trying all things out, than scripting my own tools exactly as I want them to work. I started with the pose stand on Thursday after lunch, in the early evening, and I completed the task, with the projector light as well, on Thursday night.

Finally, Friday was devoted to actually creating the poses and taking the photos for the product vendor. And this is how you create a poses set, the scripter way.

Have a great day! :-)

Notes


Outfit Credits


Mesh body: Lara, from Maitreya
Mesh hands: Lara's hands, from Maitreya
Mesh feet: Lara’s feet, from Maitreya

Skin: Lulu 02 C, Jamaica, from Glam Affair
Freckles: Cassiopea Cosmetics, A (tn), from Glam Affair
Lipstick: Leah Lipstick 21, from Glam Affair
Hair base: (Hairbase 3), True Red, from Argrace

Hair: Dakota hair, FIT A, reds, from Lelutka
Shoes: Zest Pumps, Black, from Maitreya

Panties: Giselle lingerie - panty (Maitreya fit), Black, from erratic
Bra: Delice lingerie - bra (Maitreya fit), Black, from erratic
Suspender: Delice lingerie - suspender (Maitreya fit), Black, from erratic
Stockings: Delice lingerie - stockings HUD (Maitreya applier), Black, from erratic

Windlight Sky: Tron Legacy clean

Tuesday, November 10, 2015

Neverland

Enchantment will open in a few days, and this round's theme is Neverland. While I love fantasy and telling stories, I confess I would not like to stay forever a kid like Peter Pan. There are other ways to fly, and other ways to reach magical places.

IMAGE: Flying to Neverland, in Flickr

In fact, despite I miss all the energy I had when I was twenty years old, no way I would ever want to be back to that age again. Not even with my current knowledge of people. I would be the most bitter twenty year old in that case, while now I can enjoy of simply being cynical. True, I don't like all things that being an adult implies, but then, who does?

Those thoughts made me think what if instead of Peter Pan, is Tinker Bell the one growing up?

I know that Tinker Bell is represented like an adult fairy, but there's growing up, and there's growing up. Since my mind at times wanders to that other adult land, I wanted to create a sexy fairy, yet not too sexy and undressed, for this is still a fairy tale and you know the thing about fairy tales. Kids are looking and nobody has taught their parents yet that their kids are not stupid.

IMAGE: When the fairy grew up #1, in Flickr

I've done two pose sets for When the Fairy grew up. The first one is all standing poses, the second one is sitting on the ground poses. And every time I create a sit-on-the-ground kind of pose, I wonder why do I hate myself so much, and I also wonder if that explains why I don't see so often sit-on-the-ground kind of poses.

IMAGE: When the fairy grew up #2, in Flickr

If you wonder why I say that, I can only suggest you trying to create one of those poses. Any other thing I say cannot show the problems as clearly as trying to making it on your own. Still, I know that there will be more sit-on-the-ground poses in my future. Because, stubborn.

Have a great day :-)

Sunday, October 18, 2015

A cat lost in a necklace, or how my mind wanders (and some Blender tips)

Yesterday, while staring at photos in Google Images trying to decide if I would make a new set of poses for Lazy Sunday, or set an existing one to discount, a part of me was more interested in looking at Halloween things and a black necklace caught my attention. "Beautiful, complex, and I've never done mesh jewelry before", I thought. I also thought that since I wasn't feeling inspired to make poses, I would give a try to a couple of ideas: plan B was already set in place in case I didn't finish in time, so I could use the day to experiment.

If you wonder, I can't just open Blender and start posing the avatar whatever way. That's not how it works, at least, that's not how it works to me. To me, poses are normally created in the context of a story (Which is why I have so few modeling poses at the moment, but so many poses to create stories.) I look for several search term combinations related to a theme, start looking, and there's a moment when I feel ready: a little story has been written in my mind. I then close all those tabs, and start making the poses while deciding all the outfitting. I said it when I wrote What's in a pose: "There's a lot more in a pose, than simply rotating limbs."

At least, that's how I feel it.

It was about my 1 PM, so, having time enough to decide if I could create a complete necklace, or leave it for another moment and stick to poses, I started first playing with the concept to make the chain in Blender:


I decided on using a Bezier Circle rather than a torus for the links because it would be easier for me to check if the thickness of the link was adequate. Later I could change the link shape to a torus if needed. But for the picture that started wandering in my mind, the circle links were good enough, and I gave them a couple more of vertices per segment:


I was aware that this would have a high Land Impact (LI), for jewelry items are usually small. This means, their bounding boxes are also small, and this means, the medium, low and lowest LODs are going to show up really, really close: they need higher detail than I use to give to the LOD levels for furniture and builds. Still, the links use a simple square section: that makes them round enough even when you get close, thanks to using Smooth Shading.

Then I had to go for lunch (at 4 PM - I need to review some of my habits), came back, and did the pendant after some thinking about what to do there.

One of the fun parts for me was unwrapping one link alone and putting its UV together with the pendant, so just one texture would cover the whole necklace and pendant, except the cat eyes. I decided for them to be in a different material, in case I had time to make them texture change.


I didn't have the time at the end of the day, but the idea remains now in my mind.

I decided to have the necklace and the pendant as separate mesh objects for one reason: whether someone needs to resize the necklace or not, they may need to rotate the pendant part, depending on the size of their breasts. So by making the pendant an independent part, I allow for users to rotate it as they need.

If you're new to creating meshes, UV mapping and texturing, you may have noticed something now. The necklace and the pendant are different objects, yet they share texture: One texture (which I uploaded to 512x512 size) is texturing different objects with different UV mappings.

How is this possible? Because when you're UV mapping, you're deciding what pixels of a texture will be painted on the mesh. If there's empty space on the UV map, you can unwrap another object in that empty area, and use the same texture for both items. It's economy of resources, and it's very much needed to do in SL.

Also, if you wonder, the cat eyes live together in a 128x128 texture. Really, as soon as you've zoomed out just a little bit, you're not going to see any detail: you do not need big textures in jewelry, which will help your users, and anybody else around you when wearing the item. Part of the texture trashing issue in SL (and further crashing) comes from using many, many, 1024x1024 textures everywhere. And in the corresponding specular and normal maps, when used. Viewers have their texture memory filled quickly, and once they've reached the limit: Crash. I'm sorry to burst your bubble, but this is not an issue caused by Linden Lab. It's an issue caused by the residents. If you want to complain, complain to the right source, those that can fix the issue: the creators.

At first I baked gold textures. Then I uploaded the necklace parts, and eeeeeeek! Why is my pendant showing up this way? The edit window gave me quickly the answer (although by the time of right clicking, I knew what I was going to see):


This issue can be fixed in Blender: Extending the bounding box of the item by adding an extra triangle that we set to make the total size of the object, bigger. This triangle must be transparent in SL, so remember to assign it to a different material in Blender, to later be able of changing transparency only for that triangle in SL.


When the problem was solved, I decided I wasn't too fond of the gold texture, and baked a silver one. And it was finally done! My first mesh necklace!


A cat lost in a necklace is now out for Lazy Sunday, at the Poses and Props store, and I don't know yet if it will be my last jewelry item, or the first of a future line of items.

One thing is for sure: If I want to continue making jewelry, I have to practice more with lighting and material settings, to create better textures. Also, I need more practice with glass textures, for all possible gemstones.

In any case, I've liked the experience, and the issues I've noted in my mind give me also hints as to where my research should continue. Also, now I understand better which decisions taking once I start coding the scripts that jewelry could require.

Have a great day :-)

Wednesday, October 14, 2015

The Witch

This may be hard to believe, but... I've created a gacha set! I'll talk about reasons and how the creating experience has been, as an OCD merchant, but before that, I want to tell a little story. The story that started to write itself in my mind when I had completed the first two items, and that decided which would be the rest of items despite I had written down to create something else. The story of The Witch.

There are places in the world whose names have been forgotten. Ghostly places, enshrouded in ancient magic, almost like if they weren't there, are waiting for inadvertent visitors that step within their boundaries to never be seen again.

One of these places was once called Inhn, but nowadays nobody even knows the place exists. Back in time, Inhn was inhabited by a cruel witch. She was nameless, for part of her power lied in being an unknown entity to those that fell in her small realm. Her cabin and the graveyard around were surrounded by a forest. Only part of the forest was reached by this ancient magic, enveloping it, but it was enough to set a trap for those who were wandering by the other side of the forest.

The witch was known to mutilate her victims to then transform them into disturbing creatures that lost their humanity. Those creatures were then caged like birds and set outside the house, in the darkest part of the graveyard, left alone to die.


She fed on their suffering and their blood. She kept all of their limbs to continue torturing them even after they died, for the torment of their souls trying to reach the hands that no longer they could touch and reach was a delightful scene for her to watch. Their limbs in jars was what those poor souls wanted to recover, but even being next to them, they could never be complete again. Their despair and denial about the situation was what tied them to stay in the place, exactly where she, the nameless, needed them.


But even witches grow old, and as she aged, she was losing her power. She needed more people than before if she were to regain strength, but the forests around Inhn had been forgotten, and barely if ever new visitors showed up. She had sowed pain when she was young, and now she was too tired to watch her own back.

That's how one night, it happened. The legends aren't clear about what happened exactly. The only thing we know nowadays about the events is that the last two of her creations that despite dead, still were able of breathing air, buried her alive. Exhausted, their bodies fell and rot over her grave, and since that moment, their souls guard the nameless' tomb, to make sure she'll never raise among the dead.


This didn't put an end to the witch's victims' torment. Their souls had been tied to their mutilated limbs, and day after day, their weeping laments could be heard if you walked close to the limits of the safe part of the forests around Inhn. As time went by, those souls forgot about the nameless, they forgot what led them to be dead without hands, and slowly, they started to vanish forever, in sorrow and pain that would accompany them until the end of time.

That's how another tomb at the graveyard was abandoned, and the power of the witch started to grow back within it, whispering a song in the wind that started to attract people into walking near the forest.

The legend says, this other tomb is waiting for the next lost traveler that crosses the frontier to Inhn and sets foot into that haunted land. The tomb will then announce to the traveler that the day is their last day alive, and this new death will have power enough to bring the rejuvenated witch back to life.


This story is also published in The Night Corner

As I've mentioned at the beginning of this post, The Witch is my first gacha set, created for the Wayward Halloween event, by Wayward Events. Despite the set title, no actual witches show up. The first item I created was a rare, the Witch Cabin, and my first idea was to create furniture for it, and some witch poses. This is what happened next in my mind:

Perhaps a tree outside the house, with a tomb, could fit. Since we talk tombs, why not adding ghosts? Not plain ghosts: Ghosts that show by close presence, and hide otherwise. [Insert Blender break time here while creating the tomb and the ghosts, then scripting them.] Forget about the tree, I like the ghosts with the tomb. Since I'm making ghosts, why not another ghost mourning the separation of his hands from his body? Ohhhhhh... That could have been the witch! And what else happened to these pour souls?

And that's how I ended up creating a set that had nothing to do with my first idea (except for the Witch Cabin), and writing the story of The Witch.

As a consumer, many people that know me, know that I do not play gachas. The reason is simple: I know what I want, I know which choice of permissions I want, and if I cannot get what I want, with the permissions I want, then I do not spend money.

However, as a merchant, I can no longer stay blind to the fact that many people like playing gachas, and even though I don't share their like, that shouldn't be a reason to not give gachas a try, from the merchant perspective. But I didn't blindly apply to the first gacha event I saw showing up. I applied to one that I knew would motivate me (Halloween is every day in my heart.) And I put special attention to likes/dislikes/requests coming from people that like playing gachas, in many threads in Plurk.

One of them is: I've tried making a set where each piece is independent of the other. This isn't an armor set that makes no sense unless you have all pieces with the same color. This is a decoration set where each piece can have its own life alone. In other words: You don't need to get several decoration pieces to create something that makes sense.

Another one is: I'm willing to trade your complete no copy set for a complete copy/no transfer set as long as you obtained the pieces by playing in my machine, using my gacha script. I studied what other merchants do when it comes to their gacha sets and the customer service part, and I wrote my own gacha policies, contemplating the trading complete sets case. If you plan on playing my machine at the event, I recommend you to check these policies and make sure you understand them, for they will be useful in the (nonexistent, let's hope) case you have a delivery issue, or if you want to trade a complete set. I will say here as well: If you obtain the complete set from another place than my machine (yard sale, gift, Marketplace...), I will not trade it. Trading is a benefit for my customers, since I will be taking the time of checking that everything is correct before trading. I'm saying upfront that I'm not responsible, at all, about what happens outside of playing my machine.

I've also paid attention to explanations from merchants about how their gacha scripts seem to work, about complaints coming from customers that rares seem to be extra-hard to obtain and wonder if the machines are rigged, about alarming facts that make me wonder how many gacha scripts contemplate the case of somebody using a modified viewer to pay the machine whatever they want rather than pull price...

... and developed my own gacha script.

It will be soon ready for general release, once I polish a couple of details, write the final documentation, and give it a final beta-test round. But as of now, my gacha script is the script that will be used in my machine at the event, and that's how I will know if you've gotten the full set by playing in my machine.

As for packing the gacha items to load the machine, and checking permissions for next owner... Oh hellish hell! The hell of all hells for someone suffering OCD!

When I wrote the preparing your products for sale, permissions and more chapter of the Merchant Help series, I talked long about setting permissions, and at the end of that section, I said:

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!

And it's anything but funny to do this. I swear by the Old Gods and the New =)

You have to prepare your bloggers pack with all items copy/no transfer. Send it to your alt. Check permissions of the oh-so-many items you've decided to include in your set. Then, you have to prepare one box per gacha item, containing the gacha goodies, store landmark, ad (or gacha key) and a notecard explaining things.

I repeat: One box per gacha item.

Send them to your alt. Check that the boxes arrive in inventory as no copy, yes transfer. Unpack them. Rez all the items. Check all the permissions. Pray some more to the Old Gods and the New for you haven't made any mistakes. Curse a little (or a lot) when you find out you've made some. Fix them. Start again.

And when that double permissions check is done, you're finally ready to load your machine.


Enjoy The Witch, coming October 16th. It's been an experience to me :-)

Tuesday, October 6, 2015

The Black Widow

I've heard all the stories about us. Vain and shallow creatures, hunting husbands to suck their lives and money. Heartless, self-centered, monsters. Sluts. Whores. Scum with no remorse. Yes, I've heard all of them, and then some more.

I call it envy. Of our strength, of our independence from the rules that make them call us whores while secretly wishing being one.


It's not true that we don't love our husbands. We do. We love each one of them, and we keep that love alive even after they've gone, which makes our love for them particularly strong. That's why we need them gone: Because we're creatures of love, able of that rare affection and loyalty that survive death, and we need love to carry on with our lives.


Not every woman is fit to the role. Your secrets can never be known: they are your main strength. Solitude will be your second skin. This is how it must be, in order to feel all that intense and lasting love for your future husbands.


When you dust envy off the world's eyes, what's left is how they really see us: Charming, mysterious, attractive in ways that go further from simply entertaining the most basic desires. We feel no shame for that, and we'll use what we are.


But dare exposing us in front of our lovers and we'll show you why everybody fears a black widow.


This story is also published in The Night Corner

(The Liaison Collaborative is back. This month's theme is Fright Night, which inspired me for six pose sets. Photos in this post feature poses from The Black Widow series. There's another series of poses: The Cursed Doll. They'll be available tomorrow at the event location, at discounted price.)

PHOTO CREDITS

Mesh body: Lara, from Maitreya
Mesh feet: Lara’s feet, from Maitreya

Skin: Dark Side - Ginny 01 A, from Glam Affair
Skin tone: Pearl, from Glam Affair (included in Lara's HUD)
Freckles: Cassiopea Cosmetics, A (tn), from Glam Affair
Eyes: Phantom Eyes, Blind Rage, from Dead Apples
Makeup: Scarred Face Tatoo and Insomnia Makeup, from Corvus. Halloween Makeup - Spider Web Classic, from {C.C.M.}

Hair: Young and Beautiful, Dark Reds (Russet), from Exile

Corset: Alexis (Maitreya fit), black, from erratic
Panties: Giselle (Maitreya fit), black, from erratic
Collar: Dahlia, black, from Baiastice
Gloves: Long gloves with claws, black, from Baiastice
Dress: Mesh Spiderweb Dress, Black Widow outfit, from Boudoir

Earrings: Pearl earrings I, black, from hoorenbeek
Necklace: Aeranae's Embrace Necklace, from Empyrean Forge (EmpyreanForge Resident)
Head adornment: Aeranae's Embrace Adornment, from Empyrean Forge (EmpyreanForge Resident)
Spider wings: Spider legs Backpiece, from Zyn (ZynDyrr Resident)

Poses: The Black Widow series (including the ghost), coming tomorrow for The Liaison Collaborative, Black Tulip (mine)

Windlight Sky: Phototools- Hufflepuff Light 01, Phototools- Breakwave Building Light (photo with the ghost)

Thursday, September 3, 2015

Merchant Resource: Deciding on Store Policies and Customer Service

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 covered a lot of ground in the previous post, talking about how to prepare your products for sale. Now you have your products ready for sale at your store, and you start making sales. Many things could go wrong: from failed deliveries and double purchases, to misunderstandings about what you're selling. How will you be handling this? By setting in place your store policies and taking care of the customer service part.




Using your SL profile as a business card


First of all, if you're not using your SL profile to let people know that you own a store and advertise it, start doing it right now. Your SL profile will be the first thing that people will look for if they need customer service or ask questions related to your store/products. I know that we all have said people don't read, but the truth is that only some people don't read, and probably not as many as we believe. Whether people read or not anyway, that is no reason why we shouldn't give contact information and other basics on it. In fact, our SL profile is the first thing that our customers are going to see about us: We should spend some time preparing it.

Before going into what kind of information we should include and how, let's talk about this: In the first post of this series, it was recommended creating an alt for everything related to the store. There are many good reasons to create this alt that were discussed there, so we're not repeating them now. So if your business is running under your alt, you will take care of putting all the store and contact information in this alt account, and then in your own profile you can add a note on the front page instructing to contact this alt.

But not all of us are making business under a business account. It's my case, for example. But Auryn, didn't you say that we should create a business account? Why aren't you operating your own store under a business alt?

Because, like I said when I started writing this series, I'm explaining about many things I've learned and that I wish I had known in time. One of those things I wish I had known in time is creating a business alt for all things related to my store. By the time I thought I should create one, I had already purchased many assets under my main account that I could not transfer, and uploaded many more other assets under my avatar name. If I had thought about this in time? I would be working the store under a business account.

Why am I saying this?

Not everybody operates their stores under a business account. Many do under their own avatar account. This means that their personal and business life might be mixed in their profiles. We want to say in which office we're working while at the same time we want to have photos of our families on our desks.

Not everybody wants to know about our personal lives in SL. So if you want to include any kind of personal information in your profile picks, my suggestion is that you do this after your professional picks. This way, those who are looking for you because of your store will find the information quickly without learning about your SL family/partner/friends/etc., and those that are curious like myself, will read until the end. Picks are ordered alphabetically: You could use numbers to list your store picks first, for example.

This said, now we can talk about what information we should include in our profile/our business alt profile.

What information should we include?


In the front page (About/2nd Life tab):

  • Which is your brand name?
  • Contact information. How do you want that your customers contact you? IM? Notecard? e-mail? Customer Service form? Ticket system?
  • Do you have a CSR? (Customer Service Representative) Who is this person? (Don't use their display name)
  • What's your business about?
  • Which websites are the most relevant to your store? (Store blog, Marketplace store, Flickr account...)
  • Which other activities that are business related do you take care of? How should you be contacted about them?
  • Which is your timezone? I'm not suggesting here that you tell people where you live: you don't have to. Just mention your timezone so they know when it's easier contacting you.

We're limited to 510 bytes on this front page, so we can't go into writing many things in detail. The front page has to be clear and to the point. 510 bytes would be 510 characters unless we use cool unicode characters. In that case, the 510 bytes would be less than 510 characters. There are really many good reasons not to use special characters and stick to the default alphabet.

For example, this is how my profile front page reads:

Black Tulip Customer Support: http://tinyurl.com/BlackTulipCS
Dutchie's CSR: IM or NC me with your inquiries, thanks!

Black Tulip owner: Scripts, mesh, animations, Blender & creating books.
Poses. Home and Garden. Blender teacher. Spooky items creator.
Fusion magazine writer.

Main store: http://tinyurl.com/BlackTulipInSL

https://marketplace.secondlife.com/stores/42594
http://blacktulip-store.blogspot.com/
https://www.flickr.com/photos/aurynbeorn/

SLT+9 (Europe)
I never hide my online status

Notice that I'm using a web service to shorten URLs like http://tinyurl.com/ to be able to show on the front page all the information together with web addresses that are actually long, because of the 510 bytes limit on the front page. That's how, for example, the customer service address, http://blacktulip-store.blogspot.com/p/customer-support.html, shortens to http://tinyurl.com/BlackTulipCS, giving me more bytes to write more store/contact information.

Notice also that I say this: I never hide my online status. I could probably take it away. If you hide your online status, when people open your profile, they'll read that you're offline. I want that they know if I'm online or not, to reduce as much as possible the "hi, are you there" IMs. That's why I wrote that line.

If you're on business, I recommend that you don't hide your online status. It's less uncertainty to your customers about your availability. This doesn't mean that you will be forced to reply every IM immediately. We talk about that in the Customer Service section.

Once you've filled in your profile front page, you can use your profile picks to expand with details and more information:

  • Contact information: Extended. If you want to give an e-mail, links to all your social media pages, explain which preferred ways of contact... You can use one pick for this.
  • Store Policies: We'll go in detail in the Store Policies: Why, and which ones? section.
  • Licenses: Do you sell templates/scripts for other designers? What are the terms of use? Specify them, and if the license is long, provide a link to your website where this is explained in detail.
  • Do you do custom work? Yes/No, and which kind, in case you do.
  • Extended information about your store(s)
  • If you're using a vendor system: Are there redelivery terminals? Where are they located?
  • Extended information about particular products/services that you want to highlight.
  • Are you accepting invitations to events? How should they be handled to you? Are you accepting to sponsor events? Invites to have a store satellite at malls?
  • Are you looking for bloggers? What should they do to fill an application?
  • Special Policies for gacha items

You don't need a separate pick of each of the items listed above. We're limited to 10 picks, so we can put together several items in one pick, and then offer a link to our website if there's even more information about it.

How do we add this information?


If we're using LL's official viewer, we have to select Profile... from the Me menu. This opens a window with an embedded browser showing your web profile. In my case, I have this:


Editing your profile is simple. Start by clicking on the Edit Profile button. This brings you to a page with three tabs: Profile, Privacy, and Notifications:


Now if you want to, for example, change your Biography (the main information we've talked about), click on the triangle to its left, write the text, and then click the Save button.


Notice that there are four tabs on your profile: Feed, About, Picks, Groups. The Feed tab is meant to be a kind of facebook-style status updates to share with people in your contact list and people that you follow. If you are not going to use this SL Feed feature, then hide that tab, so people find your About tab with all the contact information on the first place. (You've seen mine because I do use that feature.)

You do this by clicking on the Edit Profile button and then clicking on the Privacy tab. Make sure of selecting Nobody for Feed, like the picture below shows:


(My setting is Everybody)

It's a good idea that you take this chance to review the privacy options available here. While I keep my feed open to everybody and I don't block other users from participating on it, you may prefer other choices. Set them, save them, and we're done with this part.


If we're using Firestorm/Singularity kind of viewers, the procedure is simpler. Click on the Profile... option from the Avatar menu on Firestorm, or Edit in Singularity. This opens the classic profile window, with directly editable text fields.


Write your profile, your picks, and remember to save!

Ready to go :-)


Store Policies: Why, and which ones?


Store Policies exist to set in place a basic set of rules so your customers know what to expect in case of problems. As a store owner, you decide which ones work better with you, and once they're set, you can enforce them without any kind of guilt. If store policies are set before problems happen, you'll be saving yourself many headaches. We're giving here, hopefully, examples enough so you can pick those that work with you. If you think of policies that aren't listed here, please share in comments.

Your policies should be visible at the entrance of your store, and they should also be available on your store website. For your store, you can create a texture with the text written on it, and then a notecard with them, in more detail. The texture can be applied on a box, and this box placed on the wall. Then a simple notecard giver script would give your policies in notecard format to those that click.

Why adding this notecard and script step?

Because:

  • The texture could refuse to rez, leaving your customer without knowing
  • You can include more information and details on a notecard than you can fit on a texture

It's important here to name this box with the texture, notecard and script, in a way that makes clear the object is about your store policies. Those of your customers that have their viewers showing hint-tips over objects when their mouse moves over them, will see the object name before textures rez, having a clear clue about what is the object for.

If you don't have a simple notecard giver script, copy/paste the text below into a new script, and then save it so it compiles:

default
{
    state_entry()
    {
        llSetMemoryLimit(8192);
    }

    touch_start(integer n)
    {
        string nc = llGetInventoryName(INVENTORY_NOTECARD, 0);
        if(nc != "")
        {
            llGiveInventory(llDetectedKey(0), nc);
        }
    }
}

Your store policies should contemplate:

  • Do you offer refunds? Under which circumstances? (For example, double purchases) Which are your conditions for refunds? (Ex: Only if the request is within 30 days top after the purchase)
  • What's the procedure to follow in case of a double purchase?
  • What's the procedure to follow in case of needing redelivery? What about if you update a product? Are updates sent automatically, or should people request them to you?
  • Which permissions should your customer expect in your items?
  • Do you offer assistance for free products?
  • Do you offer discounts? Discounts for mass purchases?
  • Do you make custom work?
  • Do you make different versions of your items upon request?

Keep in mind one thing: Be careful if you decide making an exception to your store policies. You don't know if the customer was testing you to see if they could get gifts/refunds. Any exception you make could set a precedent with consequences that you didn't foresee.

Note: It may sound unnecessary to you, but give a bit of information in your policies and store web about how to retrieve the transaction record that you expect from your customer, if needed. There are people who have never heard about their transactions and don't know that they're available. You can check out the text from my own store website, and copy/paste what you feel necessary.

Now, depending on the permissions of the items you sell, you should state more details.

Copy/No Transfer or Copy/Transfer items


  • Should you be held responsible if they modify an item without making a copy first?
  • Do you offer assistance to help fitting modify products?
    • If you do, consider setting a price for this extra service. The user should provide you with a copy of their shape so you can fit the item. This should be stated on your policies.
    • If you don't, which is okay if you decide so, then you can provide them with links where they can learn about modifying their products. For example, you can provide your customers with links to the Editing Prims page in the Knowledge Base and the more technical Edit Window and its description wiki page. You can also prepare a notecard with an explanation about how to edit objects if you prefer so, and adding that information on your store web, to hand it to those customers that could need help with editing their items.
  • If you sell Copy/Transfer or Full Permissions, which is your license of use?
  • If you sell Copy/Transfer or Full Permissions, do you allow for your items to be used as attachments that work in giver scripts? (Because the way the giver/temp-attachment functions work, force that the item be copy/transfer)

There's nothing wrong in stating that you are not responsible of what happens under certain circumstances, or that you don't offer assistance for free products. For example, if you make clear that your customer should make a copy before modifying the item, if you have a customer contacting you because they did something and as a result of that their item broke, you can instruct them to rez a new copy and ask them if that fixes their problem.

Fully modifying an item knowing what you do is a skill learned through months of actively fiddling with everything in SL: You're not responsible of what your customers may or may have not learned, nor it's your obligation to teach them. The way of saving you from a lot of trouble is stating clearly where your responsibility ends. You can give pointers to where to find information, but unless your policies state that you provide with custom modification service, it's not your responsibility that your customer has learned enough.

Your responsibility is that the item you sell looks and works as advertised. That's why information on ads and store policies are your tools to stay away from trouble while at the same time giving good service. Nobody can argue you against what is clearly stated, and if somebody does, you can politely point them at those clear rules/policies/product information on the product ad.

No Copy and Gacha items


There's one question you should consider in this case, and consider it carefully: Do you offer replacements if SL eats your customer's item? Keep in mind that you have no way to know if the item was actually eaten by SL. I recommend not to offer replacements for no copy items, and if they really have had issues with the object being eaten by SL, then they should open a ticket with Linden Lab. Copy this link to give it to your customers, so they know where they can open this ticket: https://support.secondlife.com/create-case/

If it's a case of inventory loss, that's also not your responsibility. Point them to the Inventory Loss page in the SL wiki, for them to follow the steps explained there.

Apart from this, when it comes to gacha, you should also consider:

  • Will you be sending a replacement if there's a delivery failure? Which proof will you be requesting about the actual sale and failure, to make sure they're not trying to get a free copy from you? If you can't find the money in your transactions, ask them to check on theirs, and to click on their L$ balance to have it updated, because if you didn't get the money, it means that the transaction didn't really happen.
  • Do you exchange no copy/transfer items for copy/no transfer items? If you do, individual items, or only full sets? Will you be doing this with every request, or only for those customers who've obtained the item from your machines, not from yard sales?
  • What if someone complains to you because of what they bought at a yard sale, or someone was scammed at a yard sale and demand you to send them the item they thought they bought from other? Well, this may sound harsh, but whatever happens with purchases made at yard sales is not your responsibility. You're responsible about what happens with your gacha machines, and that's it. Make clear in your gacha policies that you can not be held responsible by what happens at yard sales, for those items are not purchased from you.

Think always carefully about what you offer, so it doesn't turn against you. For example, it makes sense exchanging no copy gacha items for their copy counterpart if they have been obtained from your machine. But would you be exchanging items to people getting them from yardsales, that never actually bought from you? Would you be willing to go through the hassle and time consuming procedure of checking the item they send to you, to make sure is yours, and then send a copy replacement, to someone that didn't spend the money in your machine?


Customer Service: How? Where are the limits?


This can be a touchy topic. We've always heard that the customer is always right, and we know that this is not always true. However, when a customer comes to us, one thing is for real: They're having a problem with our products/services. If there's one thing to keep in mind when dealing with a customer, let that thing be this one:

This customer has approached me because they have a problem.

At times, this problem comes from misunderstanding the documentation. At times, this problem comes from not having read the documentation. At times, it's a temporary SL glitch that caught your customer. The reason of their approach could be a failed delivery or misunderstanding the store policies. And at times the reason could be... An actual issue with our product/service. We have to listen to them, or we could be missing on mistakes we've made.

It's true that some customers suffer from that sickness called entitlement (not many, actually quite few), and their interaction can get under our skin no matter how we delude ourselves into saying I'm not angry while we're displaying anger to the rest of the world.

The best defence against entitled customers consists of three key ingredients: politeness, clear store policies, and complete and correct information on our product ads.

It needs to be said, though, that the majority of our customers do not belong to the entitled set: Don't allow that the actions of few make you unfairly generalizing to all of your customers, because that will affect the way you treat them. While some customers may try to trick you, many others are being honest. Your store policies will help you weeding out those that could try to take advantage from you if you're firm on applying them.

Giving customer service is also about being the better person. At times, your customer might sound angry. There are many reasons for this: from feeling they've wasted money in something they think that doesn't work, to nothing related with SL, like having had a bad day or having someone sick at home and their frustration with the purchase adding to it. If it's the latter, it's true that it's not our fault, but remember that it is us who have to keep our cool and do our best to help them. I've been in situations where a customer started by opening a very angry IM, and as I was ignoring their mood and focusing in understanding their issue, their mood shifted and they started to relax and help me help them. Do not forget it: They come to us because they have a problem with our products/services and want a solution.

Having said this, let's study do's and dont's related to customer service.


Customer Service: Do's and Dont's; the things that nobody wants to hear


People make mistakes: That includes you, the merchant. You probably think that you're giving the best service while you're being actually mean/disrespectful/simply put, an ass to your customers, and your friends will never tell you the uncomfortable truth because who wants a fight over that? And who wants to admit that perhaps their service isn't as good as we believe?

The good news is, I'm not your friend, so I can give you a list of do's and dont's related to giving customer service :-)

  • If a customer contacts you differently than the way you have stated in your profile, and you cannot attend to them, or really want that they use your ticket system/preferred contact method, instruct them to submit their issue in the way you specified on your profile.
  • Set your autoresponse messages instructing your customers how to contact you, and set your viewer so autoresponse messages are sent as soon as someone IMs you. When they IM you, give them time to realize about the autoresponse message. If they continue sending IMs and you need that they contact you in another way for the kind of problem they describe, then instruct them about the contact method for the issue they're reporting.
  • You don't have to answer five seconds right after an IM. AFK is legit. Crashing is legit. Reading the IM and taking some minutes to figure out how to handle the situation before replying is legit.
  • You're allowed to tell a customer that you've taken note of the issue and will help them as soon as you have a moment. At times we're really concentrated in one task and cannot check what they tell us. At times they contacted us right when we were prepared to log off. The majority will appreciate that you acknowledge their request and wait until you can get back to them.
  • But if you've promised to get back to someone: Do it. You can create a little spreadsheet to keep track of this. (And we'll study in this series how to make good use of Google Spreadsheets for this and many other uses for your store.)
  • Set your viewer to save IMs on your computer. You can see if a customer is contacting you again when they IM you, because the last IMs with that person will show up. That lets you know if any previous contact went fine. If this poses a problem because you don't want to leave traces of your SL-Existence where you live... Well, that's yet another reason to create a business alt. You need to keep the IMs with your customers.
  • If you can't help your customer because their issue has nothing to do with your product but you suspect that the reason of problems is a SL glitch, let them know. If you can provide them with links with information about their issue, do it.
  • Consider cleaning your Blocked Users list and learning to ignore people that are unpleasant to you. If you're a mute-happy person, you could be blocking potential customers, never learn about their problems, and thus miss chances of knowing if your products have issues.
  • Yes, if someone unpleasant buys from you, you have to attend to them too while they're respectful to you within the limits of the commercial relationship.
  • If you have an online FAQ/troubleshooting document, you can instruct your customer to first check there, and to let you know if that helped them. If you feel like explaining it yourself, you can do it too.
  • Be courteous, even if your customer is being difficult. There's never a good reason to disrespect your customers. If they're crossing the line and disrespecting you, consider about finishing the conversation before you cross the line of losing your temper and saying things or behaving in ways that you would later regret. (More on this, after this list is over.)
  • There's a line between being disrespectful and simply being a pain in the neck. If a customer is being a pain in the neck, but not disrespectful, you still have to attend to them.
  • Do not assume that your customer knows all things about SL and how things work.
  • Do not assume that your customer knows the same things that you know.
  • Do not assume that because your customer is in SL N years old, they should know better. You don't know if they've taken breaks, if they logged once and are back now after 10 years, or if they've lived in SL without needing to learn all the things they need to modify an object.
  • This works the other way: Do not assume that because your customer is in SL just a few days, they know nothing: They could be an alt, or someone who's had a mentor helping them through the first days.
  • Do not assume that your customer knows nothing. Do not talk down to them. Do not be patronizing. When you're unsure about what a customer knows, you can find out simply by asking if they've tried to do this or that.
  • Do not assume that all your customers speak your language as their first language. At times, you will need a translator. Keep in mind that this may make misunderstandings easier to happen. When a customer doesn't speak your language well, you need to be extra patient. They're not trying to piss you off. They're probably feeling quite frustrated because they are aware of the difficulty in communicating. Don't add to that frustration they feel. Help them.
  • Do not publicly shame your customers. Never post their names attached to a conversation, no matter how nasty they were. It only reflects poorly on you. Private ranting with a close friend is understandable. Public shaming with names attached is not acceptable, not once.
  • If it embarrasses you when you see other merchants doing it, then do not do it yourself.
  • Do not argue with your customers. Customer Service is not a pissing match to try to prove that your product is flawless and hence it's their fault what happens to them. Customer Service is about solving a problem, which is why your customers came to you in the first place.
  • Do not talk down to a customer because of a mistake of yours in your product vendor. The sale was done because of what the advertisement said. If you cannot provide what the product vendor states, you have to do two things:
    1. Give a refund to this customer or another compensation: It was your mistake on the product vendor what encouraged the sale.
    2. Fix the product vendor picture and product description if on Marketplace: Right now.
    Anything else will make you look bad.
  • If a customer complains because they spent this or that much on an item, ignore that and focus on the problem. You don't have to reply back explaining them how many days and nights of sorrow it took you to craft that elaborated item, yet cheap if you consider once converted to USD. You really don't have to do that. If they're complaining, they are not going to listen any justification from you. They want a solution. Worse, if it's one of those (few) customers that is up for a fight, you're letting them know that it is easy to provoke you. Are you in business to create, sell and give good service, or to prove that someone on the Internet is wrong?
  • Actually, there's never a good reason why you should explain a customer how much effort you put on an item and that they should not complain because your item is cheap once you convert the price to USD. Never a single one.
  • Never threaten a customer with AR'ing and banning. If they've crossed a line, just do what needs to be done. Without them knowing.
  • If a customer earned a ban after disrespecting you, and days later they ask you why they're banned from your store, say nothing. You don't owe explanations to someone that was nasty. Your silence will be a very clear answer to them, and will prevent that you argue with said customer.

If you feel that you cannot follow the items listed, or that it is going to be negative to your productivity in ways you cannot let happen, then hire someone that will handle customers for you. Make sure that this person understands that customers approach you because they have a problem that needs a solution, and that they can help customers regarding the product/services you offer. They must know your policies, the information you provide, your products and services. They're going to speak in your behalf: You want that they represent you in good light.

The list contains many things that you should not do, it's true. However, there's always a limit in what you are allowed to tolerate from a customer: disrespect. You can politely reply to that disrespect, but once a customer has crossed that line, you're allowed to kindly stop helping them. Don't worry about their I'm going to tell all my friends and we'll boycott your store threats. Really: Don't worry. Don't answer to that either.

Why do I say "Don't worry"?

Such threats come out of the frustration of realizing they cannot abuse you. Sadly, there are people in the world who react like that. But at least according to my experience, they rarely act on their threats, and when they do, it's pretty sad looking at them. Simply, silently AR them for harassing you, ban them from your store, note on their profiles what they did and said to you, and be done with it.

When should you decide that a customer has disrespected you?

For example:

  • You tell them that you cannot attend to them right now, but that you've read about their problem and will get back to them soon. If they reply something like but if it's only five minutes, that's at least a huge red flag.
  • They accuse you of having ripped/scammed them when you ask them to provide with more information to track down the issue.
  • They let you know that they've read how to contact you, but they don't care and IM you anyway because they need their help and they need it now.
  • They insult you.
  • They threaten you with bringing friends to harass your customers.
  • They say they have Linden friends that will ban you from SL.

The line seems clear: If a customer accuses you of criminal activities, insults, threatens, or doesn't like that they may need to wait a little until they get help... Tell them that you're sorry they didn't find anything of their liking in your store, wish them a nice day, and be done with the conversation.

Note: If you didn't know that you can add notes in a profile, now you do :-)

If you're using the official viewer, when you access someone's profile, About tab, you will see a text box where you can write down your personal notes about the avatar:


If you're using other viewer, like Firestorm or Singularity, there's a Notes tab, the last one on the profile window.


Those notes are private. Nobody else can see them, only you. This makes the feature an useful one, for you can note if a customer was downright nasty, and check it in case they come back to you in the future.

Latest versions of Firestorm also let us know if we've written notes for the avatars present in a region.


The little N on the last column is telling us that we've written notes for that avatar.

Now we can review all the points to consider about our store policies, get them ready and available, and be better prepared to deal with our customers when problems happen. In the next post of this series we'll talk about a lighter topic: Should we create a store group? Perhaps a subscriber? Yes/No/And details to decide.

PHOTO CREDITS


Mesh body: Lara, from Maitreya
Mesh hands: Lara's hands, from Maitreya
Mesh feet: Lara's feet, from Maitreya
Mesh head: Stella, from Lelutka

Skin: Karin Applier, Opal (Fantasy Line), from Glam Affair
Hair: Deanna, Reds, from Lelutka

Dress: Nadida, moon, from !gO!

Pose: Snow Dancer #4, from Black Tulip (mine)

Windlight Sky: Places Pathfinder
Windlight Water: Pond

Monday, August 3, 2015

Watcher of the Sea

Ever since Ariel was fifteen years old, she would escape her father's surveillance, the King of the Under-the-Sea world, and swam to the surface. She liked to sit on her favourite rock every night, half a mile distance from the shore. She always looked up to the sky and smiled at the Moon. When the Moon was full, cloudy or not, it would tell her stories about the world that was outside the sea, warming her in its faint light, making of Ariel a distinctive spot of an otherwise lonely location.


Ariel was a mermaid. Mermaids were thought to be legendary creatures. Half human, half fish, and with a voice that would enchant and drive crazy in love any man that would hear them sing, mermaids hadn't been seen by humans since centuries ago, and so they had been forgotten.

That particular night, the Moon was explaining this when Ariel saw something in the distance. It was a ship, worryingly close to the storm near her. She loved being showered by the rain, but this was very different to those creatures called humans. The Moon had told her that there were storms so wild, they would break their ships causing the people inside to drown. This seemed to be what would happen tonight.

Ariel's fingers were clenching in anxiety while observing, and finally, the inevitable happened: a lightning struck on the ship, starting a fire, and while some people tried to suffocate it, others, pushed by waves that grew high as to reach gunnel, struggled to avoid falling in the sea.


There was tension and screaming at the ship. Ariel could not stop looking and the Moon reminded her that her father would be quite angry if humans would see her, that mermaids were not to interfere in human life. Upset and uneasy, doing her best to ignore the knot that was tying tight in her stomach, she was ready to dive back home and so she stood up. Then, another wave pushed the ship, and this time she saw a man falling in the sea.

It happened so fast that before Ariel realized, she had jumped towards the ship and was swimming to rescue the man. Only when she reached that half conscious human, the words of her father resonated loud in her mind. "Do not intervene in human affairs!"


She shook her head trying not to hear them, and swam driving the man to the safety of the seashore. She waited until he opened his eyes, laying next to him, and when he did, she smiled and told him in the sweetest voice ever heard, "I'm so glad I was there to help you! How are you feeling?"


The man stood up, his eyes widened in horror at the sight of the half-fish creature, and walked back a few steps.

"What, what... What are you? That's not possible! You're a monster!," the man said.

He reached the gun that was still held by his belt, and despite wet, he could use it and shot Ariel on her shoulder. She screamed in pain and fell.

"But, but... But I've saved you!," Ariel said, unable to understand, crying.

The man shot again, this time on her chest. Her eyes clouded and she fainted. The man shot a third time and there would have been a fourth one, hadn't it been for Ariel's father showing up on the seashore after the Moon called him saying it was urgent. Her father took the gun from the hands of the scared man and urged upon him to leave fast. Once the man disappeared from his sight, he threw the gun in the depths of the sea, took dying Ariel in his arms, and went back home with her.


Weeks after, Ariel opened her eyes. She was still convalescent and the injuries hurt. Her father was sitting next to her, he had been doing after their doctors extracted the bullets and cured her injuries the best they could. He smiled only for a second, then his stern look was back.

"Ariel," he said, "there's a reason why we don't intervene in human's affairs. They're a species of fearful violent creatures that attack what they cannot understand. Your intentions don't matter. They only see a strange creature to destroy and we have to protect ourselves from them."

One tear trickled down Ariel's cheek. She knew what would happen now.

"Now, there's the matter of the rules. You know them. If I am to expect for others to abide by my rules, I have to set an example by punishing my own daughter who broke them. I can't make an exception with you. You know what happens at this moment."

Her father was strict in applying the rules, and no matter her good intention when saving that man, no matter her promising she wouldn't break them again, Ariel was punished and cursed to eternally be the Watcher of the Sea. Always on duty to help drown those humans that would fall in the dark waters, she would be an invisible shadow to their eyes, singing to their ears while holding them and pushing their lives down in the depths of the silent sea.


This story is also published in The Night Corner

(This is my own version of Hans Christian Andersen's tale, The Little Mermaid, which inspired the poses. Of course, I couldn't help the turn to darkness.)

Yes! I've been accepted in the Enchantment event, and I'm all kinds of yay about it. Regular readers won't need explanations about the reasons, and new ones will find out why just by exploring the Short Tales tab of this website.

Photo Credits: Auryn


Mesh body: Lara, from Maitreya
Mesh hands: Lara's hands, from Maitreya; Slink hand, Point, from Slink

Skin: Lulu 02 C, Jamaica, from Glam Affair
Freckles: Cassiopea Cosmetics, A (tn), from Glam Affair
Hair: Abella, Dark Reds, from Entwined

Bra: Mermaid Jewel Bra, Mint, from Baiastice
Mermaid Tail: Ligie Mermaid Outfit, for Maitreya body, from Gaeline Clothes.

Poses:
Facial expression in the second photo: Surprise

Photo Credits: Ansel


Skin: Cruz, 02b Tan Skin, unshaved + base + bodyhair, from Redgrave
Glasses: Custom Eyewear - SCT, from Gos
Mesh hands: Slink Male Hands (AvEnhance) - Relax, from Slink
Hairbase: Hair Base - Dark Brown, from MADesigns
Hair: Garrett - Dark Brown VII, from MADesigns

Waistcoat: Rake's Waistcoat, Black, from Heathcliff (Junbug's brand for male clothes)
Trousers: Rake's Trousers, Black Tweed, from Heathcliff (Junbug's brand for male clothes)

Pose: Are you okay, stranger?, from Black Tulip (mine), coming to Enchantment's round opening August 15th, The Little Mermaid.

Photo Credits: Landscaping and Windlight


Beach Dune Building Set, from Studio Skye
Tropical Beach Building Set, from Studio Skye
Skye River Bank Building Set, from Studio Skye (The rocks)

Windlight Sky: Phototools- Moon Light 01 (Sun position, moved)
Windlight Water: Pond

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.