Archive for the ‘products’ Category

A slapping happy valentine everyone!

The KDC face slapper is out, this is KDC’s very own twisted gift for your valentine, if you are into BDSM, or simply enjoy a little spice, this toy is made for you!

It is very simple to use but has a couple of really nice features:

  • Independent left and right cheek, simply click the one you want to warm up.
  • Custom slapping sounds! Made completely in-house these sound effects are sharp and different from any freebies out there.
  • The Script simulates the cheeks reddening, a single slap won’t really leave a mark, but several will make the cheek redden much faster and will remain red for a little while.
  • Animations and frown! Each cheek has its own head tilt to simulate the blow and your avatar will make a little face between humiliation, anger and (a little bit of) pain.
  • Blacklist! Some joker found your slapper and decided to use and abuse of it? You can edit the included Notecard, add his name to the list and be at peace.
  • Low impact scripts!

It uses the special KDC unpacker box, which means you can buy it for someone else, simply pass the box to your significant other, the product itself is no transfer, but as long as the box remain packed, you can pass it around.

Available from the Main KDC shop, right at the entrance, from any of the satellite vendors, and from the Secondlife Marketplace.

Almost done with new catsuits.

I’ve been working on a re-edition of the basic latex catsuit, it will feature a lot of things that makes it more realistic in my opinion:

  1. Slightly improved latex fabric with more subtle shadowing this time.
  2. Latex gluing seams and marks.
  3. Discrete creases in the fabric.
  4. Different zipper styles, Front to back, back to front, and shoulder entry.
  5. Choice between color matching zips or metallic.
  6. Optional vertical breast zippers.

I’m also planning on making a variation with seams in a different pattern and with diagonal breast zippers. And maybe a nice selection of hoods.

I’m currently doing rendering of the different colors, save for a little setback last night where windows decided to reboot for an update, in the middle of my work.

Stay tuned, it won’t be much longer.

The future of LockMeister

I started the new year by putting the groundwork necessary to update the LockMeister protocol.

For years now, the system relied on a simple ping/pong message to recover the key if the chain anchoring point. LSL Scripts now allow scripters to call pretty much every prim changing commands from the root prim of an object, making the need for child scripts mostly obsolete.

Unfortunately, chat commands are not part of those, to this day, we still cannot send a chat command from the root prim and have it look like it’s coming from one of the child prims and Linden Labs doesn’t appear to be interested at all by this idea. Because of this, a change in the lockmeister protocol is required so content creators can avoid using a slave script to relay LockMeister pong messages.

I am currently writing the new example scripts, the LockMeister protocol V2 will be structured in such a way that it piggyback on the original system and will be able to work with V1 and V2 objects regardless.

New release, the Laminated Cuff Set

Laminated… what a convoluted word hm? Well that’s what stuck during the modeling process, and it’s fitting if you consider that this monstrous set of cuffs is made of several thick steel plates, laser cut to shape and assembled with heavy-duty bolts.

Like the paws, those cuffs are almost completely mesh based, so you will need a viewer 2.0 if you want to see them in all their glory (you should really switch to a mesh viewer if you haven’t yet there are quite a few now).

They feature my classic cuff script with all the TouchBound standard features and special animations with cuffs and collars, also the bolt slide in and out of it’s hole in the outer ring of the cuff if you lock/unlock it.

This design is supposed to use an inner cuff ring that fit closely around the wrist and is kept captive (and shut) inside the outer ring. In theory they should be able to rotate freely around each others.

You can get them from the usual places:

Direct link to the KDC main shop.

The KDC Marketplace webshop.

Laminated cuff WIP #3

Continuing my serie on the “cylinder cuffs” (temporary name) Early test in SL, looks very promising 🙂

Mesh pretty much done, now it’s only about texturing and minor tweaking.

Laminated cuff WIP #2

Low polygon model, pretty much done (still missing a hole and a hinge peg), the unwrapping could be more efficient, so I still have to do that, and there is a few iffy things with the projection cage. But the result speaks for itself:

from 518640 triangles to 1546 triangles:

Laminated cuff WIP

Various work in progress pictures of a new cuff design I’m working on.

Warning, lots of pictures. Click the link –> Read the rest of this entry »

Leather paw mittens released!

Finally after much time wasted, but also spent on debugging and upgrading the whole product line, those cute little paw gloves are finally out!

They have a customisation HUD with a wide variety of leather colors and independent base/details, like the stuffed ballgag (so you can match them), they have a new special feature when both mittens are worn and locked that will prevent the wearer to interact with TouchBound products.

Also they are my first mesh enabled creation and I’m pretty proud of it!

I updated the documentation wiki with the new information, check it out if you are lost!

You can get those for a tiny price of 250L$ from the main shop [CLICK HERE] from the [SL MARKETPLACE] or from any of the satellite vendors.

TouchBound changelog

Before i start I’m not sure if I’m actually going to publish change logs all the time but this one felt needed considering it affects nearly every TouchBound products:

Affected products:

  • Lined Chrome Collar (version 3->4)
  • Lined Chrome Cuffs (version 4->5)
  • Lined Chrome Ankle Cuffs (version 3->4)
  • Stuffed Ballgag (version 6->7)
  • Isolation Headphones (version 2->3)
  • 10 Gauge Nipple Rings (version 1->2)
  • ER Chrome Collar (version 1->2)
  • ER Chrome Cuffs (version 1->2)
  • ER Chrome Ankle Cuffs (version 1->2)

Changes:

  • Fixed a sound glitch.
  • Corrected an error in the anchoring code.
  • Removal of the glow synchronisation table and move to llSetLinkPrimitiveParamsFast().
  • Added code for Mitten type object forced cancelling.
  • Added Mitten status flags in the shared bitfield.
  • Added ability to reject touches when the Mitten flags are on.
  • Tidied the shared bitfield manager in a function.

The self updaters contained in those objects should request the new version automatically, if you come around any delivery bug, or general bug, do not hesitate to contact me inworld, file a bug, or leave me a message.

Some more bug squashing and teaser pictures

I haven’t posted pictures for a while now, so I thought i would add a few, the mitts have the same chain system that the wrist cuffs have, with more features, they have their own HUD for selecting textures, and they are detected as LockMeister anchor points and TouchBound targets.

I’m planning to release them at first with the animations from the shared cuff set and a manual alpha setter, also, when time allow to lightly tweak the chained poses to account for the mitts size.

If there is a demand for it I will also add a RLV enabled alpha setter (the alpha layer has to be put on manually for now.

I also discovered another bug that need to be squashed in all the products, the tp blocking when leashed is not refreshing properly which can cause issues, but also makes it behave erratically. This will be fixed before I release the mittens.

The last two bits I still have to code are the following:

  • The mittens to remotely cancel touch interactions for non RLV user. For RLV users, wearing both mitts and locking them prevent you to touch or edit any objects in world. It still let you use your HUDs.
  • The “safety” feature I was talking about in my earlier post so you cannot lock the mitts with biometric locks that you marked yourself. I need to come up with a comprehensive error message for this too…

For those who wonder, the TouchBound objects are … Really complex under the hood, mainly because they do a lot of background work for the user and they are all communicating with each others to keep the limb animation system synchronized, I’m trying to make them work in such a way that they are as transparent as possible for the user.

Several persons reported that the whole “clicking business” is a bit difficult to use for the average user, and i understand this problem. I’m open for suggestions on this matter if anyone think they have a solution ( one that doesn’t involve abandoning the “natural use” concept completely).

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

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

October 2025
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