Archive for the ‘product updates’ Category

Mini ATM 2026 Update!

miniATM new product picture
I made a new product picture for the miniATM, it isn’t really new but given that I’m still actively working on it I felt it was justified to bring it up to current standard.

What’s new:

  • Debts are cleared newest to oldest, effectively new debts will prevent you to clear older (larger?) debts.
  • (Optionally) You can have variable rates if you accumulate multiple debts.
  • I’ve added two new card sets that you can swap for the default (they are also full perm for editing).
  • There is also an option to have a card style assigned to a specific person (I need to put this in the docs).
  • PBR + fallback on the main body, and I’ve replaced the original normal map with a lossless one.

For those that don’t want to lose their data, I’m really sorry, but this update does change the debt module in a few major ways, all 3 scripts are still fully compatible, so you shouldn’t have any issues replacing only a few of them.

Narrow Cell & Prison Cell furniture update!

I know this isn’t the update people are waiting for (PBR) but I finally got around to making a mirrored version of the cell toilet unit, so it was just added to the package, and since it feels important enough, I’ve bumped the version number for it.

Enjoy!

HC-03W Handcuffs update

Just a little update to start the week…

HC-03W Handcuffs v1 → v2

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

Enjoy~

Big ankle cuff hotfix!

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

Updated products:

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

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

Morgiana Neck Shackle hotfix

I’ve just pushed a quick little update to the Morgiana Neck Shackle that addresses a problem that slipped completely through my (clearly insufficient) testing: The back point wouldn’t register as such when it was the second clicked item.

This was actually tricky to figure out and was down to one removed line that serves as a guardrail around the touchpoint override system (which is used by items to re-direct chaining attempts from points that do not support chaining, to a more useful point).

Lenneth Wemyss did the bug report :3

PS: Also fixed, “inner-only” version now has inner spikes on both sides!

Learning new tricks

Learning new tricks - Side by side view of UVmap editing through non-destructive modifiers on character's body.
After several around of experimentation, I feel that I am learning new tricks to add to my Blender skills. It appears that you can use the “UV Warp” modifier to manipulate texture UVs after a mirror modifier, without having to apply the mirror modifier (I prefer working in symmetry whenever possible).

In this quick example, the body of my character has a full central symmetry, including all the texture UVs, but I was able to select the UVs of the right arm and offset them to make the tattoos vanish, without touching the left arm of the pelvis. And likewise, the doodle on the belly rather than mirroring at the center is “unfolded” into a left & right half.

I know; This is really easy to do “by hand” if you apply the model’s mirror modifier, but the entire point of the exercise was to avoid doing so, and to see what kind of Texture UV operations are possible using non-destructive modifiers.

… Success?

Morgiana shackles progress

I spent some time on a bit of “feature creep”…

That’s just a concept I’ve always liked: forcing the wearer to walk on tip toes by having a section of chain wrapped under their feet. I played with a few ideas, but given that this can’t be weight painted (rigged) without getting some terrible deformations, the best I can probably do is to include it as a variant to the ankle cuffs, extra anchor bows on the cuff surface, and a few sections of chain (1,2,3 links maybe?) as well as an animation to freeze the foot position.

I will most likely make one for my Ai High-feet, but it should be easy to adapt to just about any “tiptoe” feet on the market, with a little bit of in-world editing.

Product updates

I’m pushing yet another update to the Meat Market Collar & Cuff set!

  • A bug slipped in during the last round of updates, causing locks and chains on the mobile shackle to remain once the shackle has been removed.
  • The collar had some clicking issues, the usual “object changes sometimes not sticking” once I put them back into my inventory, hopefully it will stick this time.

Multiple wrist cuff update

Another one, I know. I’ve made a mistake during the initial rollout and there is a couple animations missing in the following sets:

I wasn’t gonna be able to work today but my trip has been cancelled, so there is that.

Pishock and Openshock support anyone?

A couple more updates to mention for today:

I’m working on a bit of a weird update, which I really should have done a long time ago: I’m adding support for OpenShock (and also for Pishock) to the KDC Shock Collar. Now, I understand this is definitely not for everyone, but I figured that if any of my products should have suck a gimmick, this should definitely be the one :3

Two more cuff sets are up to date

Another batch of updates hitting you all, sorry again >_>

More updates? Yup.

Another little batch of updates:

I want to start something new based on the game “Beyond Citadel”. It might be the next project, or maybe not.

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

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

February 2026
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