[/QUOTE] That code isn't not checked in yet but what he has added will be in the UMA code in the future. What will be necessary is for each artist / game developer to create their own guest libraries (one or more guest libraries for overlays and one or more guest libraries for slots (mesh) similar to the two libraries already present that will include the new items. It's expected for each guest slot library their will be a corresponding guest overlay library and vice versa. It's expected that these will be lists of a few items that more or less serve as genre library / guest library (same thing as far as how the code works: what's important is the guest library be set up properly so it can be used: that will be apparent how you do ). There is really no other way to restrict the number of 'fashions' your new elf can wear if you don't do so yourself in the guest libraries you create for yourself and your customers. You don't want to copy the entire original UMA slot library and overlay library because that's an invitation to make mistakes and cause yourself and any potential users trouble with those. So, in the example being worked on, I am using Joen's tags and such added to the SlotData and OverlayData, and Fernando's Elf ears and Orc nose to create a guest slot library and a guest overlay library for each of two genres: Orc and Elf. Nothing special about those genres except that Fernando had created mesh pieces suitable for those genres. So what has been done is the needed pieces, both mesh and overlay, for Elf ears Orc nose has been moved out of the base mesh libraries (there are two: HumanMale and HumanFemale) into the guest libraries and in addition: a reference to the mesh piece slot that is the parent to the Elf ears and Orc nose has been added to the guest libraries. No other references from the original base meshes. The reason why that is needed is you must restrict your library to be a subset of the entire library that can build a valid elf or valid orc, then the code can build a genre as restricted in your library: in this case Elf or Orc. However, there can be in the future many different interpretations of elfs and orcs as well as entirely new genres so to maintain culpability for support questions and a reasonable way to regression test changes to the core and a reasonable way to isolate bugs to particular guest libraries we are arranging it so the base meshes are finalized once released and new slots (mesh parts such as body features or clothing) and new overlays (coloring for meshes and simulated parts lacking true meshes) will be in guest libraries and those in turn can be turned on / off by adding the prefab for each of your guest overlay libraries and slot libraries to the game hierarchy while adding their names to the catalogues listed in the catalogue class. As it's not easy to create good art meshes or overlays either one, it's suggested you watch Fernando's tutorials, as even taking the cataloging into account your meshes and overlays need to be done correctly. You'll see that they are done correctly in Blender or Max or whatever tool you are using before the catalogue code and the core UMA dll ever have a chance to combine your work with the base slot library and base overlay library into an avatar in a game. As I don't work on the catalogue code at work , and it's Christmas vacation and schools are out in the US, and the neighbors on my ceiling don't seem to particularly care to respect their neighbors: honestly I don't expect to because productive again til next Monday when Christmas vacation ends. I can tell you the code that creates the catalogues is done and the code to create an avatar from the logic embedded in the SlotData OverlayData is in the works using the new class members Joen added. So we hope to have something for you be next week and completely free. My goal as their goal is, is to enable a way of sharing art to create game avatars that is genre busting. If you feel limited by pre-canned free and purchased models and can't afford professional artists then UMA can take you a long way just by learning to create and combine overlays and altering their shape. To alter their shape you do not need to learn mesh modeling at all. That is part of the system Joen Fernando built. As inspiration imagine an unshaven and unwashed hobo in ragged clothing vs the same character after a 3 months workout regime, proper nutrition, washed, shaven, and dressed in a tuxedo. That type of change is easy if you teach yourself how to create overlay textures without even mesh modeling. My goal is to have a working 'changing room' for artists to present their work in the asset store and for game developers to use for gamers to customize game characters in a game. My goal and the original UMA team's goal is not to write your game or to add features that are only of help to a particular case of a particular developer or artist. After all there are dozens of prefab FPS assets and such available for you to use that are more or less already finished.