When you have several mesh objects consisting of only 1 part (link), Denude simply uses the link numbers to determine which piece is next to undress. However, when your mesh apparel consists of multiple linked objects, it's not that easy. Once linked together, the Denude script can't know which links belong together, since all became one object with many links.
The apparel needs to provide information about its undressing order and grouping in the undressing process. Denude Multi-Link processes the object name of each apparel link to determine this information. It works just like the normal Denude editing and linking process, including alternative and incremental undressing, but you have to prepare the multi-link apparel before linking it.
This section describes the naming conventions to apply in order to use the Denude Multi-Link feature. Don't get too nervous about the complexity: There's a script that does most of the work for you.
Denude needs the information that shows which pieces belong together (grouping). To do that, the single links of an apparel must follow a specific naming guideline. Each link of an object must be named:
#DENUDE,<link no>,<stage no>
whereas:
<link no>: The number of the link in this stage
<stage no>: The strip stage from 1...n, where 1 means fully dressed
In order to ease this process and reduce mistakes, I've made a copy-only script denude-multilink-prepare.lsl to drop in such an apparel. Drop it inside, touch it, decide the strip stage number where 1 is fully clothed. The script will perform all the renaming of the linked objects. In case you have chosen the wrong strip stage, you can repreat the process.
Once done, take a copy of the prepared apparel because you won't be able to easily unlink it from the complete Denude enabled link set.
When all is done, touch again and delete the script. The script also deletes itself when linked to other objects.
Once each stage is prepared, you can use these apparel objects with Denude like any other mesh apparel. However, be aware that once linked together, it will become very hard to change anything on specific links. So keep copies for every step of the way.
I usually don't recommend products from other vendors, but if you need a test apparel for the Denude Multi-Link feature, try this one: https://marketplace.secondlife.com/p/Calypso-Full-perm-Alice/19588613.
The following text describes the stages how to prepare the mesh models with this product.
Rez the 3 stages of the Maitreya or Legacy ensemble next to each other.Texture them as you please (not relevant to this walk-through).
Drop the denude-multilink-prepare.lsl script into every single piece. The script is no-transfer, you have to delete it before linking it (it should delete automatically when linking too).
Define the strip stage for of the pieces by touching each one and selecting the stage from the menu. 1 means fully clothed. When done, touch each piece again and select "Finalize" to delete the script.
After linking all together, it will become very hard to isolate the different pieces. So it's advised to take a copy of each prepared piece.
Now rez your Denude Touch Ball (2.2+) next to the pieces.
Select the pieces, starting with the least dressed (3) to the most dressed (1), and finally the touch ball. Dont forget to press shift to add to selection. Finally press Ctrl+L to link all together.
Finally, rename the entire linkset at your discretion. Take the linkset into your inventory and attach it to your stomach (or similar). Done!
Don't forget to remove copy, modify or transfer permission before shipping it.
I recommend to set the final permissions for the entire linkset once the outfit it ready. I've experienced many issues when setting permissions for single links during the creation / build time. Finalize your product, then set the shipping permissions.