Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
avatars:avatar_design_background [2024/11/29 14:50] – [Interplay Between Shape and Skin] kaahupahau | avatars:avatar_design_background [2024/11/29 15:12] (current) – [Conclusion and Consequences] kaahupahau | ||
---|---|---|---|
Line 51: | Line 51: | ||
All components designed to match the default avatars design principles, i.e. are designed as textures to be applied to system default components, have the advantage of being automatically rigged and conforming perfectly to the system default avatars motions. | All components designed to match the default avatars design principles, i.e. are designed as textures to be applied to system default components, have the advantage of being automatically rigged and conforming perfectly to the system default avatars motions. | ||
- | Separate textures for the tattoo-layer are needed as soon as the skin should be anything | + | ===== Conclusion and Consequences ===== |
+ | |||
+ | * Whilst there exist " | ||
+ | * Separate textures for the tattoo-layer are needed as soon as the skin should be anything | ||
+ | * Textures deviating from the reference UV maps for the Skin items tattoo layer in layout will not be properly displayed on the resulting avatar, once a Shape item is applied to create a visible avatar. | ||
+ | * Creating a body, or using anything other than the reference UV Maps, requires to not only rig the newly created body the the skeletal model, it also requires either creating anew or re-rigging | ||
+ | * eyes, | ||
+ | * hair, | ||
+ | * pants, | ||
+ | * socks, | ||
+ | * shoes, | ||
+ | * trousers, | ||
+ | * skirts, | ||
+ | * glasses, | ||
+ | * hats, | ||
+ | * shirts, ... | ||
+ | * ... as the avatar would not be compatible with any of the existing components. | ||
+ | |||
+ |
Last modified: le 2024/11/29 14:50