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avatars:avatars [2024/03/19 23:14] – [Dragon Avatar] kaahupahauavatars:avatars [2024/04/30 21:50] (current) – [Bunny Avatar] kaahupahau
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 Instead something useful for when you work with the Shork avatars or one day your own components:\\ Instead something useful for when you work with the Shork avatars or one day your own components:\\
-To import the meshes correctly into OpenSim / Second Life,  you need to select the following import settings:\\+To import the meshes correctly into OpenSim / Second Life,  you sometimes might have change the import settings. An example can be seen below:\\
 {{ :avatars:shork_import_settings.jpg?nolink| Mesh component import settings for OpenSim}} \\ {{ :avatars:shork_import_settings.jpg?nolink| Mesh component import settings for OpenSim}} \\
  
-Our models were made in the size of 28 mm scale (tabletop figurines). On average, we found that the "Scaling Factor" of 10 during import gives perfectly sized components for OpenSim / Second Life.\\ +Our first models was made in the size of 28 mm scale (tabletop figurines). On average, we found that the "Scaling Factor" of 10 during import gave perfectly sized components for OpenSim / Second Life.\\ 
-When you modify the scaling factor to different value than 10 you'll get items outside the default avatars size. +By now, we try to prepare the packages more thoroughly. As result, you should always check an avatars pages instructionsIn case you're unsuretry importing the mesh parts in OpenSim, find out the perfect settings for your needs, and only then upload them in Second Life. \\
-For beginners we recommend to use the scaling factor 10, but when you know what you are doing and whyyou can change the import setting as to get the components directly in the desired size.\\+
  
-So, as a summary in List form:\\ +Other steps typically include:\\ 
-  * Model Name: Give each component a meaningful name. Their internal names just aren't meaningful. +  * Model Name: Give each component a meaningful name. Their internal names just aren't meaningful. When it is a complete avatar pack, i.e. several components in one package, you have to rename the parts when you "Edit" => "Unlink" the parts
-  * Tab "Upload Options": Scale: Default Scaling factor is 10. For the head, this results in a "male" head. In the packaged versionsthe scaling factor for a female head, jaw and the right and left earfins was changed several times between 9.5 and 9.0.  In the end we adjusted the size inside OpenSim manually+  * Tab "Upload Options": Scale: Default Scaling factor is either given on the avatars pageor you can find out your optimum setting by trial-and-error in OpenSim.  
-  * Tab "Upload Options": Checkbox "Include textures": Per default, we marked the tickbox. Seriously, none of us knows what actually happens when we do not select it other than that we get white instead of black default meshes in the end. We got that one from a Youtube Video on how to import mesh into Second Life.+  * Tab "Upload Options": Checkbox "Include textures": Per default, we marked the tickbox. Seriously, none of us knows what actually happens when we do not select it other than that we get white instead of black default meshes in the end. We got that one from a Youtube Video on how to import mesh into Second Life. Some Avatar packs might try to include the textures, but we haven't found out yet how to make that automatic ourselves, so best to assume you'll have to upload the textures later on yourself and apply them.
  
  
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 {{ :avatars:eye_texture_settings.png?nolink |}}\\ {{ :avatars:eye_texture_settings.png?nolink |}}\\
 In the Texture tab of the Edit window,  "Horizontal Scale" should be equal 1 and "Vertical Scale" should be equal 2. In the Texture tab of the Edit window,  "Horizontal Scale" should be equal 1 and "Vertical Scale" should be equal 2.
-Again, it just works best this way. When you want a different effect or create your own eye textures, play with these values to find your desired effect.+Again, it just works best this way. When you want a different effect or create your own eye textures, play with these values to find your desired effect.\\ 
 +And yes, it is like this because we somehow made an error and gave up trying to fix it in March 2024. Rotating the image is easy enough and just works.
  
 ==== Facial Expressions System ==== ==== Facial Expressions System ====
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   * [[https://pixabay.com| Pixabay]] for the wonderful royalty free content library.   * [[https://pixabay.com| Pixabay]] for the wonderful royalty free content library.
  
 +Note: The Expression system is currently only available in OpenSim.
  
 ---- ----
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 Primary Creator(s):  Ironwood115 @ Discord  / [[https://x.com/ironwood115?t=DlIoq_XKfac7kwAdFbJNkQ&s=09|X-formerly-known-as-Twitter]] \\ Primary Creator(s):  Ironwood115 @ Discord  / [[https://x.com/ironwood115?t=DlIoq_XKfac7kwAdFbJNkQ&s=09|X-formerly-known-as-Twitter]] \\
 Commissioning party: aries_quitex @ Discord \\ Commissioning party: aries_quitex @ Discord \\
-Features: Full Perm, UV Maps, easy to mod;  moving eyes, blinking eyes, different sets of fins and tail\\+Features: Full Perm, UV Maps, easy to mod;  moving eyes, blinking eyes (OpenSim Only!), different sets of fins and tail\\
 Desired, but missing features: Tail animation,  ear animation\\ Desired, but missing features: Tail animation,  ear animation\\
  
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 Features: Blinking eyes, swishing tail, talking jaw\\ Features: Blinking eyes, swishing tail, talking jaw\\
  
-==== Big Cat Avatar ====+==== Big Cat Avatars ====
 [[:avatars:avatars_big_cat|Detail page Big Cat avatars]] \\ [[:avatars:avatars_big_cat|Detail page Big Cat avatars]] \\
-Status: Work in Progress (start November 2023): Milestone reached:  First mesh components\\ +Status: 100% complete and deploying\\ 
-Primary Creator(s):  Ironwood115 @ Discord  / [[https://x.com/ironwood115?t=DlIoq_XKfac7kwAdFbJNkQ&s=09|X-formerly-known-as-Twitter]] \\+Primary Creator(s):  Ironwood115 @ Discord  / [[https://x.com/ironwood115?t=DlIoq_XKfac7kwAdFbJNkQ&s=09|X-formerly-known-as-Twitter]] \\  
 +   Lion Avatar
 Secondary Creator(s): \\ Secondary Creator(s): \\
 Commissioning party: aries_quitex @ Discord, Yavannah Halostar @ OpenSim, Kaahupahau Sharpfang @ OpenSim\\ Commissioning party: aries_quitex @ Discord, Yavannah Halostar @ OpenSim, Kaahupahau Sharpfang @ OpenSim\\
-Features: Full Perm, UV Maps, easy to mod; moving eyes, different sets of tails for different poses. Jaw solved via TalkJaw script, Blinking eyes most likely solvable via Shork blinking eyes component.\\+Features: Full Perm, UV Maps, easy to mod; moving eyes, different sets of tails for different poses. TalkJaw script, Blinking eyes  \\
 Desired, but missing features: tail animation,  ear animation\\ Desired, but missing features: tail animation,  ear animation\\
  
  
 ==== Dragon Avatar ==== ==== Dragon Avatar ====
-[[:avatars:dragon|Detail page Dragon avatars]] \\ +[[:avatars:avatars_dragon|Detail page Dragon avatars]] \\ 
-Status: Under Discussion\\+Status: Deployed to Kitely Starter Avatar World, OSGrid Changeroom, and Shork Cafe \\
 Primary Creator(s): [[https://www.furaffinity.net/user/silverim/|Silverim @ FA]] \\ Primary Creator(s): [[https://www.furaffinity.net/user/silverim/|Silverim @ FA]] \\
-Commissioning party: Aries @ FA\\ +Commissioning party: Aries @ FA ; Nichelle Valois @ OSGrid ; Ralgar Snowflake @ Kik \\  
-Features:\\+Features: Full Perm, UV Maps, easy to mod; moving eyes, different sets of tails for different poses. TalkJaw script, Blinking eyes, white & black skin sets\\
  
 ==== Crocodile Avatar ==== ==== Crocodile Avatar ====
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 ==== Bunny Avatar ==== ==== Bunny Avatar ====
 [[:avatars:avatar_bunny|Detail page Bunny avatars]] \\ [[:avatars:avatar_bunny|Detail page Bunny avatars]] \\
 +Status: \\
 +Primary Creator(s):\\
 +Commissioning party:\\
 +Features:\\
 +
 +
 +==== Equine Avatar ====
 +[[:avatars:avatar_equine|Detail page Equine avatars]] \\
 Status: \\ Status: \\
 Primary Creator(s):\\ Primary Creator(s):\\
Last modified: le 2024/03/19 23:14