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ressources:opensim_avatars [2024/03/20 19:42] – [Differences of Shork Avatar and other Avatars] kaahupahauressources:opensim_avatars [2024/10/31 02:15] (current) – [Details on Shork Avatar Design] kaahupahau
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 OpenSim runs on the technology platform developed by LindenLabs for Second Life, called [[http://opensimulator.org/wiki/Main_Page|OpenSimulator]].  OpenSim runs on the technology platform developed by LindenLabs for Second Life, called [[http://opensimulator.org/wiki/Main_Page|OpenSimulator]]. 
 It equals Second Life in most regards, just that its development progresses slower and that some commercial, license-requiring or closed-source technologies are absent. \\ It equals Second Life in most regards, just that its development progresses slower and that some commercial, license-requiring or closed-source technologies are absent. \\
-Like, when Second Life equals Facebook, OpenSim is the Internet.\\ +Like, when Second Life would equal ARPANET (military network from which we got the internet), OpenSim would be the Internet.\\ 
-For avatar development and design you can usually refer to the resources LindenLabs offers for the Second Life platform. +For avatar development and designyou can usually refer to the resources LindenLabs offers for the Second Life platform. 
  
 ===== Basic design philosophies of Second Life / OpenSim avatars ===== ===== Basic design philosophies of Second Life / OpenSim avatars =====
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 ===== Details on Shork Avatar Design ===== ===== Details on Shork Avatar Design =====
  
-Many of the older avatars in Second Life and OpenSim are either made from Prims - geometric primitives - and build wholly in-world. They work reliable, are easy to modify and maintain, but look often like avatars from the early 2000s. Because they are.\\+Many of the older avatars in Second Life and OpenSim were made from Prims - geometric primitives - and build wholly in-world. They work reliable, are easy to modify and maintain, but look often like avatars from the early 2000s. Because they are.\\
  
 The more advanced avatars are using Sculpted Prims, which allow for more refined looks. However, "Sculpties are harder to make in-world, and were usually made using external programs - and with that need the same tools like when creating mesh components. They are easy to maintain, but harder to modify and adjust. But if well made, they can look stunning even today, although they are 2010-Technology.\\ The more advanced avatars are using Sculpted Prims, which allow for more refined looks. However, "Sculpties are harder to make in-world, and were usually made using external programs - and with that need the same tools like when creating mesh components. They are easy to maintain, but harder to modify and adjust. But if well made, they can look stunning even today, although they are 2010-Technology.\\
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 We want the middle ground. As such, Shork Avatars, of which you were hired to create one, use the "system default body" of Second Life. \\ We want the middle ground. As such, Shork Avatars, of which you were hired to create one, use the "system default body" of Second Life. \\
-This system default body you can find here: [[https://www.robinwood.com/Catalog/Technical/SL-Tuts/SLPages/AVUVTemplates.html|Robinwood SL System Default Avatar]]. \\ +The body itself is a set of parameters forming a shape. It exists "not really" on its own. However, here you can grab the female avatar:\\ 
-This default body is the basis onto which the components you're hired to create get attached to in Second Life / OpenSim. This default body can be modified and reshaped within limits. \\+[[https://blog.machinimatrix.org/avatar-workbench/|Avatar Workbench]]\\ 
 +Best to grab the Blender and the DAE format file from there. Or:\\ 
 +We had the Blender file from that ressource fixed to show the three distinct textures - and at the correct positions:\\ 
 +{{ :ressources:female_2017-01-09_-_dakota_edit.zip |Fixed female body by Dakota}} \\ 
 +The female body uses the exact same textures as the male body,  as long as you don't go into adult details.\\  
 + 
 +A separate Second Life / OpenSim component , the so-called "Skin", gets applied to it to make a visible, extremely basic avatar, the  "System Default Avatar"This skin is what requires 3 textures from you that have no separate component otherwise. For simplicity names such as "Skin Head", "Skin Torso" and "Skin Legs" can be used to describe these three items. \\  
 +Information about this system default body - **and the three textures needed for an avatar bodies skin** - you can find here: \\ 
 +[[https://www.robinwood.com/Catalog/Technical/SL-Tuts/SLPages/AVUVTemplates.html|Robinwood SL System Default Avatar]]. \\ 
 +This system default body is the basis onto which the components you're hired to create get attached to in Second Life / OpenSim. This default body can be modified and reshaped within limits. \\
  
 For better understanding the components, consider taking a look at the system default avatar mannequin with attached ( not perfectly aligned, though ) lion mesh components: {{ :ressources:default-avatar_lion-parts.zip |Lioness-Mannequin}} \\ For better understanding the components, consider taking a look at the system default avatar mannequin with attached ( not perfectly aligned, though ) lion mesh components: {{ :ressources:default-avatar_lion-parts.zip |Lioness-Mannequin}} \\
-Also, take a look at one of the [[:avatars:avatars_shark|Shark avatars]]. Just download the mesh part set and look at the components.+Also, take a look at one of the [[:avatars:avatars_shark|Shark avatars]]. \\ 
 +Download the mesh part set and look at the components, then one of the texture packs and an "eye" pack.\\ 
 +That should give you a good idea of how a finalized avatar commission looks like. 
  
 As a guide for how complex things  are usually: As a guide for how complex things  are usually:
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 One often seen difference between human anatomy and animal anatomy is the seemingly inverted orientation of the hindlegs of animals compared to human legs.  The system default avatar can have parts of its body made invisible. These two informations allow to be combined to something useful:\\ One often seen difference between human anatomy and animal anatomy is the seemingly inverted orientation of the hindlegs of animals compared to human legs.  The system default avatar can have parts of its body made invisible. These two informations allow to be combined to something useful:\\
 Create the feet ( or hindpaws, however you prefer to call them ) and lower legs separately. \\ Create the feet ( or hindpaws, however you prefer to call them ) and lower legs separately. \\
-Reference: {{ :ressources:leftleg.zip |Lion Left Hindleg}} ; mesh component where lower leg and foot form a single unit; this is a negative example. \\+Reference: {{ :ressources:leftleg.zip |Lion Left Hindleg}} ; mesh component where lower leg and foot form a single unit; this is an example of how ideally NOT to do it.\\
 The foot and lower leg shall be designed as to either overlap at their joint or form like a ball socket type of joint, allowing the foot to move without visible gaps forming at the joint when the avatar is walking. The foot and lower leg shall be designed as to either overlap at their joint or form like a ball socket type of joint, allowing the foot to move without visible gaps forming at the joint when the avatar is walking.
  
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 ==== Textures ==== ==== Textures ====
-We need textures for: +We need textures for: \\ 
-  * all created components and  +- All created components and \\ 
-  the textures for the system default avatars body, which consists of  +the textures for the system default avatars body, which consists of  the skin textures for \\ 
-    * the skin textures for legs, +    * the legs, 
     * the upper torso and      * the upper torso and 
-    * the "head" of the system default avatar.+    * the "head"  
 +of the system default avatar. Details can be found at [[https://www.robinwood.com/Catalog/Technical/SL-Tuts/SLPages/AVUVTemplates.html|Robinwoods Avatar skin/texture informations]].
  
 Textures shall not be identical to the references, unless explicitely stated. \\ Textures shall not be identical to the references, unless explicitely stated. \\
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 Those parts are not part of your commission unless explicitely requested by us. Clothes and hair are available inside Second Life and OpenSim in large amounts.\\  Those parts are not part of your commission unless explicitely requested by us. Clothes and hair are available inside Second Life and OpenSim in large amounts.\\ 
 What you CAN do is try to make the head as closely conforming to the System Default Avatars head. What you CAN do is try to make the head as closely conforming to the System Default Avatars head.
-===== Differences of Shork- and other Avatars =====+===== Differences between Shork- and other Avatars =====
  
-Now, a few detail screenshots to show where and why Shork avatars differ from their nearest design reference. As an example, and because the Shork Shark is currently the only finalized avatar, we compare it with the AVEntity sharks from Second Life. The textures are incompatible between the two models. And aside of the similarity that will happen with trying to depict a great white or a black tipped shark, the Shork Cafe is trying to commission more shark textures of those sharks that so far missed out on being represented online, such as the chain catshark or the rainbow shark. And we know they're not real sharks, but, we're social animals.+Now, a few detail screenshots to show where and why Shork avatars differ from their nearest design reference. As an example, and because the Shork Shark was the first finalized avatar, we compare it with the AVEntity sharks from Second Life. The textures are incompatible between the two models. And aside of the similarity that will happen with trying to depict a great white or a black tipped shark in a certain style, the Shork Cafe is trying to commission more shark textures of those sharks that so far missed out on being represented online, such as the chain catshark or the rainbow shark. And we know they're not real sharks, but, we're social animals.
  
 ^ AVEntity Shark ^ ^ AVEntity Shark ^
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 It does not work. \\ It does not work. \\
 Seriously: Don't complain to us that our textures are not compatible with AVEntity avatars. \\ Seriously: Don't complain to us that our textures are not compatible with AVEntity avatars. \\
-Superficial similarity does **NOT** mean it's compatible!+Superficial similarity does **NOT** mean it's compatible and we don't want to be compatible with them. 
  
  
Last modified: le 2024/03/20 19:42