Early Second Life avatars, from 2003 onward, were constructed using several basic items that defined their appearance and functionality.
This system is still available today, though more modern technologies exist and mostly superseded it.
But even the most modern alternatives are often still wholly, or in parts, backwards compatible to this early system.
As the availability of modern alternatives varies widely between commercial Second Life and the more experimental and research focused, noncommercial fork of OpenSimulator, there is a huge motivation for the Shork Group to favour the tried and tested and reliable basic system.
Now, let's take look at the two critical components that are needed to form a basic avatar inside Second Life and OpenSimulator alike.
The two critical components are the Shape and the Skin.
Here’s a description of each and their functions:
The Shape item defined the overall structure and proportions of an avatar. It controlled a wide range of physical characteristics through adjustable sliders, including:
The Shape item was essentially a blueprint for the “skeleton” and 3D mesh that defined how the avatar's body would look in-world.
Users could edit this item to achieve a personalized appearance, and once saved, the shape could be worn or shared.
Without a shape, the avatar would default to a generic appearance or just form a a diffuse cloud.
The Skin item was a texture layer applied to the avatar’s shape, giving it color, detail, and individuality.
Key aspects of the Skin included:
The Skin was essentially the “paint” over the “canvas” of the Shape. Together, they determined whether the avatar looked like a cartoonish character, a realistic human, or even a fantastical creature.
Years later, from around 2006 onward, a so-called “tattoo-layer” was added to the skin.
Three images with a maximum resolution of 2048*2048 pixel could be added, one for the face, one for the torso and arms, and one for the beltline / waist and downwards.
These allow, up to the present day, to create finely textured Skins.
Without a skin, an avatar would default to either a gray figure, an orange cloud or be invisible, depending on the software used to access Second Life or OpenSimulator.
While the Shape dictates the form and dimensions of a standard avatar, the Skin defines the outer details, effectively “wrapping” the shape with a detailed texture.
For example:
Together, they form the foundation of an avatar's look in Second Life, as well as OpenSimulator, before clothing, hair, and other accessories are added. 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.