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Note:

  1. This page is rated “PG” / “PG13”.
  2. Pages beginning with “Avatars” located under the “Shork Industries” / “Avatars” section are rated “PG” / “PG13”unless stated differently in their header.
  3. All other pages located under the Shork Industries“ / “Avatars” section are rated “Adult” unless stated differently in their header.
  4. Treat all pages outside the Shork Industries” / “Avatars” section as “Adult” unless stated differently in their header. Viewers discretion is advised.

Shork Avatars

Shork avatars are intended for both normal use as well as learning, how avatars are made and function. As we have no rigger (Feb. 2024) so far, we can't offer an avatar that's mesh, rigged and using the Bento skeleton.

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:
 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.
When you modify the scaling factor to a different value than 10, you'll get items outside the default avatars size. For beginners we recommend to use the scaling factor 10, but when you know what you are doing and why, you can change the import setting as to get the components directly in the desired size.

So, as a summary in List form:

  • Model Name: Give each component a meaningful name. Their internal names just aren't meaningful.
  • Tab “Upload Options”: Scale: Default Scaling factor is 10. For the head, this results in a “male” head. In the packaged versions, the 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”: 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.

The UV Maps we provide can be used as a transparent overlay to create your own individualized Skins. Again, for a beginner we recommend to use one of our provided skins and edit it before creating a new one from the ground up..

As a note on the eye textures:
After uploading an eye texture, applying it to an eye of a Shork avatar needs one adjustment:

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.

Facial Expressions System

Facial expressions are provided by a scripted component, named “Eyecontroll (linkset)”, we got from one of our supporters in OpenSim:
Xentor Antarix.
To access its menu, click your Shork avatars nosetip and you'll be prompted by a blue popup requestor window. Not all expressions work equally well with all avatars due to the different facial geometries.

Instead of writing more, have a short video, recorded by Kute Toodles in OpenSim:


Thanks go to:

  • Xentor Antarix @ OpenSim for the Eye Expressions Module
  • Kute Doodles @ OpenSim for recording the Video
  • Daddy's Music for the royalty free background music and
  • Pixabay for the wonderful royalty free content library.

Here is the list of the available and planned avatars from Shork Industries for OpenSim. Some may be available in Second Life, too.

Shark Avatar

Detail page Shark avatars
Also called “Shork Shark” or various other names, various species.
Status: 100% (deployed to Wright Plaza on 2023-10 and on Shork Island). Also deployed to Second Life at Region Davros in “Japan Hiroba” and “Tabidachi Mall”; NCI Kuula in Kuula and at the Freebie Mall at the GNC Strandclub in “New Berlin GNC”.
Version 2.0 was deployed on 2024-01-28 and is considered feature complete. Additional / updated textures will be rolled out here or as separate update packages inside OpenSim.
Primary Creator(s): Ironwood115 @ Discord / X-formerly-known-as-Twitter
Commissioning party: aries_quitex @ Discord
Features: Full Perm, UV Maps, easy to mod; moving eyes, blinking eyes, different sets of fins and tail
Desired, but missing features: Tail animation, ear animation

Enhanced Shark Avatar

Status: Unknown / Cancelled until further note
Creator(s): Juancho Renfold (SL)
Commissioning party: kaahupahau Resident @ SL / Kaahupahau Sharpfang @ OS
Features: Blinking eyes, swishing tail, talking jaw

Big Cat Avatar

Detail page Big Cat avatars
Status: Work in Progress (start November 2023): Milestone reached: First mesh components
Primary Creator(s): Ironwood115 @ Discord / X-formerly-known-as-Twitter
Secondary Creator(s):
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.
Desired, but missing features: tail animation, ear animation

Dragon Avatar

Detail page Dragon avatars
Status:
Primary Creator(s):
Commissioning party:
Features:

Crocodile Avatar

Detail page Crocodile avatars
Status:
Primary Creator(s):
Commissioning party:
Features:

Canine Avatar

Detail page Canine avatars
Status:
Primary Creator(s):
Commissioning party:
Features:

Fox Avatar

Detail page Fox avatars
Status:
Primary Creator(s):
Commissioning party:
Features:

Bunny Avatar

Detail page Bunny avatars
Status:
Primary Creator(s):
Commissioning party:
Features:

Last modified: le 2024/03/16 23:27