Fitted Mesh Base Avatar Files

A couple of years ago we were sorting out just which files we could get that had a model of the Second Life™ avatar with a default shape. We were going to need that for use with the Mesh Deformer. A good ‘default shape’ file will still be needed on the OpenSim grids. I wrote a long article on which files were which and did a lot of testing of the files to find the differences and decide which file to base my work on. I am sort of in the same place now with Fitted mesh.

Linden SL Avatar - Wiki - Image #1

Linden SL Avatar – Wiki – Image #1

To see the older files, look in the menu above, The Stuff->Tutorials Index Clothes.

The Files

I’ll say that OFFICIALLY there are no files for Fitted Mesh… yet. The reason for that is Fitted Mesh is still in development. So, there is no FINAL version of the avatar. But, we do have two files that can be used by experimenters. I’ll explain what we have have now.

Linden Fitted Mesh Avatar

The Wiki has a ZIP file that has a number of files in various formats. The files appear to have been last updated 12/16/2013 4/2014. They are provided in a ZIP file and include the file I show below. The Mac folder has the same files with slightly different file names.

You can see there are Blender, Collada (dae), FBX, and Maya (ma). The last two are AutoDesk file formats. For compatibility consider:

Autodesk FBX technology helps to enable the interchange of 3D data between the following Autodesk products: Autodesk® 3ds Max®, Autodesk® Maya®, Autodesk® Softimage®, Autodesk® MotionBuilder®, Autodesk® Mudbox®, Autodesk® Smoke® and Autodesk® Flame® software.  Consult the compatibility charts below to learn about the level of support for these applications. Continue reading

Second Life Avatar 2.0

Today I found some additional information about what Linden Lab is doing with the avatar.

In the JIRA there is an item:  STORM-1800The vertex weights of the default character mesh could be better. Recently Alexi Reggiane added a comment (

Fitted Mesh Update 2013-49

Machinimatrix has released a new test version of AVASTAR: avastar-1-1-910_blender-2-64. You can get it from your personal Avastar download link.

[youtube rKcyUSfUFk8]

(Forum discussion of video – 2012)

This update adds 7 Collision Bones:

  • RIGHT_HANDLE
  • LEFT_HANDLE
  • BUTT
  • LOWER_BACK
  • UPPER_BACK
  • LEFT_PECK
  • RIGHT_PEC

Along with the bones a tool for copying weights from ‘deformation’ bones to ‘collision’ bones has been added. Instructions for using the tool can be found here: Avastar new testversion for “Fitted Mesh”. Gaia says this tool does not so much copy the information as rename the weight groups. This is something you can do with just Blender and something I was experimenting with.  Continue reading

Second Life Mesh Eye Lashes

I like lashes. I have a bunch. But, prim lashes can be a pain to get adjusted. Mesh lashes can solve some of that problem. They can be more easily shaped to the avatar eye and nicely curved.

The beautiful Juicybomb has an article on lashes. Check it out: Know your Mesh Lashes.

The current main SL Viewer 3.6.7 (281793) Sep 30 2013 has the transparency problems Juicy mentions. That really sucks.

The fun part of these lashes is the tintable set and the ability to make them glow.

 Update: Strawberry likes these too. See: My Favorite Mesh Eyelashes.

Second Life Height Offset

Third party viewer users are accustomed to have the a feature know as avatar z-offset or height offset. This feature allowed us to precisely control our avatars vertical position. Whether walking, sitting, or ground sitting we could adjust the avatar’s vertical position in relation to the ground or a floor.

The roll out of SSA broke this feature. It appears this is the thing most often asked about in various support groups since SSA rolled out. At least it is the question I see most consistently being asked. Well, that and temporary texture upload. But, temporary texture upload has been replaced with Local Textures for some time.

Today I see the Marine Kelly has an article out about a fix for Height Offset. See: RestrainedLove Viewer 2.8.5.3 with Z offset fix. Marine also explains how to use Local textures in her article.  Continue reading

Another Voice on Liquid Mesh

Second Life Liquid Mesh

Second Life Liquid Mesh

Gaia Clary, author of the Avastar Blender add-on, has posted an article on Second Life™ Liquid Mesh. See: Liquid Mesh. Gaia commented on Strawberry Singh’s blog at the end of the article: Hucci Akita Boots & Questions regarding “Liquid Mesh”

Gaia provides the same take on Liquid Mesh that I do. Gaia is, however, more strongly saying creative types should be avoiding the use of the technique in products.

Gaia has a stronger belief than I do that collision bones won’t go away. I suspect there will always be some part of the avatar that is used for detecting/calculating collisions. There is no doubt collisions will always be need to be detected. That is part of how virtual work.

Neither of us has any idea how likely a change to collision detection is if the avatar changes. Nor can we anticipate what changes to Second Life performance might be an incentive to change the detection system.  Continue reading

Second Life Liquid Mesh Continued…

Strawberry Singh published an article asking questions about Liquid Mesh. Several people are answering and some are asking more questions. See: Hucci Akita Boots & Questions regarding “Liquid Mesh”. In many cases the questions come from ambiguous terms used in the discussion.

Strawberry made a video to demonstrate what she was seeing and asking about.

[youtube -q9_ZciPBlw]

The boots are gorgeous.

They are ‘Liquid Mesh.’ The precise technical language is to say the boots are rigged to the collision bones. For most SL users that is meaningless jargon.  Continue reading