AvaStar News Week 39

Gaia Clary is working to release an improved AvaStar 1.6 in October of this year. (Reference) An ‘Alpha’ version has been available since June. (Ref) But, it is not recommended for production or new users. The change is Gaia trying to get a better work flow for fitted mesh creation.

"Surrounded by an embrace"

“Surrounded by an embrace”

People are becoming more interested in working with the various mesh bodies. I’m doubting Gaia can do much that is specific to any private brand of mesh body or would want to. I don’t see a necessity to try. We are building better polygon layouts than the classic avatar’s. So, our weighting will be better and likely unique. Plus we will have polygon layouts that vary from the various mesh bodies as the bodies use different layouts.  But, if we have good layout and weights, our stuff is going to work well with most bodies mesh or classic.  Continue reading

Comparison: Mesh Bodies

The site MeshBodyAddicts.com has new reviews and comparison charts of the mesh bodies available in Second Life. So, if you are shopping, this is a good source of information. See: Reviews: Isteni, Tonic & Dude SLink!

Visage Head Becky

Visage Head Becky

As of now there is no Render Complexity Information in the reviews. With the Complexity Feature on the way (See Quick Graphics viewer in Alternates) I think this is a huge oversight.

If you have wondered about the Omega Applier, see: Omega Solutions.

AvaStar 1.6-59 Alpha

Gaia Clary has a new version of AvaStar out. How binding works has changed. Seems lots of people didn’t get that an item had to be rotated and scaled before attempting to bind the item to the armature. Release Notes So, Gaia has adapted AvaStar to provide more help.

There are 5 new videos out. AvaStar Tutorials Play List. These provide tutorials for fitted mesh.

If you install the alpha version and find problems or want changes, file a ticket.

Rigged Mesh Tutorial Sans AvaStar

I don’t see many tutorials about rigging mesh for OpenSim. But, Hypergrid Business has a new one. See: Quick mesh rigging how-to. Of course the procedure will work for Second Life too. But, this is for ‘rigged’ mesh only, not fitted mesh.

-. InnocEnce .-

-. InnocEnce .- by Perhaps Twine, on Flickr

While they use the Machinimatrix base avatar, you do not need AvaStar. However, not having AvaStar means using the parts of the model included for working with fitted mesh is awkward and not at all intuitive.

I haven’t played in OpenSim since OSGrid crashed. So, I am not sure whether or not we can use fitted mesh in OpenSim. So, this tutorial is more than adequate for most of those making clothes in OpenSim.

Second Life: Firestorm a Designer’s Problem?

We still have a debate ongoing in Second Life™ over on SLUniverse in the discussion started by Adeon Writer, Dear Mesh Content Creators: Please stop making your content on Firestorm, continues. I provided my thoughts in Second Life LoD Problems – Is Firestorm to Blame. In that article you’ll see I think designer and consumer ignorance are to blame. I also see plenty of fascist rule makers out proposing their solutions.

I prefer freedom and free market solutions over rules.

SlackGirl - Sue

SlackGirl – Sue by Rehana Seljan, on Flickr

One of the solutions proposed in:

BUG-6243Provide an informative warning when creating sculpts or mesh that may render improperly for others.

That places everything on the designer and provides no incentive for the designer to comply. I prefer something to provide information to everyone about what everything is doing to our render efficiency. That is why I filed:  Continue reading

Second Life: Fitted Misconceptions

Second Life™ is technically complicated. Fortunately, most users generally don’t have to deal with the technical issues. We can just cruse around enjoying SL. However, if we make clothes, we are going to suffer from what we don’t know.

Foxes - Fleece Jacket - Grey

Foxes – Fleece Jacket – Grey by claudagger, on Flickr

DE Design has a new post up that appeared in Fab Free. See: Fitted Mesh. There is some good stuff and some tings I take exception to.  Continue reading

Blender and Shape Keys

Blender has had shape keys for some time. They are a common part of most 3D models. But, since we can’t import Blender generated shape key information into Second Life™, the keys have not been much use to us. However, they can be used to make different size dresses, shirts, hands, feet, and whatever along with testing whatever we make.

AvaStar added tools for the use of shape keys to help in making standard sizes of our creations. Now Medhue Simoni has made a video showing what can be done with shape keys and how they work. He doesn’t say much about how we use the keys with things we are making for SL, but he does mention an important point: we will likely be able to use shape keys in the Next Generation Platform, SANSAR.

If you are interested in using shape keys to more quickly make standard size clothing items, refer to the AvaStar tutorials on Machinimatrix.org.

Next Generation Platform-SL2: The Avatars

Everyone is curious about what the avatars in the Next Generation Platform (NGP), or SL2, will be like and what we can do with them. Now we have some clues. High Fidelity is working on their avatars and has just release a set of improvements. See: Creating and rigging an avatar with Blendshapes in Makehuman. The information is somewhat compatible with the current Second Life™ and I suspect a hint of what is coming for SL2 or the Next Generation Platform.

This is a great video for designers. You’ll find references to a number software tools I have not heard mentioned in relation to Second Life. Some of those look to be handy for SL. Continue reading