Second Life™ is so much like real life. All the same problems, challenges, and drama present in RL are seen in SL too. Now we have the Maitreya Monopoly… First the drama story then the tech that makes this all so silly.
It seems blogger Sophee Mojo is unhappy with Maitreya or more accurately Onyx LeShelle the creator of Maitreya. The unhappiness has its root in the limited selection of clothes currently available for the Maitreya Mesh body or more accurately the limited set of designers. Sophee points to the developer’s kit for Maitreya that lacks ‘weighting’ information as a deliberate move on Maitreya’s part to control the clothes market. So, the unhappiness is expressed as complaints and accusations. Continue reading →
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
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.
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 .- 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.
We are getting closer to hands on. The Oculus Rift is to release in the first quarter of 2016. At this point I think the first round of pre-release technical challenges has been met. So, any possible delay would be from manufacturing and supply problems.
Now that the Samsung Galaxy S6 is in production the supply of display screens for the Oculus should be adequate.
Unity and Unreal, game engine platforms, are both announcing support of HTC RE Vive. This means game developers can move away from having to develop support for the various VR headsets and use the support provided by Unity and Unreal. This saves developer’s time and means new games will move through the development pipeline faster. Continue reading →
The question asked is, don’t the Lindens have a limit on the size of mesh uploads? Well, yeah. They do. But a body is often 3 items, the hands 1 or 2 more items, the feet also 1 or 2 items, and the head another item. So, while it isn’t easy it is possible to get to 2 million faces without exceeding the Linden upload limits per mesh part, just make lots of parts with lots of materials. Continue reading →
From Slink’s official announcement (quoting and paraphrasing):
Thu, Aug 28 2014 11:39:30 AM PDT
Physique 1.4 is now available at the Slink Mainstore. If you own this body, please visit the redelivery terminal to get the new version sent to you. If your purchase is not on the list, please contact Slink Resident for a redelivery!
Slink Free Dress
The new body has a few very nice new features, and resolves some of the issues experienced by users of the previous version.
Resolved a small geometry issue that was causing “ants” (small gap) around the neck seam between the body and either the visage patch or the SL default head, on lower Antialialising settings.
Resolved an issue with the weights on several vertices on the underwear layer that was causing it to clip through the clothing layer on the pelvis region.
Resolved an issue that was causing the Visage neck patch to throw an error when the Neck Fitting buttons were pressed on the Alpha and Clothing Layers HUD.
OK everyone is posting about these. If you haven’t already heard, you have to be hiding. They are far better than the Ruth and Roth avatars from earlier times.
They are interesting and noobies will look much better. However, noobies will still act like noobies . They won’t be all that hard to recognize.
However, Saturday when I was trying to play with the new avatars the SL system was acting up. The Choose an Avatar panel did not want to load. I kept getting an empty panel. I left the panel open and relogged, that got it working, or it may be just the relog did it. Or my region may have been having difficulties.
Once the panel was loaded then some avatars would not load. I would get what looked like an LOD4 version 0f the avatar only, very bizarre looking up close but ok from a distance. Switch to another one and later retry the one with loading problems, seemed to work.
When you wear one of these avatars a folder is created in the Clothing folder of your inventory. The ‘Lucy’ avatar is of course in the Lucy folder.
These avatars completely replace, well are worn over, your system avatar and a full body alpha mask hides the system avatar. They are complete mesh bodies and clothes. I am not sure why they made them No-Mod. Continue reading →
Zakiel explained where he is coming from and what he has realized, “A few weeks ago I was using a workflow that gave me good, fast and (more or less) SAFE results:
Standard rigging and 5 or 6 sizes (or more). But I wasn’t happy, anyways. I always wanted the “fitted” mesh so all the girls could use my clothes without problems or restrictions. That was what I thought or was expecting.
Now I realize that with the fitted mesh there are restrictions too; and the workflow (for now) is harder, longer and not safe as the standard rigging. I have to check the fitting with big breasts, small breasts, big+high, big+low, small+high, small+low, big+close, big+open, big+high+close… You get the idea… And what works for 1 combination probably won’t for the other…” Continue reading →