Difference between revisions of "Registration avatar animations"

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(Created page with "Use these guidelines to create animations for [https://join.secondlife.com/ join.secondlife.com]. You'll want to have a dedicated, focused setup because new avatar animations sho…")
 
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Use these guidelines to create animations for [https://join.secondlife.com/ join.secondlife.com]. You'll want to have a dedicated, focused setup because new avatar animations should appear consistent with each other ''and'' existing ones on the website (at least until some undetermined time in the future when we move to a totally different layout).
Use these guidelines to create animations for [https://join.secondlife.com/ join.secondlife.com]. You'll want to have a dedicated, focused setup because new avatar animations should appear consistent with each other ''and'' existing ones on the website (at least until some undetermined time in the future when we move to a totally different layout).


Several things to keep in mind:
Several intentions to keep in mind:


* Disk space is your friend. Always shoot more footage, because the Linden Lab web designers can trim down. Also, after you're done a shoot, it takes time to setup again, which is why you want to capture as much as you can during the initial session.
* Disk space is your friend. Always shoot more footage, because the Linden Lab web designers can trim down. Also, after you're done a shoot, it takes time to setup again, which is why you want to capture as much as you can during the initial session.
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* The LL web designers will crop and trim usable loops out of longer animations. Keeping that in mind, at a minimum, an animation should have at least ''one'' complete loop cycle within a clip.
* The LL web designers will crop and trim usable loops out of longer animations. Keeping that in mind, at a minimum, an animation should have at least ''one'' complete loop cycle within a clip.


Torley's fave tool to do this is [http://www.fraps.com/ FRAPS].


* No sound capture is required.
* '''Force lossless RGB capture''' can be off, because since these animations will be scaled down for final publication, quality loss with the tradeoff of saving disk space is fine.


Second Life Viewer settings:
* Set window resolution to as large a square as possible. For example, on a 2560x1600 monitor, 1500x1500 is great. On a 1920x1200 monitor, go for 1100x1100.
** The reason why we use a square is we want to leave some blank space around the avatar,


Set window resolution to 1500x1500 (up from 1080x1080 in XD-80).
Neutral WindLight setting = "Nam's Optimal Skin 2" EXCEPT for robots, "Nam's Optimal Skin and Prim" is better for their dynamic range.
Neutral WindLight setting = "Nam's Optimal Skin 2" EXCEPT for robots, "Nam's Optimal Skin and Prim" is better for their dynamic range.
RenderVolumeLODFactor = 8.000
RenderVolumeLODFactor = 8.000

Revision as of 09:04, 7 November 2011

Use these guidelines to create animations for join.secondlife.com. You'll want to have a dedicated, focused setup because new avatar animations should appear consistent with each other and existing ones on the website (at least until some undetermined time in the future when we move to a totally different layout).

Several intentions to keep in mind:

  • Disk space is your friend. Always shoot more footage, because the Linden Lab web designers can trim down. Also, after you're done a shoot, it takes time to setup again, which is why you want to capture as much as you can during the initial session.
  • Two clips for each avatar, each animation being 15-30 seconds in length, is recommended. Each clip can contain an animation looping several times.
  • Each animation should artistically match the avatar's body language. For example, rabbits bounce, robots rock, a human in a leather jacket swaggers like The Fonz. :)
  • The LL web designers will crop and trim usable loops out of longer animations. Keeping that in mind, at a minimum, an animation should have at least one complete loop cycle within a clip.

Torley's fave tool to do this is FRAPS.

  • No sound capture is required.
  • Force lossless RGB capture can be off, because since these animations will be scaled down for final publication, quality loss with the tradeoff of saving disk space is fine.

Second Life Viewer settings:

  • Set window resolution to as large a square as possible. For example, on a 2560x1600 monitor, 1500x1500 is great. On a 1920x1200 monitor, go for 1100x1100.
    • The reason why we use a square is we want to leave some blank space around the avatar,

Neutral WindLight setting = "Nam's Optimal Skin 2" EXCEPT for robots, "Nam's Optimal Skin and Prim" is better for their dynamic range. RenderVolumeLODFactor = 8.000 Dramatic lighting and shadows not needed for this, nor do they give acceptable framerates. Build transparent shelf so avatar feet/bottoms aren't cut off. Hide UI and HUDs. Ctrl-9 to neutralize zoom. Posing stand locked to Is (138.000, 172.268, 997.529) with rotation (0.00, 0.00, 270.00) and using SeatCamera005 tentatively @ (138.000, 168.115, 998.877) with rotation (258.75, 0.00, 270.00) Pause backup background process For revised humans, Ctrl-0 once probably doesn't hurt