Difference between revisions of "Talk:Avatar 2.0"

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m (Legacy & 2.0 Skin (UV Mapping) Support)
(Legacy & 2.0 Skin (UV Mapping) Support)
 
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:I have clothing and avatars from people who are no longer in SL. -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 10:24, 6 December 2011 (PST)
 
:I have clothing and avatars from people who are no longer in SL. -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])</small></sup> 10:24, 6 December 2011 (PST)
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::Keeping the actual legacy avatar mesh would only give LL more problem adapting new/future animation support without changing anything on the mesh to being with.  No, Avatar 2.0 is meant to remove legacy avatar mesh completely, however... would able to adapt the legacy texture via UV mapping.  While the idea is not meant to create Ruth 2.0 as it implies. Avatar 2.0 would keep its legacy Ruth shape at best while having different polygon alignments, making some part even more smoother.  Existing clothes layer are to be set in legacy's UV mapping by default until assigned by original creators.  Creators won't have to do anything to fix their legacy clothing to keep people happy (that is if they don't mind being outdated). --[[Image:Nacon-tag.jpg]] '''[[User:Vincent_Nacon|₪]]''' 21:28, 9 December 2011 (PST)
  
 
=Animation & Expression=
 
=Animation & Expression=

Latest revision as of 22:28, 9 December 2011

KBcaution.png Important: Please post your discussion in their related topic sections. No fighting, get along please.

File Memories Size

Legacy & 2.0 Skin (UV Mapping) Support

It would be good for the client to be able convert between legacy and 2.0 clothing and skins as well as have two different base models that the user could choose from. This way a user could mix and match legacy and 2.0 clothing and decide if it looks better on legacy or 2.0 bodies. Without this, you wouldn't be able to mix and match legacy and 2.0 clothing. -- Strife (talk|contribs) 11:14, 11 October 2011 (PDT)

Maybe could get round using original textures for avatar 2.0 by creating a texture converter similar the one offered by 3d Universe which will convert the UV mapping to the new coordinates so allowing creators to recycle their original texture content. BadBob Mystakidou 12:27, 5 December 2011 (PST)

I have clothing and avatars from people who are no longer in SL. -- Strife (talk|contribs) 10:24, 6 December 2011 (PST)
Keeping the actual legacy avatar mesh would only give LL more problem adapting new/future animation support without changing anything on the mesh to being with. No, Avatar 2.0 is meant to remove legacy avatar mesh completely, however... would able to adapt the legacy texture via UV mapping. While the idea is not meant to create Ruth 2.0 as it implies. Avatar 2.0 would keep its legacy Ruth shape at best while having different polygon alignments, making some part even more smoother. Existing clothes layer are to be set in legacy's UV mapping by default until assigned by original creators. Creators won't have to do anything to fix their legacy clothing to keep people happy (that is if they don't mind being outdated). --Nacon-tag.jpg 21:28, 9 December 2011 (PST)

Animation & Expression

Humanoid, Anthropomorphic, and Extended Shapes

Size also matters. Seawolf Dragons are known for portraying huge 'life size' (house size) dragons. Tinys and MicroAvatars are quite small. There is a sizable portion of SL who is enjoying a 'second childhood', and Avatar 2.0 sizes need more flexibility in range. (This copy was moved earlier on my behalf by Vincent Nacon, and I approve of the move) Romaq Rosher 08:12, 11 October 2011 (PDT)

Hair