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The original Ruth
Ruth is dead. Long live the Ruth!

"Ruth" was the codename for the default loading avatar, a woman with a mullet who terrified many Residents. When Ruth was combined with other avatar elements, such as prim hair or beards, the results could be particularly bizarre. Pictures prove it did happen! The phenomenon was so common, that Ruth became a part of SL's culture. Residents joked and pondered about its cause. Some came up with ghost stories about it, some wrote songs (starting around 2:20), and some used Ruth as the basis of a Second Life cosmology. If you're grimacing, you've been touched by Ruth! Be not afraid... as of Second Life 1.20, she's gone at last, mostly faded into the annals of history, and replaced with a particle cloud. Dubbed "Ruth 2.0", but Torley wishes that name would sink altogether.

KBtrivia.png Trivia: As avatar customization evolves, you may catch a brief glimpse of the old Ruth between the "cloud" and "fully rezzed" phases.

Thanks to Brent Linden, who created said artistic effect, for the following resources:

Make yourself a cloud

Only you'll see yourself this way:

"I see cloud people!"

Relog to reset back to your normal avatar.

Reanimate old Ruth

To bring old Ruth back to life, go to Advanced menu > Debug Settings and set "RenderUnloadedAvatar" to TRUE.

Alternatively, open your Inventory, go to Library folder > Clothing > More Outfits > Ruth, then drag and drop the folder on your avatar.

Ruth spirit can also be seen when people are clouded. Activate Particle Sources and Render Highlights in View > Beacons (or Ctrl-Alt-⇧ Shift-N) when you see a cloud hovering by.

Ruth Beacon.jpg

Cloud texture and particle parameters

Easiest: get Ruth 2.0 inworld at the Stillman Free Bazaar! It's a fully-permissive object. Have View menu > Highlight Transparent on if you find it hard to select the invisible sphere.

Or... download the original texture; you'll need to use it with this script:

//// eltee Statosky's Particle Creation Engine 1.0
//// 01/09/2004
//// Free to use
//// Free to copy
//// Free to poke at
//// Free to hide in stuff you sell
//// Just please leave this header intact
integer effectFlags=0;
integer running=TRUE;
integer min=0;
integer max=1;
float redValue;
float blueValue;
float greenValue;
//Color Randomizer
    redValue = llFrand(max - min) + min;
    greenValue = llFrand(max - min) + min;
    blueValue = llFrand(max - min) + min;
// Color Secelection Variables
// Interpolate between startColor and endColor
integer colorInterpolation  = TRUE;
// Starting color for each particle 
vector  startColor        = <1,1, 1>; //R,G,B
//vector startColor           = <redValue, blueValue, greenValue>;
// Ending color for each particle
vector  endColor            = <1,1,1>;
// Starting Transparency for each particle (1.0 is solid)
float   startAlpha          = .5;
// Ending Transparency for each particle (0.0 is invisible)
float   endAlpha            = 0.0;
// Enables Absolute color (true) ambient lighting (false)
integer glowEffect          = TRUE;
// Size & Shape Selection Variables
// Interpolate between startSize and endSize
integer sizeInterpolation   = TRUE;
// Starting size of each particle
vector  startSize           = <.8,1,1>;
// Ending size of each particle
vector  endSize             = <0.02, 0.02, .02>;
// Turns particles to face their movement direction
integer followVelocity      = FALSE;
// Texture the particles will use ("" for default)
string  texture             = "blob2";//"437b06a1-2d2b-2d1c-56b5-3d4f33c44186";
// Timing & Creation Variables Variables
// Lifetime of one particle (seconds)
float   particleLife        = 3;
// Lifetime of the system 0.0 for no time out (seconds)
float   SystemLife          = 0;
// Number of seconds between particle emissions
float   emissionRate        = .020;
// Number of particles to releast on each emission
integer partPerEmission     = 1;
// Angular Variables
// The radius used to spawn angular particle patterns
float   radius              = 1;
// Inside angle for angular particle patterns
float   innerAngle          = PI;
// Outside angle for angular particle patterns
float   outerAngle          = 0;
// Rotational potential of the inner/outer angle
vector  omega               = <0, 0, 0>;
// Movement & Speed Variables
// The minimum speed a particle will be moving on creation
float   minSpeed            = .1;
// The maximum speed a particle will be moving on creation
float   maxSpeed            = 1;
// Global acceleration applied to all particles
vector  acceleration        = <0, 0,0>;
// If true, particles will be blown by the current wind
integer windEffect          = FALSE;
// if true, particles 'bounce' off of the object's Z height
integer bounceEffect        = FALSE;
// If true, particles spawn at the container object center
integer followSource        = TRUE;
// If true, particles will move to expire at the target
integer followTarget        = TRUE;
// Desired target for the particles (any valid object/av key)
// target Needs to be set at runtime
key     target              ;
//As yet unimplemented particle system flags
integer randomAcceleration  = FALSE;
integer randomVelocity      = FALSE;
integer particleTrails      = FALSE;
// Pattern Selection
//   Uncomment the pattern call you would like to use
//   Drop parcles at the container objects' center
//integer pattern = PSYS_SRC_PATTERN_DROP;
//   Burst pattern originating at objects' center
// integer pattern = PSYS_SRC_PATTERN_EXPLODE;
//   Uses 2D angle between innerAngle and outerAngle
// integer pattern = PSYS_SRC_PATTERN_ANGLE;
//   Uses 3D cone spread between innerAngle and outerAngle
integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE;
// Here is where to set the current target
// llGetKey() targets this script's container object
// llGetOwner() targets the owner of this script
// Feel free to insert any other valid key
// The following block of if statements is used to construct the mask 
    if (colorInterpolation) effectFlags = effectFlags|PSYS_PART_INTERP_COLOR_MASK;
    if (sizeInterpolation)  effectFlags = effectFlags|PSYS_PART_INTERP_SCALE_MASK;
    if (windEffect)         effectFlags = effectFlags|PSYS_PART_WIND_MASK;
    if (bounceEffect)       effectFlags = effectFlags|PSYS_PART_BOUNCE_MASK;
    if (followSource)       effectFlags = effectFlags|PSYS_PART_FOLLOW_SRC_MASK;
    if (followVelocity)     effectFlags = effectFlags|PSYS_PART_FOLLOW_VELOCITY_MASK;
    if (target!="")       effectFlags = effectFlags|PSYS_PART_TARGET_POS_MASK;
    if (glowEffect)         effectFlags = effectFlags|PSYS_PART_EMISSIVE_MASK;
//Uncomment the following selections once they've been implemented
//    if (randomAcceleration) effectFlags = effectFlags|PSYS_PART_RANDOM_ACCEL_MASK;
//    if (randomVelocity)     effectFlags = effectFlags|PSYS_PART_RANDOM_VEL_MASK;
//    if (particleTrails)     effectFlags = effectFlags|PSYS_PART_TRAIL_MASK;
        PSYS_PART_FLAGS,            effectFlags,
        PSYS_SRC_PATTERN,           pattern,
        PSYS_PART_START_COLOR,      startColor,
        PSYS_PART_END_COLOR,        endColor,
        PSYS_PART_START_ALPHA,      startAlpha,
        PSYS_PART_END_ALPHA,        endAlpha,
        PSYS_PART_START_SCALE,      startSize,
        PSYS_PART_END_SCALE,        endSize,    
        PSYS_PART_MAX_AGE,          particleLife,
        PSYS_SRC_ACCEL,             acceleration,
        PSYS_SRC_TEXTURE,           texture,
        PSYS_SRC_BURST_RATE,        emissionRate,
        PSYS_SRC_INNERANGLE,        innerAngle,
        PSYS_SRC_OUTERANGLE,        outerAngle,
        PSYS_SRC_BURST_PART_COUNT,  partPerEmission,      
        PSYS_SRC_BURST_RADIUS,      radius,
        PSYS_SRC_BURST_SPEED_MIN,   minSpeed,
        PSYS_SRC_BURST_SPEED_MAX,   maxSpeed, 
        PSYS_SRC_MAX_AGE,           SystemLife,
        PSYS_SRC_TARGET_KEY,        target,
        PSYS_SRC_OMEGA,             omega   ]); 
//        llSetTexture("", ALL_SIDES);
        llSetText("", <0.0, 1.0, 0.0>, 0.5);

Truthiness... or RUTHINESS!??? Muhahaha.

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