Mesh/Avatar Shape XML Format
History
The Shape XML format has been ingrained in the viewer since the early days, long before mesh existed. However, with the addition of rigged mesh and customized clothing, the file has become invaluable to creators. Sometimes called an "archetype file" due to it's default name "new_archetype.xml".
With the release of Server Side Appearance in Early 2013, The XML format has inherited additional information. However, its XML version number is still 1.0, and it is still backward compatible with the original terse format. The additions will be outlined separately in the SSA Extensions section.
Header
The file is standard XML, with 3 parameters:
- <xml><?xml version="1.0" encoding="US-ASCII" standalone="yes"?></xml>
- The
version
parameter sets the version of the XML markup. (should always be 1.0) - The
encoding
parameter sets the character encoding for the file. (should always be US-ASCII) - The
standalone
parameter informs that the file is self-containted, and not dependent on any external files. (should always be yes)
- The
Note that some viewers set standalone="true"
. This is technically incorrect via the XML standard. It should be standalone="yes"
.
Root Node
The root node is of type linden_genepool
with one parameter:
- <xml><linden_genepool version="1.0"></xml>
- The
version
parameter sets the version of the data contained in the node. Currently LL's data is version 1.0. Future revisions may increment this version, so any implementation should check this version number before using the data.
- The
Data Body
The Root node contains one node of type archetype
with one parameter.
- <xml><archetype name="???"></xml>
- The
name
parameter is a information parameter, and can contain anything, or nothing. Most commonly populated with 3 question marks.
- The
The Data
The data inside is a list of parameters and textures associated with the Avatar's appearance. These can be broken up into 4 categories:
- Shape
- Skin
- Hair
- Eyes
Each category will have several param
nodes and possibly texture
nodes included. More about these nodes in the next section.
Param Nodes
param
nodes correspond to sliders in the appearance pane. Each has 3 parameters:
- Example: <xml><param id="649" name="torso muscles" value="0.500"/></xml>
- The
id
parameter corresponds to an internal viewer table of possible sliders. These numbers are guaranteed to be unique, and always correspond to the same slider. - The
name
parameter corresponds to internal 'driving elements' in the viewer. This can vary depending on the type of param. For shapes, it's often the name of the morph being controlled. For skins or eyes, it's usually a material that's being changed (color etc). For hair, a combination of both are present. These are not always unique. For example, there are two parameters called "torso muscles", with different IDs (one for male, one for female). - The
value
parameter is the value of the slider. It is however in the internally used format, not the 0-100 value seen by Residents. Calculating what these values mean requires finding the Minimum and Maximum of that value from other sources, such as the Linden Avatar Definition File (avatar_lad.xml)
- The
Texture Nodes
texture
nodes correspond to textures applied via the appearance pane. Each has two parameters:
- Example: <xml><texture te="3" uuid="00000000-0000-4000-8000-000000000000"/></xml>
- The
te
parameter corresponds to an internal viewer table of possible textures. These numbers are guaranteed to be unique. - The
uuid
parameter corresponds to the UUID of the texture applied at the time of the XML creation.
- The
Note that texture
nodes are optional and not guaranteed to be present. Especially when the file is generated from 3rd party sources.
Comments
Comments are styled in the standard HTML style, with the string <xml></xml> denoting the end of a comment. This is per the XML specification.
- Example: <xml></xml>
File Termination
The file is terminated by the closing of the archetype
and linden_genepool
nodes:
- <xml></archetype></linden_genepool></xml>
SSA Extensions
The Two main changes with SSA are the addition of many new param
nodes , and the inclusion of new data in all param
nodes.
- The additional
param
nodes now cover more than just the avatar's body shape and texture. Now, there is data for every possible avatar appearance modifier, including all clothes layers, alpha layers, tattoo layers, all internal morphs, and all settings for these items. In short there is every bit of data needed to completely recreate the entire avatar's 'look'. - The new parameters included in the
param
nodes is in addition to the original parameters. All of the originally available parameters are still provided. The new parameters are as follows:- The
u8
parameter is a short integer normalized representation of the displayed slider value. Whereas before some complex math was necessary to determine what 0-100 slider value was indicated by the morph value in thevalue
parameter, now you can simply take the u8 value, divide it by 255, then multiply that value by 100. That will give you the displayed slider values. 255 would be a slider value of 100, 128 would be a slider value of 50, and 0 would of course be 0. - The
type
parameter is a rough indication of what kind of data theparam
entry is associated with. There seem to be 5 distinct values, which likely correspond to entries in the Linden Avatar Definition File (avatar_lad.xml)- param_morph, param_driver, param_skeleton, param_color, param_alpha
- The
wearable
parameter further groupsparam
entries into distinct groups. These clearly indicate what avatar component theparam
node is associated with. There seem to be 16 distinct values:- shape, hair, invalid, gloves, eyes, skin, pants, shoes, shirt, jacket, socks, underpants, undershirt, skirt, tattoo, physics
- The
invalid
wearable indicates a morph.
- The