Difference between revisions of "Talk:Avatar 2.0"

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=Normal, Specular, & Displacement Mapping=
=Normal, Specular, & Displacement Mapping=
 
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. [[User:BadBob Mystakidou|BadBob Mystakidou]] 12:27, 5 December 2011 (PST)


=Animation & Expression=
=Animation & Expression=

Revision as of 12:27, 5 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)

Normal, Specular, & Displacement Mapping

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)

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