Exploring the future of my Avatars Shape – part 5

It has been nearly three months now since my last update on my Mesh Avatar, so where are we? The Pixar Magic Well first of all i explored having a more stylised avatar that was more characteristic of Pixar or Disney. This started off with some very cool results in blender and creating blend shapes for …

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Getting Wet Behind The Ears

So amongst the excitement of Experience Tools and Skill Games announcements, something else happened this week. LSL Materials Parameters. These are basically new commands for scripters to control the normal and specular mapping of an object. This is great for creators as material mapping, especially specular mapping has allowed for some very cool effects You can …

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Exploring the future of my Avatars Shape – part 3

Since i reached a point where I’m happy with the mesh shape of my avatar and how it moves, i’ve not been able to take it off. I took my new body for a spin at SL11B with new shorts and vest specially created for the body shape. This allowed me to create clothing that fitted …

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Second Life, turned up to 11

Since SL10B things have been interesting in that there has been a real focus shift towards Virtual Reality and new platforms,  although it kinda feels Second Life got reluctantly pushed amongst the hip VR crowd… anyways screw all that Oculus VR rubbish.  It wasn’t until i started playing around with High Fidelity that i realised just …

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Exploring the future of my Avatars Shape – part 2

My experimenting continues with my avatars new body shape. I managed to create something that seemed to move well and deform well but at a cost.  For a decade we’ve been making clothes and accessories for the Second Life Avatar, a rigged mesh shape that has not changed since SL was released. We were given templates for …

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