http://opensimulator.org/api.php?action=feedcontributions&user=Tlaukkan&feedformat=atomOpenSimulator - User contributions [en]2024-03-28T09:06:46ZUser contributionsMediaWiki 1.19.9http://opensimulator.org/wiki/Developer_DocumentationDeveloper Documentation2009-06-24T08:49:44Z<p>Tlaukkan: /* Development */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
<br />
[[Technical Reference | Technical Reference]] -> [[Technical Reference/terms | Terms]] -> [[Developer_Documentation | Developer Documentation]]<br />
<br />
== Developer Documentation ==<br />
<br />
==== General ====<br />
* [[Development Team]] &mdash; OpenSim is brought to you by...<br />
* [[OpenSim:Introduction_and_Definitions | OpenSim: Introduction and Definitions]] &mdash; A work in progress describing the high level components of OpenSim<br />
* [[Technical Reference | OpenSim: Technical Reference]] &mdash; A technical description of the simulator operation.<br />
* [[Grid Architecture Diagram]]<br />
* [[OpenSim: Screenshots]] &mdash; Various OpenSim screenshots.<br />
* [http://docs.opensimulator.org/index.html The OpenSim API]<br />
<br />
==== Development ====<br />
* [[Release Cycle]]<br />
* [[On revisions, tags and branches]]<br />
* [[Hacking OpenSim for fun and profit]] &mdash; A starters guide for programming OpenSim.<br />
* [[Coding standards]] &mdash; Coding conventions for developers.<br />
* [[Automated Testing]] &mdash; How to write tests for OpenSim.<br />
* [[Debugging Unit Tests]] &mdash; How to debug the automated tests.<br />
* [[Branches]] &mdash; An overview of the repository branches and what they are for.<br />
* [[Monodevelop]] &mdash; How to use the [[monodevelop]] IDE for editing C# solutions.<br />
* [[Creating New Solution]] &mdash; How to create new solution according to OpenSim conventions.<br />
<br />
==== Services ====<br />
<br />
* [http://opensimulator.org/mantis Mantis Bug Tracking] &mdash; Mantis is the issue tracking tool of OpenSimulator.<br />
* [http://www.opensimulator.org:8085/browse/OPENSIM-TRUNK Bamboo Continuous Integration] &mdash; Bamboo builds the source base continuously and runs unit tests.<br />
* [http://forge.opensimulator.org/gf/ OpenSimulator GForge] &mdash; Project hosting for OpenSimulator related projects.<br />
<br />
==== Client Stacks ====<br />
* [[Sim Throttles]] &mdash; Information on how OpenSim handles throttling of packets to the client.<br />
<br />
==== Database ====<br />
* [[Database Documentation]] &mdash; A map of grid and region instances used in OpenSim<br />
* [[MonoSqlite]] &mdash; How the database model currently works.<br />
* [[LSL:PrimitiveParams]] &mdash; Notes on converting SL Edit GUI values and LSL PrimitiveParams to OpenSim PrimitiveBaseShape fields<br />
* [[NHibernate Performance Testing]] &mdash; SQLite and MySQL performance tests with NHibernate.<br />
<br />
==== File formats ====<br />
* [[Technical_Reference/OpenSim_Archive_Region_Format]] - Opensim ARchive (OAR) region archive file format.<br />
<br />
==== Grid ====<br />
* [[Asset Server problems]] - list of known problems with the asset server<br />
* [[Teleports]] - some diagrams about OGP and Hypergrid teleport sequences<br />
<br />
==== Integration ====<br />
* [[Webinterface]] &mdash; How to mashup with the web.<br />
* [[RemoteAdmin]] &mdash; How to use the remote admin plug-in.<br />
* [[REST]] &mdash; Information about the REST interface to assets, inventory, etc.<br />
* [[Known Web Interfaces within OpenSim]] &mdash; The set of CAPS, XMLRPC, or REST entry points in the project.<br />
<br />
==== Modules ====<br />
* [[RegionModules]] &mdash; The various modules that are used in the RegionServer and how to write new ones.<br />
* [[How to create a dynamic plugin]] - A tutorial for using PluginLoader<br />
* [[Getting Started with Region Modules]] - This brief tutorial is intended to get people started with developing applications with/for opensim using region modules and the opensim API.<br />
* [[Web Statistics Module]] - The web statistics module documentation and counter wish list.<br />
<br />
==== Permissions ====<br />
* [[OpenSim:Permissions(Server)]] &mdash; Permissions system as implemented on the region server.<br />
* [[OpenSim: Permissions]] &mdash; Notes on how object permissions are handled on the client.<br />
<br />
==== Physics ====<br />
* [[PhysicsEngines]] &mdash; Options for physics engines in OpenSim.<br />
<br />
==== Protocols ====<br />
* [[Metaverse Exchange Protocol]] &mdash; MXP is alternative protocol for secondlife protocol.<br />
<br />
==== Regions ====<br />
* [[OpenSim: Permissions]] &mdash; Notes on object permissions & definition of the ObjectFlags variable.<br />
* [[OpenSim Load Balancing and Region Splitting]] - Instructions for using load balancing and region splitting features.<br />
<br />
==== Threading ====<br />
* [[OpenSim: Threading strategy]] &mdash; How threading is implemented and handled.<br />
<br />
==== Scripting ====<br />
* [[Scripting_Documentation]] &mdash; How to use scripts and what limitations apply.<br />
* [[LSL_Status/Functions|LSL Implemented]] &mdash; A list of LSL-functions that are available in OpenSim.<br />
* [[OSSL]] &mdash; Some information about the OpenSimulator Scripting Language, and how to implement an OSSL function<br />
* [[OpenSim.Region.ScriptEngine]] &mdash; How the ScriptEngine looks internally.<br />
<br />
==== Search ====<br />
* [[OpenSim.Region.DataSnapshot]] - Shiny new data gathering/search system<br />
* [[ImageService]] - Shiny new region module for serving search-related images<br />
<br />
==== Testing ====<br />
* [[Automated_Testing]] &mdash; Writing Automated tests for OpenSim.<br />
* [[Debugging Unit Tests]] &mdash; Debugging unit tests.<br />
* [[OpenSim: Debugging - profiler dumps]] &mdash; Dumps of OpenSim profiles to aid in tracking memory leaks.<br />
* [[Prim_Linking_Testing]] &mdash; Test cases for in world link/unlinking of prims.<br />
<br />
==Proposals==<br />
<br />
* [[Opensim: 0.5 Release Target Discussion]]<br />
* [[Opensim: 0.6 Release Target Discussion]]<br />
* [[Opensim: Future Release Discussion]]<br />
<br />
* [[A better SimCrossing]] - A work in progress about implementing a smooth simcrossing<br />
* [[OpenID]] - Proposal for using OpenID in OpenSim<br />
* [[AssetServerProposal]] - Proposal for a distributed asset server<br />
* [[Creating profiles not used for login]] - RFC for alternative ways of creating profiles that will never be used for login<br />
* [[OpenSim_Services_and_Service_Connectors]] - new infrastructure for connecting region simulators to backend services<br />
* [[OpenSim Profile Anchors]] - a mechanism for retaining creator information for offline item transfers<br />
* [[Explicit Object Serialization]] - a proposal to explicitly serialize scene objects rather than using automatic .NET XML serialization<br />
<br />
==== Proposed projects ====<br />
<br />
* [[OpenWiredux: Taking the next step]]<br />
* [[Using SNMP in OpenSim]]<br />
<br />
==Communication==<br />
<br />
A good first point of contact is the OpenSim IRC, on irc.freenode.net channels #opensim / #opensim-dev. The OpenSim developers hold [[office hours]] once a week in-world on Tuesdays at "Wright Plaza" on OSGrid. There is a "Test Hour" on Saturdays, also generally on "Wright Plaza". Both these weekly events are held at 1900UTC. Check on the #opensim IRC channel on Freenode just before each of these events if there is any confusion.<br />
<br />
There is also a mailman email distribution list available at https://lists.berlios.de/mailman/listinfo/opensim-dev<br />
<br />
==Interest Groups==<br />
* [[OpenSim Quality Focus Group]] - A proposed group for developers interested in improving the quality of OpenSim as we head towards beta status.<br />
<br />
==SVN Access==<br />
You can browse the source code for OpenSim [http://opensimulator.org/cgi-bin/viewvc.cgi using a web browser] or via SVN.<br />
* Anonymous Checkout - see [[Download]]<br />
* Developer Checkout<br />
svn co svn+ssh://USERNAME@opensimulator.org/var/svn/opensim/trunk<br />
<br />
==Submitting Patches==<br />
<br />
Please review [[Submitting_code_to_OpenSim]]<br />
<br />
==Recent SVN Commits==<br />
<rss>http://cia.vc/stats/project/opensim/.rss|max=5|title=none</rss><br />
<br />
[[Category:Main]]<br />
[[Category:Support]]<br />
[[Category:Tech Reference]] <br />
[[Category:Help]]<br />
[[Category:Configuration]]<br />
[[Category:Getting_Started]]<br />
[[Category:Development]]<br />
<cleanpage title=hide cats=hide /></div>Tlaukkanhttp://opensimulator.org/wiki/TestingTesting2009-06-24T08:48:45Z<p>Tlaukkan: /* Automated Testing */</p>
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<br />
= Automated Testing =<br />
For information on the current continuous integration system for OpenSim go to [[Automated Testing]].<br />
<br />
For information about debugging the test cases go to [[Debugging Unit Tests]].<br />
<br />
= Current functionality =<br />
<br />
* [[Features Currently Supported]]<br><br />
* [[Priorities and Test Plans]]<br><br />
<br><br />
Check [[LSL Status|LSL Status]] Page for currently implemented scripting features.<br><br />
Note: not all scripting features are supported yet.<br><br />
<br><br />
* Standalone region tested with svn version 9379<br />
* Grid region tested with svn version 9379<br />
<br />
<br />
== Account ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>login</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>logout</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>relog</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Home - Login Start Location</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK - Configurable by Region</td><br />
</tr><br />
<tr><br />
<td>Alt Home - if Home unavailable</td><br />
<td bgcolor="yellow">unknown</td><br />
<td bgcolor="lime">Alternate Region hardset by GRID</td><br />
</tr><br />
</table><br />
<br />
== World ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>day / night cycle</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>windlight</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>clouds</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working</td><br />
</tr><br />
<tr><br />
<td>wind</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working</td><br />
</tr><br />
<tr><br />
<td>water and water texture</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>terrain and terrain textures</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
== Accounts and permissions ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>multiple account creation</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>permissions per account</td><br />
<td bgcolor="yellow">partially working</td><br />
<td bgcolor="yellow">minimal</td><br />
</tr><br />
<tr><br />
<td>account has inventory</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK - Early stages</td><br />
</tr><br />
<tr><br />
<td>sim supports multiple logins</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
== Avatar ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>teleport within region</td><br />
<td bgcolor="yellow">partially working (always facing north after teleport)</td><br />
<td bgcolor="yellow">partially working (go inside ground when teleport from low to high position,always facing north after teleport)</td><br />
</tr><br />
<tr><br />
<td>teleport between regions</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>built-in animations (walking, flying, sitting)</td><br />
<td bgcolor="yellow">partially working</td><br />
<td bgcolor="yellow">partially working</td><br />
</tr><br />
<tr><br />
<td>uploaded animations / gestures</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>uploaded sounds</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>can wear clothes</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>can attach items</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="yellow">OK</td><br />
</tr><br />
<tr><br />
<td>profile</td><br />
<td bgcolor="lime">pics & text</td><br />
<td bgcolor="lime">pics & text</td><br />
</tr><br />
<tr><br />
<td>DRAG / CTRL DRAG objects</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
== Building ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>create prim</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change prim type</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change prim transparency</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change prim colour</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change prim texture (including uploaded textures)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change prim size, cut, hollow, etc</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>prim light, fullbright and flexi</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>link prims</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>unlink prims</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>permissions</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working</td><br />
</tr><br />
<tr><br />
<td>objects persist in world across login / logoff and server restart</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>parcel support</td><br />
<td bgcolor="lime">OK See Parcels Below</td><br />
<td bgcolor="lime">OK See Parcels Below</td><br />
</tr><br />
</table><br />
<br />
== Terraforming ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>select land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>raise land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>lower land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>flatten land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>roughen land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>smooth land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
== Land and parcels ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>subdivide</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working</td><br />
</tr><br />
<tr><br />
<td>join</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working</td><br />
</tr><br />
<tr><br />
<td>buy and sell</td><br />
<td bgcolor="orange">Partial, sell and buy, but no money recieved. (Set helper uri to IP ADDRESS AND PORT:9000</td><br />
<td bgcolor="orange">Partial, sell and buy, but no money recieved. (Set helper uri to IP ADDRESS AND PORT:9000</td><br />
</tr><br />
<tr><br />
<td>Set Land To Group</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Allow Deed To Group</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OKd</td><br />
</tr><br />
<tr><br />
<td>Owner Makes Contribution With Deed</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>Buy Pass - (Temporary Paid Access)</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>Buy For Group</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<td><b>Covenants</b></td><br />
<tr><br />
<td>Buy For Group</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Estate Owner</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<td><b>Land Objects</b></td><br />
<tr><br />
<td>Sim Usage</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Prims on Parcel</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Return Parcel Primitives</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr> <br />
<td>AutoReturn of Prims</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Show Owners (Land Menu)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<td><b>Land Options</b></td><br />
<tr><br />
<td>Show Owners (Land Menu)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<td><b>Land Media</b></td><br />
<tr><br />
<td>Replace Texture With Media</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<tr><br />
<td>Music Stream URL</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Restrict Spatialized Sounds to Parcel</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr> <br />
<td><b>Land Access</b></td><br />
<tr><br />
<td>Show Owners (Land Menu)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<td><b>Land Bans</b></td><br />
<tr><br />
<td>Limit Access to Group</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr> <br />
<tr><br />
<td>Limit Access by Avatar</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<tr><br />
<td>Individual Avatar Ban</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working - Grid can disable feature gridwide</td><br />
</tr> <br />
</table><br />
<br />
== UI ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>friends list</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>uploads</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK, jpg, bmp,tga (alpha)</td><br />
</tr><br />
<tr><br />
<td>edit profile</td><br />
<td bgcolor="lime">OK, but not complete</td><br />
<td bgcolor="lime">OK, but not complete</td><br />
</tr><br />
<tr><br />
<td>search</td><br />
<td bgcolor="yellow">partially working(User, Groups, Parcel, Region)</td><br />
<td bgcolor="yellow">partially working(User, Groups, Parcel, Region)</td><br />
</tr><br />
<tr><br />
<td>large map</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>minimap</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>money</td><br />
<td bgcolor="lime">Works if using IP ADDRESS AND PORT:9000</td><br />
<td bgcolor="lime">Works if using IP ADDRESS AND PORT:9000</td><br />
</tr><br />
<tr><br />
<td>HUD attachments</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
== Friends ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>add</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>remove</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>permissions</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
</tr><br />
<tr><br />
<td>mapping</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
</tr><br />
<tr><br />
<td>online visibility</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>can edit my objects</td><br />
<td bgcolor="red">no</td><br />
<td bgcolor="grey">no friends = generic perms application only</td><br />
</tr><br />
<tr><br />
<td>send teleport</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<br />
</table><br />
<br />
== Groups ==<br />
Groups are implemented, but must be enabled in opensim.ini<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>create</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>join</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>description</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>graphic</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>notices</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>vote</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>invite</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>remove</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OKd</td><br />
</tr><br />
<tr><br />
<td>members</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>group list</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>publish</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>set title</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change active title</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OKd</td><br />
</tr><br />
<tr><br />
<td>enrollment fee</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>open enrollment</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>set mature flag</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>group land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
=== Group Roles ===<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>create</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>edit</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>remove</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>add person</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>remove person</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>abilities</td><br />
<td bgcolor="yellow">Partially Implemented</td><br />
<td bgcolor="yellow">Partially Implemented</td><br />
</tr><br />
</table><br />
<br />
== Chat, IM, Voice ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>local chat</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK - Plus Configurable Distance (server)</td><br />
</tr><br />
<tr><br />
<td>Shout</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK - Plus Configurable Distance (server)</td><br />
</tr><br />
<tr><br />
<td>send / receive IM</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>offline IM</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>group IM</td><br />
<td bgcolor="lime">OK, but groups must be enabled</td><br />
<td bgcolor="lime">OK, but groups must be enabled</td><br />
</tr><br />
<tr><br />
<td>multiple friend IM</td><br />
<td bgcolor="red">unknown</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>participant list</td><br />
<td bgcolor="red">unknown</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>voice</td><br />
<td bgcolor="lime">Must enable and use freeswitch voice</td><br />
<td bgcolor="lime">Must enable and use freeswitch voice</td><br />
</tr><br />
<tr><br />
<td>IRC bridge</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK (Configurable on Server)</td><br />
</tr><br />
</table><br />
<br />
== Physics / Collision ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="150">&nbsp;</th><br />
<th width="150">basicphysics</th><br />
<th width="150">POS</th><br />
<th width="150">OpenDynamicsEngine</th><br />
<th width="150">modified_BulletX</th><br />
<th width="150">RealPhysX</th><br />
<th width="150">BulletDotNET</th><br />
</tr><br />
<tr><br />
<td>walk on ground</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="yellow">partially working (ground is very slippery)</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>fly</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>sit on ground</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>sit on object</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="yellow">partially working (autopilot has trouble getting to the right spot 'try phantom prim')</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>walk on object</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>bump into object</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Collidable Linksets</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="gray">unknown</td><br />
</tr><br />
<br />
<tr><br />
<td>Avatar Land on Prim</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>prim physics</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Physical (active) Linksets</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK<</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="gray">unknown</td><br />
</tr><br />
<tr><br />
<td>cut/hollow/dimpled prim (non)collisions</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK with Meshmerizer</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="gray">unknown</td><br />
</tr><br />
<tr><br />
<td>physical vehicles</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK, but friction is much too high.</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
</tr><br />
</table><br />
<br />
== Scripting ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>create LSL script</td><br />
<td bgcolor="lime">OK, see supported commands</td><br />
<td bgcolor="lime">OK, see supported commands</td><br />
</tr><br />
<tr><br />
<td>add script to object</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">Drag from inventory into prim</td><br />
</tr><br />
<tr><br />
<td>execute script in object</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
Note: not all scripting features are supported yet.<br />
Check [[LSL Status]] for currently implemented features.<br />
<br />
== Inventory ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>create new items (folder, notes, body, clothes, prims, scripts)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<tr><br />
<td>delete prims -> trash</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>delete items -> trash</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<tr><br />
<td>trash folder functions (restore, purge)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>search inventory</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>"recent items" list</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="yellow">half, only new uploaded and self created stuff, but acctepted inventory offers not listed (8814)</td><br />
</tr><br />
<tr><br />
<td>inventory persists across logout / login</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>drag items to / from world</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>give inventory items to other avatars</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
Inventory should not yet be treated as permanent, whilst development is still occurring.<br />
</table><br />
<br />
== Permissions ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone - Allowed User</th><br />
<th width="200">Standalone - Denied User</th><br />
<th width="200">Grid - Allowed User</th><br />
<th width="200">Grid - Denied User</th><br />
</tr><br />
<tr><br />
<td>Run Script - Estate Disabled</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">no</td><br />
<td bgcolor="lime">no</td><br />
</tr> <br />
<tr><br />
<td>Run Script - Parcel Disabled</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="lime">no</td><br />
</tr><br />
<tr><br />
<td>Rez Object - Estate Disabled</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">N/A</td><br />
<td bgcolor="grey">N/A</td><br />
</tr> <br />
<tr><br />
<td>Rez Object - Parcel Disabled</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Edit Estate Settings</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="lime">no</td><br />
</tr><br />
<tr><br />
<td>Edit Terrain</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Duplicate (Drag-Duplicate AND Ctrl-D) Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Take Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Move Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Copy Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Edit Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Delete Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Add/Remove to Object's Inventory</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
</table><br />
<br />
-- note --<br />
new objects had to be rezzed for each change in permissions for a test - new permissions settings did not apply to existing objects<br />
[[Category:Development]]</div>Tlaukkanhttp://opensimulator.org/wiki/TestingTesting2009-06-24T08:48:32Z<p>Tlaukkan: /* Automated Testing */</p>
<hr />
<div>__NOTOC__<br />
{{Template:Quicklinks}}<br />
<br /><br />
<br />
{{content}}<br />
<br />
= Automated Testing =<br />
For information on the current continuous integration system for OpenSim go to [[Automated Testing]].<br />
For information about debugging the test cases go to [[Debugging Unit Tests]].<br />
<br />
= Current functionality =<br />
<br />
* [[Features Currently Supported]]<br><br />
* [[Priorities and Test Plans]]<br><br />
<br><br />
Check [[LSL Status|LSL Status]] Page for currently implemented scripting features.<br><br />
Note: not all scripting features are supported yet.<br><br />
<br><br />
* Standalone region tested with svn version 9379<br />
* Grid region tested with svn version 9379<br />
<br />
<br />
== Account ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>login</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>logout</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>relog</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Home - Login Start Location</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK - Configurable by Region</td><br />
</tr><br />
<tr><br />
<td>Alt Home - if Home unavailable</td><br />
<td bgcolor="yellow">unknown</td><br />
<td bgcolor="lime">Alternate Region hardset by GRID</td><br />
</tr><br />
</table><br />
<br />
== World ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>day / night cycle</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>windlight</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>clouds</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working</td><br />
</tr><br />
<tr><br />
<td>wind</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working</td><br />
</tr><br />
<tr><br />
<td>water and water texture</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>terrain and terrain textures</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
== Accounts and permissions ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>multiple account creation</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>permissions per account</td><br />
<td bgcolor="yellow">partially working</td><br />
<td bgcolor="yellow">minimal</td><br />
</tr><br />
<tr><br />
<td>account has inventory</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK - Early stages</td><br />
</tr><br />
<tr><br />
<td>sim supports multiple logins</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
== Avatar ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>teleport within region</td><br />
<td bgcolor="yellow">partially working (always facing north after teleport)</td><br />
<td bgcolor="yellow">partially working (go inside ground when teleport from low to high position,always facing north after teleport)</td><br />
</tr><br />
<tr><br />
<td>teleport between regions</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>built-in animations (walking, flying, sitting)</td><br />
<td bgcolor="yellow">partially working</td><br />
<td bgcolor="yellow">partially working</td><br />
</tr><br />
<tr><br />
<td>uploaded animations / gestures</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>uploaded sounds</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>can wear clothes</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>can attach items</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="yellow">OK</td><br />
</tr><br />
<tr><br />
<td>profile</td><br />
<td bgcolor="lime">pics & text</td><br />
<td bgcolor="lime">pics & text</td><br />
</tr><br />
<tr><br />
<td>DRAG / CTRL DRAG objects</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
== Building ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>create prim</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change prim type</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change prim transparency</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change prim colour</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change prim texture (including uploaded textures)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change prim size, cut, hollow, etc</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>prim light, fullbright and flexi</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>link prims</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>unlink prims</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>permissions</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working</td><br />
</tr><br />
<tr><br />
<td>objects persist in world across login / logoff and server restart</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>parcel support</td><br />
<td bgcolor="lime">OK See Parcels Below</td><br />
<td bgcolor="lime">OK See Parcels Below</td><br />
</tr><br />
</table><br />
<br />
== Terraforming ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>select land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>raise land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>lower land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>flatten land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>roughen land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>smooth land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
== Land and parcels ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>subdivide</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working</td><br />
</tr><br />
<tr><br />
<td>join</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working</td><br />
</tr><br />
<tr><br />
<td>buy and sell</td><br />
<td bgcolor="orange">Partial, sell and buy, but no money recieved. (Set helper uri to IP ADDRESS AND PORT:9000</td><br />
<td bgcolor="orange">Partial, sell and buy, but no money recieved. (Set helper uri to IP ADDRESS AND PORT:9000</td><br />
</tr><br />
<tr><br />
<td>Set Land To Group</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Allow Deed To Group</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OKd</td><br />
</tr><br />
<tr><br />
<td>Owner Makes Contribution With Deed</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>Buy Pass - (Temporary Paid Access)</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>Buy For Group</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<td><b>Covenants</b></td><br />
<tr><br />
<td>Buy For Group</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Estate Owner</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<td><b>Land Objects</b></td><br />
<tr><br />
<td>Sim Usage</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Prims on Parcel</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Return Parcel Primitives</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr> <br />
<td>AutoReturn of Prims</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Show Owners (Land Menu)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<td><b>Land Options</b></td><br />
<tr><br />
<td>Show Owners (Land Menu)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<td><b>Land Media</b></td><br />
<tr><br />
<td>Replace Texture With Media</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<tr><br />
<td>Music Stream URL</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Restrict Spatialized Sounds to Parcel</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr> <br />
<td><b>Land Access</b></td><br />
<tr><br />
<td>Show Owners (Land Menu)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<td><b>Land Bans</b></td><br />
<tr><br />
<td>Limit Access to Group</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr> <br />
<tr><br />
<td>Limit Access by Avatar</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<tr><br />
<td>Individual Avatar Ban</td><br />
<td bgcolor="lime">Working</td><br />
<td bgcolor="lime">Working - Grid can disable feature gridwide</td><br />
</tr> <br />
</table><br />
<br />
== UI ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>friends list</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>uploads</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK, jpg, bmp,tga (alpha)</td><br />
</tr><br />
<tr><br />
<td>edit profile</td><br />
<td bgcolor="lime">OK, but not complete</td><br />
<td bgcolor="lime">OK, but not complete</td><br />
</tr><br />
<tr><br />
<td>search</td><br />
<td bgcolor="yellow">partially working(User, Groups, Parcel, Region)</td><br />
<td bgcolor="yellow">partially working(User, Groups, Parcel, Region)</td><br />
</tr><br />
<tr><br />
<td>large map</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>minimap</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>money</td><br />
<td bgcolor="lime">Works if using IP ADDRESS AND PORT:9000</td><br />
<td bgcolor="lime">Works if using IP ADDRESS AND PORT:9000</td><br />
</tr><br />
<tr><br />
<td>HUD attachments</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
== Friends ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>add</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>remove</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>permissions</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
</tr><br />
<tr><br />
<td>mapping</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
</tr><br />
<tr><br />
<td>online visibility</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>can edit my objects</td><br />
<td bgcolor="red">no</td><br />
<td bgcolor="grey">no friends = generic perms application only</td><br />
</tr><br />
<tr><br />
<td>send teleport</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<br />
</table><br />
<br />
== Groups ==<br />
Groups are implemented, but must be enabled in opensim.ini<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>create</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>join</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>description</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>graphic</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>notices</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>vote</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>invite</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>remove</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OKd</td><br />
</tr><br />
<tr><br />
<td>members</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>group list</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>publish</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>set title</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>change active title</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OKd</td><br />
</tr><br />
<tr><br />
<td>enrollment fee</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>open enrollment</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>set mature flag</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>group land</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
=== Group Roles ===<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>create</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>edit</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>remove</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>add person</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>remove person</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>abilities</td><br />
<td bgcolor="yellow">Partially Implemented</td><br />
<td bgcolor="yellow">Partially Implemented</td><br />
</tr><br />
</table><br />
<br />
== Chat, IM, Voice ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>local chat</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK - Plus Configurable Distance (server)</td><br />
</tr><br />
<tr><br />
<td>Shout</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK - Plus Configurable Distance (server)</td><br />
</tr><br />
<tr><br />
<td>send / receive IM</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>offline IM</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>group IM</td><br />
<td bgcolor="lime">OK, but groups must be enabled</td><br />
<td bgcolor="lime">OK, but groups must be enabled</td><br />
</tr><br />
<tr><br />
<td>multiple friend IM</td><br />
<td bgcolor="red">unknown</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>participant list</td><br />
<td bgcolor="red">unknown</td><br />
<td bgcolor="red">Not Yet Implemented</td><br />
</tr><br />
<tr><br />
<td>voice</td><br />
<td bgcolor="lime">Must enable and use freeswitch voice</td><br />
<td bgcolor="lime">Must enable and use freeswitch voice</td><br />
</tr><br />
<tr><br />
<td>IRC bridge</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK (Configurable on Server)</td><br />
</tr><br />
</table><br />
<br />
== Physics / Collision ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="150">&nbsp;</th><br />
<th width="150">basicphysics</th><br />
<th width="150">POS</th><br />
<th width="150">OpenDynamicsEngine</th><br />
<th width="150">modified_BulletX</th><br />
<th width="150">RealPhysX</th><br />
<th width="150">BulletDotNET</th><br />
</tr><br />
<tr><br />
<td>walk on ground</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="yellow">partially working (ground is very slippery)</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>fly</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>sit on ground</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>sit on object</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="yellow">partially working (autopilot has trouble getting to the right spot 'try phantom prim')</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>walk on object</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>bump into object</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Collidable Linksets</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="gray">unknown</td><br />
</tr><br />
<br />
<tr><br />
<td>Avatar Land on Prim</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>prim physics</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>Physical (active) Linksets</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK<</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="gray">unknown</td><br />
</tr><br />
<tr><br />
<td>cut/hollow/dimpled prim (non)collisions</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">OK with Meshmerizer</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="gray">unknown</td><br />
</tr><br />
<tr><br />
<td>physical vehicles</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="lime">OK, but friction is much too high.</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="red">not working</td><br />
</tr><br />
</table><br />
<br />
== Scripting ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>create LSL script</td><br />
<td bgcolor="lime">OK, see supported commands</td><br />
<td bgcolor="lime">OK, see supported commands</td><br />
</tr><br />
<tr><br />
<td>add script to object</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">Drag from inventory into prim</td><br />
</tr><br />
<tr><br />
<td>execute script in object</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
</table><br />
<br />
Note: not all scripting features are supported yet.<br />
Check [[LSL Status]] for currently implemented features.<br />
<br />
== Inventory ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone</th><br />
<th width="200">Grid</th><br />
</tr><br />
<tr><br />
<td>create new items (folder, notes, body, clothes, prims, scripts)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<tr><br />
<td>delete prims -> trash</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>delete items -> trash</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr> <br />
<tr><br />
<td>trash folder functions (restore, purge)</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>search inventory</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>"recent items" list</td><br />
<td bgcolor="red">not working</td><br />
<td bgcolor="yellow">half, only new uploaded and self created stuff, but acctepted inventory offers not listed (8814)</td><br />
</tr><br />
<tr><br />
<td>inventory persists across logout / login</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>drag items to / from world</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
<tr><br />
<td>give inventory items to other avatars</td><br />
<td bgcolor="lime">OK</td><br />
<td bgcolor="lime">OK</td><br />
</tr><br />
Inventory should not yet be treated as permanent, whilst development is still occurring.<br />
</table><br />
<br />
== Permissions ==<br />
<table border="1" cellpadding="5" cellspacing="0"><br />
<tr><br />
<th width="200">&nbsp;</th><br />
<th width="200">Standalone - Allowed User</th><br />
<th width="200">Standalone - Denied User</th><br />
<th width="200">Grid - Allowed User</th><br />
<th width="200">Grid - Denied User</th><br />
</tr><br />
<tr><br />
<td>Run Script - Estate Disabled</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">no</td><br />
<td bgcolor="lime">no</td><br />
</tr> <br />
<tr><br />
<td>Run Script - Parcel Disabled</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="lime">no</td><br />
</tr><br />
<tr><br />
<td>Rez Object - Estate Disabled</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">N/A</td><br />
<td bgcolor="grey">N/A</td><br />
</tr> <br />
<tr><br />
<td>Rez Object - Parcel Disabled</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Edit Estate Settings</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="lime">no</td><br />
</tr><br />
<tr><br />
<td>Edit Terrain</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Duplicate (Drag-Duplicate AND Ctrl-D) Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Take Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Move Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Copy Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Edit Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Delete Object</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
<tr><br />
<td>Add/Remove to Object's Inventory</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="grey">unknown</td><br />
<td bgcolor="lime">yes</td><br />
<td bgcolor="red">yes</td><br />
</tr><br />
</table><br />
<br />
-- note --<br />
new objects had to be rezzed for each change in permissions for a test - new permissions settings did not apply to existing objects<br />
[[Category:Development]]</div>Tlaukkanhttp://opensimulator.org/wiki/Debugging_Unit_TestsDebugging Unit Tests2009-06-24T08:47:03Z<p>Tlaukkan: </p>
<hr />
<div>__NOTOC__<br />
{{Template:Quicklinks}}<br />
<br /><br />
Debugging unit tests is useful for both test driven development and resolving build failures. <br />
<br />
== Debugging Unit Tests with Visual Studio ==<br />
<br />
=== Visual Nunit Addin (Open Source) ===<br />
<br />
1) Download and install Visual Nunit: http://www.bubblecloud.org/visualnunit<br />
<br />
2) Open Solution in Visual Studio.<br />
<br />
3) Ensure that your projects have copy local enabled on all dependencies which are not in GAC. (Tests are executed in project bin/Debug folder)<br />
<br />
4) Open NUnit View from menu: View -> Other Windows -> NUnit View<br />
<br />
If no tests are visible then projects do not contain NUnit tests or dependencies are not available in project/bin/Debug folder.<br />
<br />
6) Start debugging by clicking the red arrow in the beginning of the test row.<br />
<br />
7) Debug as you would debug any executable on Visual Studio.<br />
<br />
=== NUnit GUI ===<br />
<br />
1) Download and install NUnit which includes NUnit GUI.<br />
<br />
2) Start NUnit GUI<br />
<br />
3) Enable Visual Studio Support from Tools->Options-IDE Support->Visual Studio<br />
<br />
4) Open project and choose the test dll you want from OpenSim/bin directory (for example OpenSim.Data.MySQL.Tests.dll)<br />
<br />
5) Open your OpenSim solution to Visual Studio.<br />
<br />
6) Attach NUnit GUI process to Visual Studio by choosing Debug -> Attach to Process.<br />
<br />
7) Set break points in visual studio.<br />
<br />
8) Execute unit tests from NUnit GUI and Visual Studio should let you debug at the chosen break points.<br />
<br />
Note: Alternatively you can add the NUnit GUI to the Visual Studio as external tools so you can start it from Tools menu.<br />
<br />
Note: This seems to be an option for the Professional Editions of Visual Studio. The Express Edition (the free one) seems to have no Debug->Attach to Process option.<br />
* You might be able to work around this by downloading nunit gui sources and building and running it from the the express edition. You need to have the nunit gui project added to the solution you want to debug.<br />
<br />
== Debugging Unit Tests with Visual Studio Express 2008 ==<br />
<br />
Microsoft obviously has removed the capability to run an external program to load and debug an assembly.<br />
<br />
"Obviously" as there is no way to activate this feature from the GUI. But the underlying engines still have all features included that you need. And there is a way to make the necessary settings. The following steps will help you to achieve your goal:<br />
<br />
1. Close your solution first, in case you have it open<br />
<br />
2. Find the file XXX.csproj.user where XXX is the DLL that holds your unit tests.<br />
<br />
3. Open it with an editor and find the "<PropertyGroup>" tag.<br />
<br />
4. Add the following lines beyond the <PropertyGroup> tag:<br />
<PropertyGroup><br />
...<br />
<StartAction>Program</StartAction><br />
<StartProgram>D:\NUnit248\bin\nunit.exe</StartProgram><br />
...<br />
</PropertyGroup><br />
<br />
Of course you must put the right path to ''your'' nunit.exe into it.<br />
<br />
5. Open the solution again<br />
<br />
6. Now set the Test DLL you just modified as "startup project" and press F5. You will get a NUnit GUI running under the debugger. Put breakpoints to your code and debug as you like, let your code run as often as you want ..... <br />
<br />
Happy Debugging :-)<br />
<br />
This procedure was taken from the following link: http://stewartr.blogspot.com/2006/09/debugging-nunit-in-visual-studio.html which lbsa71 provided.<br />
<br />
== Debugging using TestDriven.net ==<br />
OpenSim comes with a "testing" file that mentions a tool name "TestDriven.net". It looks good when you visit the page (http://www.testdriven.net) and there is a lot of positive feedback about it.<br />
<br />
Anybody who has experience with it: please write a bit about it here.<br />
<br />
Unfortunately it is a plugin and it seems that Microsoft removed support for plugins from Visual Studio 2008 Express (the free edition). So if you are working with this (like I) TestDriven.net unfortunately isn't an option.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-04-13T12:27:25Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a proposal that can act as a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to the following discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
*[[http://wiki.blender.org/index.php/Doc:Tutorials/Animation/MoCap Creating an Animation Library from BVH files]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
Make Human is a project which can be used to create human avatar models. Combination of non linden based clients and OpenSim could support MakeHuman avatars directly: [[http://www.makehuman.org/ MakeHuman]]<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's [http://blenderartists.org/forum/showthread.php?t=131079 public domain biped].blend as starting point for Avatar Modeling. - Tommi<br />
** Bone structure can be studied under overwiew/current scene/rig/armature <br />
** IK stands for inverse kinematics.<br />
** GZM stands for gizmo and refers to meshes which are helper clases for bone visualization.<br />
[[Image:Biped.png‎]]<br />
<br />
* Alice:<br />
<br />
[[Image:Alice.jpg]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* [[http://zoomy.net/2008/04/02/modeling-with-edge-loops/ Modeling with Edge Loops]] at Zoomy.net.<br />
[[Image:edgeloops2.jpg]]<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
The current proposal is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-04-13T12:26:57Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a proposal that can act as a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to the following discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
*[[http://wiki.blender.org/index.php/Doc:Tutorials/Animation/MoCap Creating an Animation Library from BVH files]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
Make Human is a project which can be used to create human avatar models. Combination of non linden based clients and OpenSim could support MakeHuman avatars directly:<br />
<br />
*[[http://www.makehuman.org/ MakeHuman]]<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's [http://blenderartists.org/forum/showthread.php?t=131079 public domain biped].blend as starting point for Avatar Modeling. - Tommi<br />
** Bone structure can be studied under overwiew/current scene/rig/armature <br />
** IK stands for inverse kinematics.<br />
** GZM stands for gizmo and refers to meshes which are helper clases for bone visualization.<br />
[[Image:Biped.png‎]]<br />
<br />
* Alice:<br />
<br />
[[Image:Alice.jpg]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* [[http://zoomy.net/2008/04/02/modeling-with-edge-loops/ Modeling with Edge Loops]] at Zoomy.net.<br />
[[Image:edgeloops2.jpg]]<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
The current proposal is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-22T08:57:46Z<p>Tlaukkan: /* Model Repository */</p>
<hr />
<div>This page is dedicated for creating a proposal that can act as a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to the following discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
*[[http://wiki.blender.org/index.php/Doc:Tutorials/Animation/MoCap Creating an Animation Library from BVH files]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's [http://blenderartists.org/forum/showthread.php?t=131079 public domain biped].blend as starting point for Avatar Modeling. - Tommi<br />
** Bone structure can be studied under overwiew/current scene/rig/armature <br />
** IK stands for inverse kinematics.<br />
** GZM stands for gizmo and refers to meshes which are helper clases for bone visualization.<br />
[[Image:Biped.png‎]]<br />
<br />
* Alice:<br />
<br />
[[Image:Alice.jpg]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* [[http://zoomy.net/2008/04/02/modeling-with-edge-loops/ Modeling with Edge Loops]] at Zoomy.net.<br />
[[Image:edgeloops2.jpg]]<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
The current proposal is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-22T08:45:22Z<p>Tlaukkan: /* Model Repository */</p>
<hr />
<div>This page is dedicated for creating a proposal that can act as a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to the following discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
*[[http://wiki.blender.org/index.php/Doc:Tutorials/Animation/MoCap Creating an Animation Library from BVH files]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's [http://blenderartists.org/forum/showthread.php?t=131079 public domain biped].blend as starting point for Avatar Modeling. - Tommi<br />
** IK stands for inverse kinematics.<br />
** GZM stands for gizmo and refers to meshes which are helper clases for bone visualization.<br />
[[Image:Biped.png‎]]<br />
<br />
* Alice:<br />
<br />
[[Image:Alice.jpg]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* [[http://zoomy.net/2008/04/02/modeling-with-edge-loops/ Modeling with Edge Loops]] at Zoomy.net.<br />
[[Image:edgeloops2.jpg]]<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
The current proposal is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-22T08:23:49Z<p>Tlaukkan: /* Model Repository */</p>
<hr />
<div>This page is dedicated for creating a proposal that can act as a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to the following discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
*[[http://wiki.blender.org/index.php/Doc:Tutorials/Animation/MoCap Creating an Animation Library from BVH files]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's [http://blenderartists.org/forum/showthread.php?t=131079 public domain biped].blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.png‎]]<br />
<br />
* Alice:<br />
<br />
[[Image:Alice.jpg]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* [[http://zoomy.net/2008/04/02/modeling-with-edge-loops/ Modeling with Edge Loops]] at Zoomy.net.<br />
[[Image:edgeloops2.jpg]]<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
The current proposal is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/File:Alice.jpgFile:Alice.jpg2009-03-21T22:06:40Z<p>Tlaukkan: uploaded a new version of "Image:Alice.jpg"</p>
<hr />
<div></div>Tlaukkanhttp://opensimulator.org/wiki/File:Alice.jpgFile:Alice.jpg2009-03-21T18:40:42Z<p>Tlaukkan: </p>
<hr />
<div></div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-21T18:36:01Z<p>Tlaukkan: /* Model Repository */</p>
<hr />
<div>This page is dedicated for creating a proposal that can act as a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to the following discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
*[[http://wiki.blender.org/index.php/Doc:Tutorials/Animation/MoCap Creating an Animation Library from BVH files]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.png‎]]<br />
<br />
* Alice:<br />
<br />
[[Image:Alice.jpg]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* [[http://zoomy.net/2008/04/02/modeling-with-edge-loops/ Modeling with Edge Loops]] at Zoomy.net.<br />
[[Image:edgeloops2.jpg]]<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
The current proposal is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-21T08:30:03Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a proposal that can act as a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to the following discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
*[[http://wiki.blender.org/index.php/Doc:Tutorials/Animation/MoCap Creating an Animation Library from BVH files]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.png‎]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* [[http://zoomy.net/2008/04/02/modeling-with-edge-loops/ Modeling with Edge Loops]] at Zoomy.net.<br />
[[Image:edgeloops2.jpg]]<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
The current proposal is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/File:Edgeloops2.jpgFile:Edgeloops2.jpg2009-03-21T08:28:32Z<p>Tlaukkan: </p>
<hr />
<div></div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-21T08:27:43Z<p>Tlaukkan: /* Best Practices */</p>
<hr />
<div>This page is dedicated for creating a proposal that can act as a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to the following discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
*[[http://wiki.blender.org/index.php/Doc:Tutorials/Animation/MoCap Creating an Animation Library from BVH files]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.png‎]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
[[Image:edgeloops2.jpg]]<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
The current proposal is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-12T17:22:01Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to the following discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
*[[http://wiki.blender.org/index.php/Doc:Tutorials/Animation/MoCap Creating an Animation Library from BVH files]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.png‎]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
Current plan is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-12T17:21:20Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to the following discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
*[[http://wiki.blender.org/index.php/Doc:Tutorials/Animation/MoCap|Creating an Animation Library from BVH files]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.png‎]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
Current plan is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-09T20:51:30Z<p>Tlaukkan: /* Guides */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
<br />
== Artist Documentation ==<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
Discussion group for people interested in creating content for Metaverse: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
== Textures ==<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain. Textures can be anything form 1x1 to 1024x1024 images. Most of the textures for buildings, items and clothes are usually 512x512.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
* Creating tileable textures: [[http://www.gfxartist.com/features/tutorials/740]]<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
* [http://torley.com/torley-textures-available-for-download-in-a-single-zip-pack Torley Textures] is a collection of over 600 textures by Torley Linden.<br />
<br />
== Models ==<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* [[http://www.wings3d.com/ Wings 3d]] - Sculpty editor<br />
* [[http://www.qavimator.org/ Qavimator]] - Animation for OpenSim avatars<br />
<br />
=== Examples ===<br />
[[Image:Biped.jpg]]<br />
<br />
=== Projects ===<br />
<br />
* [[OpenSimulator Avatar]]<br />
<br />
=== Content Libraries ===<br />
<br />
== Terrain ==<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
* [[Tips#Terrain Tidbits|Terrain Tips]]<br />
* [[Using L3DT]]<br />
* [[Terrain making]]<br />
* [[Detailed cross-region terrain making]]<br />
<br />
=== Tools ===<br />
<br />
* L3DT<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
* [[Free Terrains]]<br />
<br />
== Sounds ==<br />
<br />
Sounds clips can be used within (scripted) objects and as part of gestures. Current OpenSimulator sound formats are PCM WAVE (.wav) 16-bit/44.1KHz/mono or stereo with a maximum length of 10.00 seconds.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://audacity.sourceforge.net/ Audacity]] - Audacity® is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems.<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
* [[http://www.freesound.org/ The Freesound Project]] - The Freesound Project is a collaborative database of Creative Commons licensed sounds.<br />
<br />
== Music ==<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===</div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-09T20:50:34Z<p>Tlaukkan: /* Terrain */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
<br />
== Artist Documentation ==<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
Discussion group for people interested in creating content for Metaverse: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
== Textures ==<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain. Textures can be anything form 1x1 to 1024x1024 images. Most of the textures for buildings, items and clothes are usually 512x512.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
* Creating tileable textures: [[http://www.gfxartist.com/features/tutorials/740]]<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
* [http://torley.com/torley-textures-available-for-download-in-a-single-zip-pack Torley Textures] is a collection of over 600 textures by Torley Linden.<br />
<br />
== Models ==<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* [[http://www.wings3d.com/ Wings 3d]] - Sculpty editor<br />
* [[http://www.qavimator.org/ Qavimator]] - Animation for OpenSim avatars<br />
<br />
=== Examples ===<br />
[[Image:Biped.jpg]]<br />
<br />
=== Projects ===<br />
<br />
* [[OpenSimulator Avatar]]<br />
<br />
=== Content Libraries ===<br />
<br />
== Terrain ==<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
* [[Tips|Terrain Tips]]<br />
* [[Using L3DT]]<br />
* [[Terrain making]]<br />
* [[Detailed cross-region terrain making]]<br />
<br />
=== Tools ===<br />
<br />
* L3DT<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
* [[Free Terrains]]<br />
<br />
== Sounds ==<br />
<br />
Sounds clips can be used within (scripted) objects and as part of gestures. Current OpenSimulator sound formats are PCM WAVE (.wav) 16-bit/44.1KHz/mono or stereo with a maximum length of 10.00 seconds.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://audacity.sourceforge.net/ Audacity]] - Audacity® is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems.<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
* [[http://www.freesound.org/ The Freesound Project]] - The Freesound Project is a collaborative database of Creative Commons licensed sounds.<br />
<br />
== Music ==<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===</div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-09T20:48:39Z<p>Tlaukkan: /* Terrain */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
<br />
== Artist Documentation ==<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
Discussion group for people interested in creating content for Metaverse: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
== Textures ==<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain. Textures can be anything form 1x1 to 1024x1024 images. Most of the textures for buildings, items and clothes are usually 512x512.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
* Creating tileable textures: [[http://www.gfxartist.com/features/tutorials/740]]<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
* [http://torley.com/torley-textures-available-for-download-in-a-single-zip-pack Torley Textures] is a collection of over 600 textures by Torley Linden.<br />
<br />
== Models ==<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* [[http://www.wings3d.com/ Wings 3d]] - Sculpty editor<br />
* [[http://www.qavimator.org/ Qavimator]] - Animation for OpenSim avatars<br />
<br />
=== Examples ===<br />
[[Image:Biped.jpg]]<br />
<br />
=== Projects ===<br />
<br />
* [[OpenSimulator Avatar]]<br />
<br />
=== Content Libraries ===<br />
<br />
== Terrain ==<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
* [[Using L3DT]]<br />
* [[Terrain making]]<br />
* [[Detailed cross-region terrain making]]<br />
<br />
=== Tools ===<br />
<br />
* L3DT<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
* [[Free Terrains]]<br />
<br />
== Sounds ==<br />
<br />
Sounds clips can be used within (scripted) objects and as part of gestures. Current OpenSimulator sound formats are PCM WAVE (.wav) 16-bit/44.1KHz/mono or stereo with a maximum length of 10.00 seconds.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://audacity.sourceforge.net/ Audacity]] - Audacity® is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems.<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
* [[http://www.freesound.org/ The Freesound Project]] - The Freesound Project is a collaborative database of Creative Commons licensed sounds.<br />
<br />
== Music ==<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===</div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-09T18:39:46Z<p>Tlaukkan: /* Textures */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
<br />
== Artist Documentation ==<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
Discussion group for people interested in creating content for Metaverse: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
== Textures ==<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain. Textures can be anything form 1x1 to 1024x1024 images. Most of the textures for buildings, items and clothes are usually 512x512.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
* Creating tileable textures: [[http://www.gfxartist.com/features/tutorials/740]]<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
* [http://torley.com/torley-textures-available-for-download-in-a-single-zip-pack Torley Textures] is a collection of over 600 textures by Torley Linden.<br />
<br />
== Models ==<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* [[http://www.wings3d.com/ Wings 3d]] - Sculpty editor<br />
* [[http://www.qavimator.org/ Qavimator]] - Animation for OpenSim avatars<br />
<br />
=== Examples ===<br />
[[Image:Biped.jpg]]<br />
<br />
=== Projects ===<br />
<br />
* [[OpenSimulator Avatar]]<br />
<br />
=== Content Libraries ===<br />
<br />
== Terrain ==<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
* [[Using L3DT]]<br />
* [[Terrain making]]<br />
* [[Detailed cross-region terrain making]]<br />
<br />
=== Tools ===<br />
<br />
* L3DT<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
== Sounds ==<br />
<br />
Sounds clips can be used within (scripted) objects and as part of gestures. Current OpenSimulator sound formats are PCM WAVE (.wav) 16-bit/44.1KHz/mono or stereo with a maximum length of 10.00 seconds.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://audacity.sourceforge.net/ Audacity]] - Audacity® is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems.<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
* [[http://www.freesound.org/ The Freesound Project]] - The Freesound Project is a collaborative database of Creative Commons licensed sounds.<br />
<br />
== Music ==<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===</div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-09T18:37:45Z<p>Tlaukkan: /* Guides */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
<br />
== Artist Documentation ==<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
Discussion group for people interested in creating content for Metaverse: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
== Textures ==<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
* Creating tileable textures: [[http://www.gfxartist.com/features/tutorials/740]]<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
* [http://torley.com/torley-textures-available-for-download-in-a-single-zip-pack Torley Textures] is a collection of over 600 textures by Torley Linden.<br />
<br />
== Models ==<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* [[http://www.wings3d.com/ Wings 3d]] - Sculpty editor<br />
* [[http://www.qavimator.org/ Qavimator]] - Animation for OpenSim avatars<br />
<br />
=== Examples ===<br />
[[Image:Biped.jpg]]<br />
<br />
=== Projects ===<br />
<br />
* [[OpenSimulator Avatar]]<br />
<br />
=== Content Libraries ===<br />
<br />
== Terrain ==<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
* [[Using L3DT]]<br />
* [[Terrain making]]<br />
* [[Detailed cross-region terrain making]]<br />
<br />
=== Tools ===<br />
<br />
* L3DT<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
== Sounds ==<br />
<br />
Sounds clips can be used within (scripted) objects and as part of gestures. Current OpenSimulator sound formats are PCM WAVE (.wav) 16-bit/44.1KHz/mono or stereo with a maximum length of 10.00 seconds.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://audacity.sourceforge.net/ Audacity]] - Audacity® is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems.<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
* [[http://www.freesound.org/ The Freesound Project]] - The Freesound Project is a collaborative database of Creative Commons licensed sounds.<br />
<br />
== Music ==<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-07T22:14:50Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to the following discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.png‎]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
Current plan is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-07T22:14:08Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page. You can join the project by registering to discussion group and requesting for content repository commit rights: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.png‎]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
Current plan is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-07T13:39:57Z<p>Tlaukkan: /* Exporting from Blender to OpenSimulator */</p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.png‎]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
Current plan is that Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator. Collada files can then be converted by client views or Viewers to browser specific formats.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-07T13:38:30Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
*[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
More bvh animations can be made with [[http://www.qavimator.org/ Qavimator]].<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.png‎]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)<br />
<br />
== Exporting from Blender to OpenSimulator ==<br />
<br />
Blender files (.blend) will be exported to Collada format and stored as binary assets to OpenSimulator.</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-07T09:41:46Z<p>Tlaukkan: /* Model Repository */</p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
More bvh animations can be made with: [[http://www.qavimator.org/ Qavimator]]<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.png‎]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)</div>Tlaukkanhttp://opensimulator.org/wiki/File:Biped.pngFile:Biped.png2009-03-07T09:41:11Z<p>Tlaukkan: </p>
<hr />
<div></div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-07T08:27:08Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
More bvh animations can be made with: [[http://www.qavimator.org/ Qavimator]]<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
[[Image:Biped.jpg]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-07T08:26:42Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
More bvh animations can be made with: [[http://www.qavimator.org/ Qavimator]]<br />
<br />
=== Screenshots ===<br />
[[Image:Biped.jpg]]<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-07T08:24:26Z<p>Tlaukkan: /* Default Bone Structure */</p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here. Not all bones are necessarily needed and custom bones may be added to models. Viewers are more likely to support steering default bones.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger1Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger2Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger3Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger4Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger1Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger2Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger3Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger4Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-07T07:54:58Z<p>Tlaukkan: /* Default Bone Structure */</p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
LeftClavicle-LeftUpperArm-LeftForearm-LeftHand<br />
LeftFinger0-LeftFinger01-LeftFinger02-LeftFinger0Nub<br />
LeftFinger1-LeftFinger11-LeftFinger12-LeftFinger0Nub<br />
LeftFinger2-LeftFinger21-LeftFinger22-LeftFinger0Nub<br />
LeftFinger3-LeftFinger31-LeftFinger32-LeftFinger0Nub<br />
LeftFinger4-LeftFinger41-LeftFinger42-LeftFinger0Nub<br />
RightClavicle-RightUpperArm-RightForearm-RightHand<br />
RightFinger0-RightFinger01-RightFinger02-RightFinger0Nub<br />
RightFinger1-RightFinger11-RightFinger12-RightFinger0Nub<br />
RightFinger2-RightFinger21-RightFinger22-RightFinger0Nub<br />
RightFinger3-RightFinger31-RightFinger32-RightFinger0Nub<br />
RightFinger4-RightFinger41-RightFinger42-RightFinger0Nub<br />
LeftThigh-LeftCalf-LeftFoot-LeftToe0-LeftToe0Nub (Connected to Spine)<br />
RightThigh-RightCalf-RightFoot-RightToe0-RightToe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)</div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-07T07:43:41Z<p>Tlaukkan: </p>
<hr />
<div>{{Template:Quicklinks}}<br />
<br />
== Artist Documentation ==<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
Discussion group for people interested in creating content for Metaverse: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
== Textures ==<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
* [http://torley.com/torley-textures-available-for-download-in-a-single-zip-pack Torley Textures] is a collection of over 600 textures by Torley Linden.<br />
<br />
== Models ==<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* [[http://www.wings3d.com/ Wings 3d]] - Sculpty editor<br />
* [[http://www.qavimator.org/ Qavimator]] - Animation for OpenSim avatars<br />
<br />
=== Examples ===<br />
[[Image:Biped.jpg]]<br />
<br />
=== Projects ===<br />
<br />
* [[OpenSimulator Avatar]]<br />
<br />
=== Content Libraries ===<br />
<br />
== Terrain ==<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
* [[Using L3DT]]<br />
* [[Terrain making]]<br />
* [[Detailed cross-region terrain making]]<br />
<br />
=== Tools ===<br />
<br />
* L3DT<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
== Sounds ==<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===<br />
<br />
== Music ==<br />
<br />
=== Best Practices ===<br />
<br />
=== Guides ===<br />
<br />
=== Tools ===<br />
<br />
=== Examples ===<br />
<br />
=== Projects ===<br />
<br />
=== Content Libraries ===</div>Tlaukkanhttp://opensimulator.org/wiki/File:Biped.jpgFile:Biped.jpg2009-03-06T23:06:32Z<p>Tlaukkan: Nathan Vegdahl's public domain biped.</p>
<hr />
<div>Nathan Vegdahl's public domain biped.</div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-06T23:05:06Z<p>Tlaukkan: /* Examples */</p>
<hr />
<div>= Artist Documentation =<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
Discussion group for people interested in creating content for Metaverse: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
= Textures =<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
* [http://torley.com/torley-textures-available-for-download-in-a-single-zip-pack Torley Textures] is a collection of over 600 textures by Torley Linden.<br />
<br />
= Models =<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* [[http://www.wings3d.com/ Wings 3d]] - Sculpty editor<br />
* [[http://www.qavimator.org/ Qavimator]] - Animation for OpenSim avatars<br />
<br />
== Examples ==<br />
[[Image:Biped.jpg]]<br />
<br />
== Projects ==<br />
<br />
* [[OpenSimulator Avatar]]<br />
<br />
== Content Libraries ==<br />
<br />
= Terrain =<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
* [[Using L3DT]]<br />
* [[Terrain making]]<br />
* [[Detailed cross-region terrain making]]<br />
<br />
== Tools ==<br />
<br />
* L3DT<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Sounds =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Musics =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-06T22:17:56Z<p>Tlaukkan: /* Best Practices */</p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure or update the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
L_Clavicle-L_UpperArm-L_Forearm-L_Hand<br />
L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub<br />
L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub<br />
L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub<br />
L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub<br />
L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub<br />
R_Clavicle-R_UpperArm-R_Forearm-R_Hand<br />
R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub<br />
R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub<br />
R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub<br />
R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub<br />
R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub<br />
L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine)<br />
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-06T22:16:57Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
L_Clavicle-L_UpperArm-L_Forearm-L_Hand<br />
L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub<br />
L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub<br />
L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub<br />
L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub<br />
L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub<br />
R_Clavicle-R_UpperArm-R_Forearm-R_Hand<br />
R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub<br />
R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub<br />
R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub<br />
R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub<br />
R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub<br />
L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine)<br />
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)<br />
</pre><br />
<br />
== TODO ==<br />
<br />
This task list contains tasks which need doing. Please add more tasks and claim tasks for yourself. If this list gets actively used we will probably move it to the google project issue tracking.<br />
<br />
* Edit the biped.blend to follow the bone structure naming convention and possibly add missing bones. It is also possible to edit the default bone structure to better reflect the biped.blend if it is more reasonable. (Task not claimed.)</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-06T22:13:01Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations. The biped model used in these tutorials is available as basis for further work at the model repository:<br />
<br />
[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
L_Clavicle-L_UpperArm-L_Forearm-L_Hand<br />
L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub<br />
L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub<br />
L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub<br />
L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub<br />
L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub<br />
R_Clavicle-R_UpperArm-R_Forearm-R_Hand<br />
R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub<br />
R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub<br />
R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub<br />
R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub<br />
R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub<br />
L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine)<br />
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)<br />
</pre></div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-06T22:07:19Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations:<br />
<br />
[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
== Model Repository ==<br />
<br />
Model repository is available as google project:<br />
<br />
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/<br />
<br />
* I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
L_Clavicle-L_UpperArm-L_Forearm-L_Hand<br />
L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub<br />
L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub<br />
L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub<br />
L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub<br />
L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub<br />
R_Clavicle-R_UpperArm-R_Forearm-R_Hand<br />
R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub<br />
R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub<br />
R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub<br />
R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub<br />
R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub<br />
L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine)<br />
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)<br />
</pre></div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-06T21:18:20Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations:<br />
<br />
[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov Posing]]<br />
[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov Animating]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
L_Clavicle-L_UpperArm-L_Forearm-L_Hand<br />
L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub<br />
L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub<br />
L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub<br />
L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub<br />
L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub<br />
R_Clavicle-R_UpperArm-R_Forearm-R_Hand<br />
R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub<br />
R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub<br />
R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub<br />
R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub<br />
R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub<br />
L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine)<br />
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)<br />
</pre></div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-06T21:17:55Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Nice tutorials about using Blender to do avatar poses and animations:<br />
<br />
[[http://download.blender.org/demo/movies/dvd_anim/Rattling_Bones_preview.mov]]<br />
[[http://download.blender.org/demo/movies/dvd_anim/Workflow_preview.mov]]<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
L_Clavicle-L_UpperArm-L_Forearm-L_Hand<br />
L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub<br />
L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub<br />
L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub<br />
L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub<br />
L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub<br />
R_Clavicle-R_UpperArm-R_Forearm-R_Hand<br />
R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub<br />
R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub<br />
R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub<br />
R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub<br />
R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub<br />
L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine)<br />
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)<br />
</pre></div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-06T20:53:46Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Oh and we want to figure out how to play these with our avies: [[http://mocap.cs.cmu.edu/movies.php CMU Graphics Lab Motion Capture Database]]<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
L_Clavicle-L_UpperArm-L_Forearm-L_Hand<br />
L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub<br />
L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub<br />
L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub<br />
L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub<br />
L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub<br />
R_Clavicle-R_UpperArm-R_Forearm-R_Hand<br />
R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub<br />
R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub<br />
R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub<br />
R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub<br />
R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub<br />
L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine)<br />
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)<br />
</pre></div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-06T20:37:05Z<p>Tlaukkan: /* Artist Documentation */</p>
<hr />
<div>= Artist Documentation =<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
Discussion group for people interested in creating content for Metaverse: [[http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]]<br />
<br />
= Textures =<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
* [http://torley.com/torley-textures-available-for-download-in-a-single-zip-pack Torley Textures] is a collection of over 600 textures by Torley Linden.<br />
<br />
= Models =<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* Wings 3d<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
* [[OpenSimulator Avatar]]<br />
<br />
== Content Libraries ==<br />
<br />
= Terrain =<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
* [[Using L3DT]]<br />
* [[Terrain making]]<br />
* [[Detailed cross-region terrain making]]<br />
<br />
== Tools ==<br />
<br />
* L3DT<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Sounds =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Musics =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-06T20:28:37Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
== Best Practices ==<br />
<br />
* Use blender to create the avatar.<br />
* [[http://en.wikipedia.org/wiki/Edge_loops Edge loops]] based topology.<br />
* Rational polygon count.<br />
* Use the default bone structure.<br />
<br />
== Default Bone Structure ==<br />
<br />
If you need more bones to achieve good result feel free to insert them here.<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
L_Clavicle-L_UpperArm-L_Forearm-L_Hand<br />
L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub<br />
L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub<br />
L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub<br />
L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub<br />
L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub<br />
R_Clavicle-R_UpperArm-R_Forearm-R_Hand<br />
R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub<br />
R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub<br />
R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub<br />
R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub<br />
R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub<br />
L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine)<br />
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)<br />
</pre></div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-06T20:15:09Z<p>Tlaukkan: </p>
<hr />
<div>This page is dedicated for creating a starting point for OpenSimulator avatars. The idea is to create one or more base models with blender which can be used as basis for Avatar modeling.<br />
<br />
Avatar is one of the most important immersion factors. To help the community to start creating high quality avatars we need your help to get the effort started. If you have any improvement ideas or corrections please fix this page.<br />
<br />
Use blender to create the avatar.<br />
<br />
Use the following bone structure:<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
L_Clavicle-L_UpperArm-L_Forearm-L_Hand<br />
L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub<br />
L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub<br />
L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub<br />
L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub<br />
L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub<br />
R_Clavicle-R_UpperArm-R_Forearm-R_Hand<br />
R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub<br />
R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub<br />
R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub<br />
R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub<br />
R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub<br />
L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine)<br />
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)<br />
</pre></div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-06T20:08:52Z<p>Tlaukkan: /* Projects */</p>
<hr />
<div>= Artist Documentation =<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
= Textures =<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
* [http://torley.com/torley-textures-available-for-download-in-a-single-zip-pack Torley Textures] is a collection of over 600 textures by Torley Linden.<br />
<br />
= Models =<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* Wings 3d<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
* [[OpenSimulator Avatar]]<br />
<br />
== Content Libraries ==<br />
<br />
= Terrain =<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
* [[Using L3DT]]<br />
* [[Terrain making]]<br />
* [[Detailed cross-region terrain making]]<br />
<br />
== Tools ==<br />
<br />
* L3DT<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Sounds =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Musics =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==</div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-06T19:51:04Z<p>Tlaukkan: </p>
<hr />
<div>Use blender to create the avatar.<br />
<br />
Use the following bone structure:<br />
<br />
<pre><br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
L_Clavicle-L_UpperArm-L_Forearm-L_Hand<br />
L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub<br />
L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub<br />
L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub<br />
L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub<br />
L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub<br />
R_Clavicle-R_UpperArm-R_Forearm-R_Hand<br />
R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub<br />
R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub<br />
R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub<br />
R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub<br />
R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub<br />
L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine)<br />
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)<br />
</pre></div>Tlaukkanhttp://opensimulator.org/wiki/OpenSimulator_AvatarOpenSimulator Avatar2009-03-06T19:50:46Z<p>Tlaukkan: New page: Use blender to create the avatar. Use the following bone structure: <pre> {{{ Root Pelvis Spine Spine1 Spine2 Spine3 Neck-Neck1-Neck2-Neck3-Head L_Clavicle-L_...</p>
<hr />
<div>Use blender to create the avatar.<br />
<br />
Use the following bone structure:<br />
<br />
<pre><br />
{{{<br />
Root<br />
Pelvis<br />
Spine<br />
Spine1<br />
Spine2<br />
Spine3<br />
Neck-Neck1-Neck2-Neck3-Head<br />
L_Clavicle-L_UpperArm-L_Forearm-L_Hand<br />
L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub<br />
L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub<br />
L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub<br />
L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub<br />
L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub<br />
R_Clavicle-R_UpperArm-R_Forearm-R_Hand<br />
R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub<br />
R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub<br />
R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub<br />
R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub<br />
R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub<br />
L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine)<br />
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)<br />
}}}<br />
</pre></div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-06T19:23:14Z<p>Tlaukkan: </p>
<hr />
<div>= Artist Documentation =<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
= Textures =<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
* [http://torley.com/torley-textures-available-for-download-in-a-single-zip-pack Torley Textures] is a collection of over 600 textures by Torley Linden.<br />
<br />
= Models =<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* Wings 3d<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Terrain =<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
* [[Using L3DT]]<br />
* [[Terrain making]]<br />
* [[Detailed cross-region terrain making]]<br />
<br />
== Tools ==<br />
<br />
* L3DT<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Sounds =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Musics =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==</div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-06T18:07:55Z<p>Tlaukkan: /* Guides */</p>
<hr />
<div>= Artist Documentation =<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
= Textures =<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Models =<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* Wings 3d<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Terrain =<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
* [[Using L3DT]]<br />
* [[Terrain making]]<br />
* [[Detailed cross-region terrain making]]<br />
<br />
== Tools ==<br />
<br />
* L3DT<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Sounds =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Musics =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==</div>Tlaukkanhttp://opensimulator.org/wiki/Artist_HomeArtist Home2009-03-06T18:05:53Z<p>Tlaukkan: /* Tools */</p>
<hr />
<div>= Artist Documentation =<br />
<br />
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.<br />
<br />
= Textures =<br />
<br />
Textures are images used to cover surfaces of 3d models and terrain.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.gimp.org/ GIMP]] - GIMP is the GNU Image Manipulation Program.<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Models =<br />
<br />
Models are 3 dimensional objects which are formed from faces and textures. Models come in many flavors but currently OpenSimulator supports parametrized primitives and sculpted primitives. Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.<br />
<br />
Yet unsupported in core OpenSimulator are 3d models which can be created with 3d modeling softwares like Blender and be saved in various formats. RealXtend module to OpenSimulator already supports 3d models.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
* [[http://www.blender.org/ Blender]] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.<br />
* Wings 3d<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Terrain =<br />
<br />
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
* [[Using L3DT]]<br />
<br />
== Tools ==<br />
<br />
* L3DT<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Sounds =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==<br />
<br />
= Musics =<br />
<br />
== Best Practices ==<br />
<br />
== Guides ==<br />
<br />
== Tools ==<br />
<br />
== Examples ==<br />
<br />
== Projects ==<br />
<br />
== Content Libraries ==</div>Tlaukkan