OpenSimulator Avatar
From OpenSimulator
m |
m |
||
Line 52: | Line 52: | ||
R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine) | R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine) | ||
</pre> | </pre> | ||
+ | |||
+ | == TODO == | ||
+ | |||
+ | 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. | ||
+ | |||
+ | * 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.) |
Revision as of 14:16, 6 March 2009
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.
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.
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:
Oh and we want to figure out how to play these with our avies: [CMU Graphics Lab Motion Capture Database]
Contents |
Model Repository
Model repository is available as google project:
http://code.google.com/p/open-content-for-metaverse/source/browse/#svn/trunk/Models/Avatars/Biped/
- I added Nathan Vegdahl's public domain biped.blend as starting point for Avatar Modeling. - Tommi
Best Practices
- Use blender to create the avatar.
- [Edge loops] based topology.
- Rational polygon count.
- Use the default bone structure.
Default Bone Structure
If you need more bones to achieve good result feel free to insert them here.
Root Pelvis Spine Spine1 Spine2 Spine3 Neck-Neck1-Neck2-Neck3-Head L_Clavicle-L_UpperArm-L_Forearm-L_Hand L_Finger0-L_Finger01-L_Finger02-L_Finger0Nub L_Finger1-L_Finger11-L_Finger12-L_Finger0Nub L_Finger2-L_Finger21-L_Finger22-L_Finger0Nub L_Finger3-L_Finger31-L_Finger32-L_Finger0Nub L_Finger4-L_Finger41-L_Finger42-L_Finger0Nub R_Clavicle-R_UpperArm-R_Forearm-R_Hand R_Finger0-R_Finger01-R_Finger02-R_Finger0Nub R_Finger1-R_Finger11-R_Finger12-R_Finger0Nub R_Finger2-R_Finger21-R_Finger22-R_Finger0Nub R_Finger3-R_Finger31-R_Finger32-R_Finger0Nub R_Finger4-R_Finger41-R_Finger42-R_Finger0Nub L_Thigh-L_Calf-L_Foot-L_Toe0-L_Toe0Nub (Connected to Spine) R_Thigh-R_Calf-R_Foot-R_Toe0-R_Toe0Nub (Connected to Spine)
TODO
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.
- 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.)