OpenSimulator Avatar

From OpenSimulator

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   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)
 
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== TODO ==
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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.
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* 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 15:16, 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:

[Posing] [Animating]

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.)
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