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Commenting Kamala: (WAS RE: [www-vrml] RE: [x3d-public] Clay Shirky Weighs In On SL and VRML History)
Thanks Paul. That is very helpful. I am currently commenting the kamala
avatar and am adding your input to those comments. So far so good.
It may be a dead product, but it is available free software that works and
is easy to use. So cracking the scripts gets me further up the learning
curve.
The question is how far should a standard for vr avatars go, what parts
should it have, and how should it enable extensibility and innovation? The
goal is avatars that work in any virtual community. What would the list
members think should be the short term and long term goals of such a
standard?
len
From: owner-www-vrml@web3d.org [mailto:owner-www-vrml@web3d.org] On Behalf
Of Paul Aslin
Ah the irony is the source images Avatar Studio uses are
actually double the resolution of what comes in the final
texture.
That is up 16 256x256 images merge to become one 512x512
texture. When it could be 1024x1024. The original images
are in pcx format, which also means you can edit them. The
skin textures are merged from a highlight map, a colour map
and a base colour. Clothing textures are a merge of colour
map, alpha channel, and an optional texture.
If you want to make one or two decent avatars you could in
theory create all these textures again using an image
editor and lots of layers.
All of these images are in
...\CANAL Numedia\Avatar Studio\Looks\
At the end of the avatar's .wrl is a pile of comments like:
#SAP,looks\l-00\h-0-phy.sap
so its a list of what files are involved, many are just
morphs but others are objects.
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