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Re: Second Life [and other VW] compatability

PostPosted: Thu Jul 24, 2014 8:32 pm
by Marcodigi
For Manuel (Yeeee)

Second Life Official obj. files + license Link.

http://wiki.secondlife.com/wiki/Clothing_Tutorials


COPYRIGHT AND PERMISSION NOTICE Second Life(TM) Avatar Content Creation Aids. Copyright (C) 2005 Linden Research, Inc. Linden Research, Inc. ("Linden Lab") licenses the Second Life Avatar Content Creation Aids and other works in the files distributed with this Notice under the Creative Commons Attribution 3.0 Unported (CC BY 3.0) License, available at http://creativecommons.org/licenses/by/3.0/legalcode. For the license summary, see http://creativecommons.org/licenses/by/3.0/. If you distribute any copies or adaptations of the Second Life Avatar Content Creation Aids or any other works in these files, you must include this Notice and clearly identify any changes made to the original works. Include this Notice and information where copyright notices are usually included, for example, after your own copyright notice acknowledging your use of the Second Life Avatar Content Creation Aids, in a text file distributed with your program, in your application's About window, or on a credits page for your work.

Re: Second Life [and other VW] compatability

PostPosted: Thu Jul 24, 2014 8:37 pm
by Manuel
The link you posted above is empty: http://wiki.secondlife.com/wiki/Clothing_Tutorialsor

"There is currently no text in this page. You can search for this page title in other pages, search the related logs, or edit this page. "

Re: Second Life [and other VW] compatability

PostPosted: Thu Jan 29, 2015 5:56 pm
by noxie
hi, you might have found this page already as i'm just finding this posting so many months later, but in case not....this page should have the answers you need for the legal stuffs http://wiki.secondlife.com/wiki/Clothing_Tutorials. Underneath a few links to download the various templates (both ones that LL has created and user improved ones) is a link for the license info.

ps love the make human program and have recently started a class in opensim on how to use it to make custom mesh avi's. thank you for such a lovely tool!

Re: Second Life [and other VW] compatability

PostPosted: Thu Jan 29, 2015 9:46 pm
by Manuel
noxie wrote:hi, you might have found this page already as i'm just finding this posting so many months later, but in case not....this page should have the answers you need for the legal stuffs http://wiki.secondlife.com/wiki/Clothing_Tutorials. Underneath a few links to download the various templates (both ones that LL has created and user improved ones) is a link for the license info.

ps love the make human program and have recently started a class in opensim on how to use it to make custom mesh avi's. thank you for such a lovely tool!


Thank you. We are still working to better support it: http://bugtracker.makehuman.org/issues/626
We do not use any second life file.
The software just generate a compliant skeleton during the export.

Re: Second Life [and other VW] compatability

PostPosted: Sat Jan 31, 2015 3:31 pm
by Bo Orsini
Check this Blog: http://blog.machinimatrix.org/avatar-workbench/

Several versions as .blend file. Here you can download all bodies easily, export the UVs from the original SL model (usually on layer 1).

Here are the 3 UVs for Head/Upper/Lower skin/clothing layers from SL system Avatars that I just saved myself from the workbench 271:

SL_Head_UV.png
Head


SL_Upper_UV.png
Upper Body


SL_Lower_UV.png
Lower Body


:mrgreen:

Re: Second Life [and other VW] compatability

PostPosted: Sat Jan 31, 2015 4:59 pm
by Manuel
We don’t use any external/third party file, we just export the MH character with a SL compliant skeleton.
To support this kind of projection, we should create a new alternative topology for secondlife only, that implement a secondlife compliant UV.
But then all MH textures will not work with it and the export will need ugly hacks, because SL wants split textures/materials.

Re: Second Life [and other VW] compatability

PostPosted: Sat Jan 31, 2015 5:16 pm
by duststorm
I'm not sure it makes much sense to reuse other SL textures made for the default avatars, as the result on a MH mesh will probably not look too great. Since I presume that SL users use MH meshes to get nicer looking avatars, my guess is they will want better textures as well, or it would be unding the merit of the MH mesh.

In theory MH materials support alternative UV maps, but only for the default basemesh, not proxies. An alternative topology might be a better solution, but as Manuel said: it will make all materials and textures included in MH useless.
That said, if you create an alternative UV map for the MH mesh once in Blender, you can cross-bake textures between the two UV layouts easily.

Re: Second Life [and other VW] compatability

PostPosted: Sat Jan 31, 2015 6:09 pm
by Bo Orsini
duststorm wrote:That said, if you create an alternative UV map for the MH mesh once in Blender, you can cross-bake textures between the two UV layouts easily.


That is indeed what most SL users want. Maybe I'll try to create this SL compatible UV Map for MH bodies myself soon. I wonder if there is an easier tool than Blender to do that.