I am interested on creating some more lush and more fanciful avatars for what provided in the start menu...are sub par. Has there been any release on skeletons or any sort of tutorials on making custom avatars yet for sansar?
8 comments
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Jenn Official comment Hi Raphael Maesar!
Welcome to Sansar! Happy to hear that you are excited about avatar customization. While this is not something currently available to creators, it is in the works. We will start with accessories and things will improve upon from there. We know avatar customization is of great interest to many creators.
You can check past release notes and Office Hour meetings notes to see some of the things that have been discussed and released.
Hope to meetup in Sansar sometime soon!
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Prospero If we get custom avatars like in SL these "Mesh avatars" which do cost several thousend lindens.. wont they "lag" Sansar as a VR world which needs to be very optimized to work with 90 fps and two times full hd?
I would not allow custom "standard" avatars like in SL. These "Mesh-Bodies" have 10 times more polygones then the ones from LL itself. And for what.. The basic avatar is good enough, it is more important to be able to customize it so you get your individual look. Why do Altspace and High Fidelity only feature cartonish avatars.. - cause of the render cost. Having a real human as it is which people can customize is more then good enough.
Another thing will be if you need a special avatar for special experiences, like a dragon-avatar for a dragon sim, per example.
I highly recommand to put a visible render cost to objects so people know if they can afford to put such items in there experience without straining ressouces too much and not beeing able to mantain 90 fps on a standard pc (+- i5 7gen, 1060 gtx level, which is already a high level for the avarage user)
But a skeleton file would be great to experiment with animations in VR, looking forward to this.
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Prospero + with extra high poly avatars we get the problem that cloth-creators have to adjust their clothes for every different avatar again which should be avoided as good as it is possible - what LL seems to want to do.
If there should be allowed high poly avatars in addition to the standard Sansar avatars then expirience owners should have the possability to block those avatars so they do not "lag" their experience and ruin said expirience for the other visitors (think of a social music club with a lot of people on or an action rp experience which several avatars running around and shooting).
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Raphael Maesar Look guys. this his how it should be handled for Avatar custom creation.
the new LL/sansar team SHOULD decide a poly count limit. like how games generally do. like there a cap for the system some things should have. so
as creators, they have to follow that.
NEXT ANY avatars will have to be a creatively open release.
I like to use IMVU for an example. there market/store has avatars, parts and the like with a MOTHER item. this item is vanilla stock item with uvmaps and all. they have a limiter on costs since no one should go below this stock item. and ALL OTHERS derived from it link back to the mother item in the store history. A) this gives credit to the maker, B) lets other easily make content.
if you dont know what I am talking about go check it. it REALLY ISNT a bad setup to handle the creation of avatar items. some of the concepts they are running even if its a different setup for virtual worlds isnt bad. LL COULD likely improve that seven fold if they have the team and mind to do so.
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Prospero I think even the actuall standard avatars from LL for Sansar could be to much in terms of poly count. I am sure it has its reasons the other VR-Worlds like High Fidelity and Altspace use very simple cartonish looking avatars.
You can build an experience the way it runs smoothly with 90 fps (on a standard vr pc, like the example I gave above) + have some reserves for a certain amount of avatars with a standard poly-count. So you can calculuate that plus-minus.
If I have a social VR experience it will be hard enough mantaining FPS. With Sansar we may have finally the ability to have more avatars on one sim then in SL. So giving a concert in Sansar would really make sense, instead for playing for a maximum of 40-60 avatars in SL.
Please keep poly-count on avatars on a minimum. It is already cool enough that real looking avatars, personas, are possible. Customization is all we need.
For the poly limit on other avatars, maybe even normal humans, please keep the poly-count the same as the standard Sansar avatar.
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DarnHyena Certainly needs to be a hard polycount limit for avatars so Sansar doesn't suffer the same fate of SL as others mentioned with people either unknowingly or willingly throwing optimization out the window in favor of that "super smooth" look
Use the current avatars y'all got as a reference point for the polygon cap for avatar uploads.
Same for clothes, cause a lot of people just throw on some automatic weights on a model made in marvelous designer and call it a day.
So perhaps could find some average of the clothes/outfits currently in and do a similiar thing for it with a polycount limit
As much as the wild west nature of SL can make a good starting point for people wanting to get started with 3D, there is unfortunately a strong lack of standards among some established content makers within SL that probably influence other new startups in all the wrong ways with making stuff
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Kallah Personally speaking, I love my SL avatar and I'd really like the ability to create something for the Sansar av. At least have the option (initially) of making textures for skin, hair, clothing.
I think we should be allowed to create mesh bodies that are one part including head with hair, hands with nails, etc. I am anxiously awaiting the ability to at least play with texturing for said. Being unique is one of the major draws to these virtual worlds. It's not all about *experiences*. For me, I could spend all my time in my own experiences if I could create to my heart's content and have an av that I like, not what someone else thinks I should like. Give the av sliders like SL and a nice basic body/head and let people be unique according to their own taste and liking.
Come on sansar, let's have the basic textures to play with at least??? If there's an avatar creator's list, please put me on it LOL
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Rarna Just discovered this site, and it is very slow on my computer, but it is very appealing to look at (once it loads). I tried making an experience, editing my avi, uploading a box to see how the upload process works. All seems great. But was disappointed to see no clothing uploads yet.
First impression of the overall site was good, but the shop is obviously terrible, no categories so it's just a never-ending stream of stuff. But I assume this will change soon :)
I currently make system mesh clothing, and custom body shape mesh clothing in SL, and, although I do make buildings and scenes in SL, my passion is clothing. So I will check back and see when that becomes available for creators.
I think that most people like to have a unique avatar, this is very important to users. As can be seen from the large market on SL in clothing. Lots of photographers and artists just use buildings as a backdrop, and it is the avatar and clothing that they take pictures of. People buy one house, or maybe one house every few months, but they will buy clothing everyday. So for this to be a viable commercial site for users, it has to have clothing upload potential. I totally understand that this needs to be dwelt on, so that some basic issues that plague us clothing devs in SL, can be ironed out here.
Things I would love on a new site...
I would like a floor bone, so that my dresses can be rigged to drag a little.
I would like a good body that has sensible weight mapping, which has weight files freely available to content creators, in various common formats. dae. and so on, so we can fit and rig to the body properly.
I would like shoulders that do not stretch, ie. an avatar that is in A pose default, not in T pose default (but the animators would argue with that lol).
I would like to be able to use flexiprim type physics in my mesh (although I have no idea how to do this one lol).
I like the idea mentioned above, about a poly count limit. I worked for 5 years in IMVU, and although the low polycount was limiting, it was something that we all got used to, and allowed users to have an easy load experience, and multi chatting was not laggy. However I have to admit, that I stopped creating there, because SL gave me so much more detail to work with. So yes to a maximum poly count, but don't make it tooo low lol. Detail is everything.