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Shin Ingen
255 followers -
真 心 - Don't Sweat the Small Stuff
真 心 - Don't Sweat the Small Stuff

255 followers
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Just a quick update on Roth 2.0

Working on a low poly version where I came up with 23k vertices which I think is a good release candidate. The idea is to come up with a topology that uses just enough vertices that will hold most of the original details of the high poly version and at the same time be able to animate well. Below is the Blender version.
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HAPPY HOLIDAYS ...even during the holidays, Shin(dats me) is working hard towards our first official release.

I used a proven scientific method of stretch testing Ada's Ruth 2.02 with the help of Paramour's well-calibrated apparatus where she was tested on 348 different bending exercises.

I am very pleased to announce that she scored 91.28%. An achievement of quality and precision well above the industry standard developed at MIT. She also demonstrated tremendous ability to stay in one piece all throughout the test and ignoring the fact that she went under the knife 26 times.

This shows the commitment of the Ruth & Roth 2.0 Team in their pursuit of perfection.

For my teammates, please consider giving me a raise if you will keep giving me the hardest assignments.

Everyone, please enjoy this holiday season and be safe.
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Default Bento Hands Animation.

It is that time when I need to start thinking about how I am going to manage the bento hands which should be a part of the initial release.

The situation calls for a built-in bento hand Animation Overider that will handle both the bento and non-bento animations found in her environment.

In the picture below, her bento hands are left at the state when the bento animation stopped and the non-bento sit animation kicked in.

Any suggestion or advice will be greatly appreciated.
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Best Practices: Blender's DataTransfer Modifier

I was playing with +Ada Radius's 2.02 and was amazed by how smooth the mesh is responding to animation. Great job!

I created my own export DAE and uploaded it. During the testing, I've noticed that the seam line where the hands, feet, and head connect are visible. This tells me that the normals are not aligned so I went to check the modifier. Yup, it is not connected to a source. This had happened to me a million times until I found out that each time you edit that mesh part the modifier disconnects itself from the source. Also when you unbind and bind the mesh to the rig, the sequence of the modifier changes and from experience the best result can be achieved if you have the avatar modifier on top of all the modifier you are using.

For further detail go to https://avastar.online/knowledge/welding-normals/
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Here is a post worth looking back to that might help explain why I chose to use low poly mesh. To sum it up, the ideal game character poly count is 25K vertices. Ruth 2.0 at design time has 6k vertices for the upper and lower body and another 12k for the head, hands, and feet a total of 18k vertices worn.

+Siana Gearz offered an explanation why you want to keep the poly count low. It made a lot of sense.
Project Ruth 2.0 - SANITY CHECK

Prompted by an example project from years ago created by +Dahlia Trimble, I evaluated Ruth 2.0's topology.

The original SL Avatar's Upper&Lower mesh without the hands and feet has a total of 3k vertices while the famous Maitreya mesh body I believe has 10x more and that does not include the hands & feet. OpenSim's version of that mesh body has about 13k vertices w/o the hands and feet. All together including the head I believe is somewhere around 30k vertices.

We all know that vertices take care of the avatar's basis shape plus the different morphs that it will go through while it animates which simply translates to the more vertices the avatar has, the smoother it will animate. I think we've seen that from the difference between the Maitreya mesh body and the system avatar.

Ruth 2.0 as you've seen it has 13k vertices and I think it maintains its shape while in animation. I challenged myself to reduce it even further but keeping the shoulders, elbows, and knees plus the goodies with a good sum of those vertices. I created the 9k and the 5k version with continuous edge loops because I read somewhere that it is good for animations.

I am wondering if anyone care to comment or give more advice for considerations.

Thank you in advance.
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Because I'm not a girl, I simply did not understand the importance of layers and because I am not completely unreasonable, I started looking into this issue. In hopes that I can find a better solution, I have started talking to some people about it. Below is one conversation I had ...
Noxluna was showing me her mod on Ruth which she calls Clothing Applier which I think is the same as what Shannon (not sure which shannon albright to tag) is asking for and from Aine's description, it seems to be the same.

Most of the mesh clothes out there for Athena are high-poly (30K-60K vertices). This fact makes wearing another layer of Ruth (6K vertices) more appealing and probably more efficient as it is to be worn only when wearing system clothes.

I will be working with Noxluna to include a layer dev kit which will be distributed by the clothesmaker through a HUD system.
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11/26/17
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It thrills me to death knowing that this project is getting attention not just from Opensim users but also from Second Life users. Leona Morro, a Second Life user had volunteered to work on Ruth's UV map. According to her, she's almost done with her improvement and had posted this image to show what Ruth was and what she's going to be.
For more info https://github.com/Outworldz/Ruth/issues/1#issuecomment-349335443
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Hello OpenSim! +Fred Beckhusen, +Ada Radius, and I felt we need a more permanent place for technical discussions regarding our ongoing project so we have created a g+ community called Ruth and Roth 2.0 Mesh Avatar Project.

https://plus.google.com/u/0/communities/103360253120662433219

Please join R&R 2.0 to get up to date info on our progress. Tell us about your Ruth avatar, your wishes, your issues, and your dreams.
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New Project ROTH 2.0 - PhysiQue in a Bottle

The clay man is quickly taking its final shape shown below in his high-poly format @ 80K+ vertices. He is your average husky man that had a few sessions at the local gym.

After I cut him into pieces, he will take on an Avastar bento head, a bento hands and flat feet borrowed from Ruth 2.0.

What's left is the upper and lower mesh body that I need to reduce down to about 5k vertices. Unfortunately, that means loss of detail.

The question is, what detail(s) can you give up or wish for him to have?
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PROJECT RUTH 2.0 - WANTED: TEST PILOT

I have packaged a "Test Me" version available at HGURL: "login.digiworldz.com:8002:ingen lab" for anyone who wants to test our project. It includes a skin applier HUD loaded with skins donated by URBAN4U and an alpha HUD. I apologize in advance because the script is still very chatty. This test release is mainly for the HUD interface. Thanks, and please let me know any suggestion that you might have to help me improve this project.
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