Handy tutorial via jammin0, who illustrates how to add customized avatar accessories to your Sansar avatar -- in this case, a Master Chief helmet from the Halo games. (Shh, don't tell Microsoft.) Also illustrates just how complicated and time consuming customizations like these are in Sansar. In Second Life, a halfway decent prim creator could whip up a pretty good Master Chief helmet in-world, in front of an audience, within a half hour or so, plop it on their head, and then fiddle around with the in-viewer editor until it was positioned and sized just right.
By contrast, Jammin0 here has to do most of that adjusting in another program (Blender in this case) and can't even tell the helmet is on right until he uploads it to Sansar. (But it isn't, so back to Blender he goes.) My bias for the dynamic creation made possible by Second Life is showing here, I know, but then again, I can't be the only one here thinking that?
UPDATE, Noon: A reader points out that a process like this is more or less required for mesh-based accessories in Second Life, which is fair enough. Still remains true that SLers have the option of choosing dynamic prim creation or mesh offline/uploading, and in many instances, prim-based creations are perfectly serviceable.
If it's a non-rigged mesh once you model it and upload, you would adjust it in-world. And if you are rigging it using tools like Avastar, you have a pretty good sense of how it will fit on the avatar once it is uploaded.
Posted by: Gattz Gilman | Tuesday, August 29, 2017 at 12:10 PM
That was actually a very well-made video and clear with good voice and lovely colors.
That being SAID however, it was clear that the person (as he stated) didn't really know how Blender worked all that well. I was smiling a lot and that's a good thing.
What it DOES very clearly point out (also in his own comments) is that folk grabbing things from on-line sights that really have no idea how to make game assets (or get the vertices down to SOME sort of reasonable count) are uploading things which should never have been used in that type of platform. Hence those 30 minute downloads.
That 90 degree thing was an issue in Cloud Party also which was designed for Maya. It was MUCH more difficult to get attachments on avatars there though (partly rigging - partly some intense work inworld afterwards). I certainly didn't know as much then though so it would likely have been easier if my skill level was higher then.
For most folks that work in 3D there would have been very few "pitfalls", just a few adjustments and we do that hourly everyday. In SL things would either be rigged or adjusted in world which takes time and skill also, so I don't see that this is any MORE difficult than working in Second Life, just different.
Posted by: Chic Aeon | Tuesday, August 29, 2017 at 10:55 PM