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Avatar Mesh Effects, yes or no...

Console Mission
Registered User
Join date: 30 Jan 2006
Posts: 4
06-01-2006 12:30
Dear Community,

This is an issue that has been bugging me and many other residents. this is the lack of effects you can use on the base avatar mesh. effects such as transparency/invisiblilty; to rid the need to use buggy and terrible-looking invisiprims, Shiny; it would look better if not only the prims on your custom avatar could be shiny, but the whole thing, Avatar Texture Animation/AnimSMOOTH on avatar skins, so you could make your avatar look like its made of liquid/gel/fire.

[edit] Also, Fullbright for toony-type avatars.

i'm sure this small feature update would open a new world of great looking avatars.

Thanks,

Console Mission

To vote on this feature, please visit http://secondlife.com/vote/index.php?get_id=1438

Thanks.
Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
06-01-2006 12:51
The reason our avatars will never be truly invisible is the problem of griefing. If only for that reason I can tolerate invisiprims.

But as for the rest? I would love to see shiny and transparency.

Texture animation would be nice too.
Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
06-01-2006 13:23
Man, I could have so much fun with transparency in the avatar texture. I always wanted to do a hologram avatar.

I'm not remotely impressed by the griefing arguments against transparent styling on the avatar. Invisiprims already permit good-enough invisibility, but it only works for griefing on inexperienced users. Show Transparent would defeat the griefing potential with transparent avatars as effectively as it currently does invisiprims.

I'm not going to be happy with avatar customization until we can map shine and transparency on our avatars with the same freedom as we currently have with primitives. I wouldn't mind having to use grayscale "shiny maps" or something for that purpose -- probably would be an even better solution.

Ah, one day, perhaps. :)
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Jeremiah North
Pair of Ducks Solver
Join date: 5 May 2006
Posts: 198
06-01-2006 13:29
Ok I'm a newbie - how do you "Show Transparent"?
Raideur Ng
Dr. Robotnik
Join date: 22 Mar 2006
Posts: 15
06-01-2006 16:18
Invisprims really stink to work with, especially since the latest patches. This would be incredibly good to do, and would open up a TON of ideas.

I'm all for it.
Phedre Aquitaine
I am the zombie queen
Join date: 26 Jan 2006
Posts: 1,157
06-01-2006 16:20
Yes, please!
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Crode Figtree
Registered User
Join date: 6 May 2006
Posts: 58
06-01-2006 19:38
Absolutely!!!

Also I would like to see the ability to move the bones to different positions so that we can make not quite human avatars.
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
06-01-2006 22:14
From: Enabran Templar
Show Transparent would defeat the griefing potential with transparent avatars as effectively as it currently does invisiprims.
More effectively, actually. Show Transparent doesn't affect invisiprims at all.

As to everything else in your post, I agree completely. :)
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Crode Figtree
Registered User
Join date: 6 May 2006
Posts: 58
06-01-2006 22:28
Well people are already allowed to walk around invisible. Might as well just let us disable the avatar and make it so nobody can ever hide their name.

Is the show avatar collision able to see invisible people?
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
06-01-2006 22:56
One can do Debug Character Animation Info to see where unseen avatars are, although it makes for a silly display.
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Console Mission
Registered User
Join date: 30 Jan 2006
Posts: 4
06-02-2006 20:58
it would be great to hear a Linden perspective on this, as to why something like this hasn't been discussed or implemented.
Nephilaine Protagonist
PixelSlinger
Join date: 22 Jul 2003
Posts: 1,693
06-03-2006 13:14
Fullbright avatars would be fabulous. Lots you can do with that.
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Tikki Kerensky
Insane critter
Join date: 12 Aug 2004
Posts: 687
06-03-2006 13:23
*gets out a spear, which she starts thrusting into the air while chanting* Shiny! Shiny! Shiny! Shiny!




And yes, transparencies would rock. I mean, people can already hide with animations that put their avatar under the world. Seen it~ You can still see their green dot on the map!
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Lefty Belvedere
Lefty Belvedere
Join date: 11 Oct 2004
Posts: 276
06-03-2006 13:27
i have a feeling it would have an impact on the performance of the world. I'd like to hear some input from the OpenGL people at LL though for sure.

~Lefty
Adam Zaius
Deus
Join date: 9 Jan 2004
Posts: 1,483
06-04-2006 09:48
Mesh effects would be fantastic - transparency and shiny alone would be awesome. Semi-transparent avatars would look great. :)
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
06-04-2006 09:54
From: Lefty Belvedere
i have a feeling it would have an impact on the performance of the world. I'd like to hear some input from the OpenGL people at LL though for sure.

Transparency always will have impact on performance, especially with high-poly meshes like SL avatars.

What i'd like to see in option for simple on-off 'transparency' mapping that either defines pixels fully transparent or fully opaque. That's quite useful and good enough in plenty situations, and allows openGL to render such surfaces with solid-like performance. No need for manual face sorting and all that silliness...
Lefty Belvedere
Lefty Belvedere
Join date: 11 Oct 2004
Posts: 276
06-08-2006 13:28
From: Lefty Belvedere
i have a feeling it would have an impact on the performance of the world. I'd like to hear some input from the OpenGL people at LL though for sure.

~Lefty


keep in mind that the whole reason behind limiting everything to prims is to keep object data as small and to-the-point as possible. No meshes, no points no verticies.

Our avis are the exception to this in order to preserve some sort of detailed human form. being able to edit our avi meshes in real time while 50 other people watch is amazing as it is :)

~Lefty
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
06-08-2006 14:02
I'll take a "fuzzy" shader while we're at it. :)
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