{"id":633,"date":"2006-02-04T19:30:34","date_gmt":"2006-02-04T19:30:34","guid":{"rendered":"http:\/\/blog.rebang.com\/?p=633"},"modified":"2008-11-05T17:28:16","modified_gmt":"2008-11-05T21:28:16","slug":"ogle-and-the-second-life-avatar","status":"publish","type":"post","link":"https:\/\/blog.rebang.com\/?p=633","title":{"rendered":"OGLE and the Second Life Avatar"},"content":{"rendered":"<p><img decoding=\"async\" src=\"pic\/CCheadPOLYS.jpg\" alt=\"CCheadPOLYS\" hspace=\"40\" \/><\/p>\n<p>Having played with the OGLE tool for a few days (version 1b), I&#8217;ve learned some things that might be helpful to those hoping to have their customized <a href=\"http:\/\/secondlife.com\/\" target=\"blank\">Second Life<\/a> avatars or objects fabricated. My own goal is to take the avatar geometry and convert it to &#8220;solid&#8221; CAD data, but the process I&#8217;m using to get there might be useful even if your goal is to just send out an .obj or .stl polymesh file.<\/p>\n<p>First off, be aware that the captured videostream data most likely isn&#8217;t &#8220;clean&#8221;&#8230; even if it <em>looks<\/em> good. Be sure to search for duplicate triangles\/polymeshes since there will probably be plenty. After deleting any duplicates, be sure to select and &#8220;merge&#8221; all the remaining polygon edges and vertices since there will almost certainly be multiples of those as well.<\/p>\n<p>Secondly, for a Second Life avatar, there are some areas on the head which probably need some attention. The variability of the base mesh (aka &#8220;Ruth&#8221;) can really yield some tortured areas. So before doing anything I isolated the head from both the torso and hair and then tweaked a few vertices &#8211; mostly around the eyes &#8211; to let me do some other things later. I deleted the triangle strips for the eyelashes and fixed the mouth; deleting the &#8220;teeth&#8221; and cleaning up the area in general. I didn&#8217;t mess with the ears although they probably needed some attention as well.<\/p>\n<p>After those areas I addressed the openings at the eyes and the base of the neck; closing them with additional triangles and making the head a sealed volume. I did the same with the eyeballs. With closed volumes I could then do a boolean operation and join them all together. Not everyone likes booleans and that&#8217;s fine; this is just how I did it because I didn&#8217;t feel like pushing polys.<\/p>\n<p>That done, I combined the head, the torso and the legs into one mesh. The hair, unfortunately, varies according to your individual avatar settings and consequently may have &#8211; as mine appears to have &#8211; both an enclosed volume and sections that extend from edges. This is a mess to deal with, so I didn&#8217;t join the hair to the rest of the form. In the above image you can see the finished head with the unmodified\/unattached hair in place. Note how rough the mesh still is.<\/p>\n<p>Because I&#8217;m hoping to go solid I converted the body (minus the hair of course) to Sub-D geometry; and from there to NURBs surfaces. The final stage of this conversion took some time and the resulting file is an unwieldy 140Meg.<\/p>\n<p>For this effort the surface file was then imported into an older\/lighter version of Pro\/E. Although the geometry came in relatively well, there were still a number of gaps on import. You can see the gaps &#8211; they look like the yellow areas around the eyes (here&#8217;s a <a href=\"xtra\/SLAvatarOGLE.html\" target=\"blank\">Link<\/a> to a big image). I &#8220;zipped&#8221; a few gaps already, but to be honest, this will require some significant effort. Additionally, since each avatar can be unique and present different problems, the practicality of doing such a conversion on a regular basis probably doesn&#8217;t make sense. So at this point I might try one or two other options, but I&#8217;m not hopeful a quick solution will be found. We&#8217;ll see.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Having played with the OGLE tool for a few days (version 1b), I&#8217;ve learned some things that might be helpful to those hoping to have their customized Second Life avatars or objects fabricated. My own goal is to take the &hellip; <a href=\"https:\/\/blog.rebang.com\/?p=633\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-633","post","type-post","status-publish","format-standard","hentry","category-administrative"],"_links":{"self":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts\/633","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=633"}],"version-history":[{"count":0,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=\/wp\/v2\/posts\/633\/revisions"}],"wp:attachment":[{"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=633"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=633"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.rebang.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=633"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}