• All submissions to this site are governed by Second Life Project Contribution Agreement. By submitting patches and other information using this site, you acknowledge that you have read, understood, and agreed to those terms.
Issue Details (XML | Word | Printable)

Key: VWR-3432
Type: New Feature New Feature
Status: Open Open
Priority: Major Major
Assignee: Unassigned
Reporter: oryx tempel
Votes: 207
Watchers: 31
Operations

If you were logged in you would be able to see more operations.
1. Second Life Viewer - VWR

Improve Avatar Mesh

Created: 24/Nov/07 01:37 PM   Updated: 19/Oct/09 03:33 PM
Return to search
Component/s: Avatar/Character
Affects Version/s: First Look: WindLight, 1.19.1.4, 1.22, 1.23 Release Candidate
Fix Version/s: None

Environment: RC, Official Release
Issue Links:
Relates


 Description  « Hide
OK this is a proposal for a general revamp of the Second Life avatar. We've seen multiple comments and complaints about how skins and body parts render terribly, especially certain body parts with fewer/larger polygons. Why don't we just redesign the whole dang avatar mesh?

I'd like to include the following with the new avatar mesh/render:

1) More Slider Options

2) Increased numbers of polygons over the entire mesh.

3) Improved specific areas, currently with very few polygons, in particular the crotch, shoulders, etc to include more polygons in those areas.

Other suggestions?



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Sylvia Trilling added a comment - 24/Nov/07 02:09 PM
More natural breasts please. Breast cleavage does not start at the collarbones but further down. Breasts are supposed to be pretty. Duh.

WarKirby Magojiro added a comment - 24/Nov/07 11:18 PM
I think something like this would be best done as a seperate project.

Windlight is a big enough task as is. To redo the entire avatar on top of that, is asking far too much.


Simon Nolan added a comment - 25/Nov/07 10:43 AM
I agree that this should probably be separate from WindLight, I would like to see avatar meshes significantly improved, too. Points #2 and #3 are important, but an overall refinement of the mesh is what I'd like to see most. I'd especially like to see enhancements in the shoulder and hip areas where things just don't seem to fit right, depending on how sliders are set in the avatar Appearance window.

My only fear, since I design and sell clothing in-world, is that all existing clothing textures would suddenly not work anymore. Honestly though, I'd rather redo my (admittedly small) collection for the opportunity for better avatar meshes. Yes, I know new meshes could mean a new sales opportunities, too!

Just Thinking Out Loud: As ponder this, one resolution that comes in mind is that the old meshes aren't removed, and old clothes will still work with old meshes, but people get the option to use the new mesh in the Appearance pane, then they have to buy new clothes. (Wait, if you can select between two meshes in Appearance, why couldn't you select among any number of meshes?! Maybe a hippo mesh could be there. I should stop now).


oryx tempel added a comment - 25/Nov/07 11:37 AM
The only reason that I mentioned Windlight is not to necessarily require new avatar meshes to be released along with Windlight; just to make them a higher priority at the same time. If we had to live with the current mesh for month or so after the official WL release, we could all manage. The point is that avatars look terrible in WL, so why not do something about it sooner rather than later?

And you're right, the shoulder area is really wonky, as are the stretched sides of the chest, esp in women. They're not impossible to work with but they should be more refined.


Haravikk Mistral added a comment - 26/Nov/07 02:08 AM
I'd certainly like to see a much more detailed avatar mesh that uses the same UV mapping (so clothes still work as before). Just the current one with more polygons or better smoothing. People are supposed to be curvy and smooth, not angular.

Oryx; I'd recommend removing the mention of the skirt and extra clothing layers, as well as morphs. This allows your issue to be specifically about improving the avatar mesh appearance. As you can see there are JIRA entries for these features already linked to this one.

A more curvier avatar would be nice though. One with normal mapping as well as extra polys would KICK ASS =)


maddox dupont added a comment - 29/Nov/07 10:55 PM
As I see it most people in SL are focussed on their appearance be it skin, shape or clothes - everyone spends so much time and money on looking good. Since this is something that most of us derive their income from or spend money on it seemed highly illogical to focus on our environment (Wind Light) to the expense of appearance of our Avatars (whos future is uncertain if LL does not resolve the default setting issues with WL).

So yes as a shape maker and someone who enjoys styling shapes and creating characters I am all for redesigning the mesh.

Here are the few issues that I would love to change:

  • complete removal of redundant sliders that no one uses - like eye pop, crooked smile - just to name the few - no one wants to look like freak really - unless they are new and like to experiment.
  • more options for the nose, lips and eyes (nose should have option to make it longer not just fatter and bigger - lips need to have separate options for upper and lower lip currently one is made bigger to the expense of other )
  • it is currently almost imposible to make body builder body with current mesh - why is it easy to add fat and not muscle?
  • ankles need work - they stick out in some shoes
  • breasts get the sharp edge when they are made bigger - smoother mesh perhaps can resolve it
  • head shapes where you have more control would also be great

sighs...


miss hera added a comment - 08/Dec/07 02:43 AM
I like to be able to have a realistic looking nose, no unly lines next to the nose, and a face that has far more edit options, like making a long pointy chin and big nose, without getting a huge brain which is now the only option

my skin now hides what i cant create in the shape, but when the shapes becomes more visible my av looks ugly


WarKirby Magojiro added a comment - 08/Dec/07 05:43 AM
I'm with haravikk here. The issue is too unfocused as is. Issues really need to focus on one thing to be actionable. I think the avatar mesh is a good thing to focus on. I'd also remove reference to windlight, because I really don't thinhk this is going to happen as part of the windlight project

More than anything, I really want to see proper feet. With toes. And curvature. I'd also like to see far less limitation in height, in both directions. I want to be able to create a giant without using prims.

Also, I'm against Maddox's suggestion of removing redundant sliders. Less used ones could be hidden, perhaps. BUt removing any functionality at all is a bad idea, because someone, somewhere will want it.

As for windlight looking bad on avatars, I personally disagree. My bodysuit looks awesome at sunset. But if you find yourself notlooking so great, this might be helpful.

http://secondsoigne.wordpress.com/2007/11/25/optimising-windlight-for-avatars/


oryx tempel added a comment - 08/Dec/07 05:54 AM
OK I'm editing this issue to focus it only on avatar mesh. I'm going to maintain links to related issues in case people are interested. Thanks for the input!

Kaeria Repine added a comment - 27/Dec/07 05:13 AM - edited
I agree; feet in particular are terrible on the current mesh (flat blocks?); and the height limits (3'9-7'3 or 1.14-2.21m for women I found) mean my tiny/giant avs are still barely 1m different. The muscle thing is true too, fat I can get easily, as long as I want a hips-central distribution, whereas muscle is almost like extra fat; it doesn't add much definition, and doesn't go very far.

LaeMi Qian added a comment - 30/Dec/07 05:58 PM - edited
I think Avatar mesh and basic cloth has to be a high priority soon - it is our virtual bodies, afterall!!

To be honest, the only good reason I can think of for LL prioritising Windlight over an Avatar overhaul is that Windlight came somewhat out-of-the-box to the devs. (and I concede that is a fairly good reason).

As I mentined elsewhere - might be a good chance to break from the old look without actually BREAKING the old look - have a sub-renderer for handling all the old clothes and mapping them to the new meshes reasonably accurately (it is a bake operation so even if it is CPU expensive, it isn't a constant load). Tweak the lighting for old skins/clothes to resemble pre-WindLight gamma. Old clothes and skins then still work well enough that people's inventories are not obsoleted overnight.


Fur Yifu added a comment - 26/Feb/08 04:10 AM
I agree with oryx tempel regarding shoulders, chest, and also the breast area. It really is rather terrible for women.

A couple of ideas for the old AVATAR system;

shoulder squareness v slope, chest width, breast pointiness, breast circumference, breast position (different to pertness) arm thickness (in addition to muscle), upper arm muscle, lower arm muscle, mouth openess, eyebrow angle (tilt), knee thickness (too thin if muscle is added to leg)

Ideas for NEW avatar system:

Full RL control anatomy, preloaded body types (eg. Kate Moss, Queen Letifa, Cindy Crawford etc), full muscle control (ie deltoid, abs etc), preloaded natural skins, layered skins (eg for tats, freckles etc), preloaded prim hair, higher quality mesh

Love
Fur Yifu
x


oryx tempel added a comment - 05/Apr/08 06:57 PM
Updated to reflect that Windlight has arrived; updated affected version, updated description.

Chosen Few added a comment - 05/Apr/08 07:23 PM
With regard to Point #2, increased numbers of polygons, it's not that we need more polygons; it's that we need better distribution of polygons across the entire model. We could keep the total poly count the same, or even lower it, and still end up with a much better looking model, simply by rethinking a few things.

For example, the avatar's eyeballs have a ridiculously high poly count.. All you need to make a convincing eyeball on a real-time character is an 8x8, or even a 6x6, half sphere. But the avatar's eyeball has a whopping 16x13, if I'm counting right. That's around 350-380 or so polygons that could be put to much better use elsewhere.

There are many other examples of such waste. Eliminate the fluff, and there's plenty left over to pump into areas that need more.


snickers snook added a comment - 05/Apr/08 11:46 PM - edited
As a clothing designer, the areas that are always problematic are the shoulders, upper arms (you can't do a mesh "cap" sleeve without ridiculous stretching) and the crotch area. My guess is there aren't enough polygons there.

What would also be cool is a way of having mesh clothing be adjustable to lay flat against the avatar mesh or go across the high points. For example, if you gots boobies, your top could either be the usual spray-on style or you could loosen it to fill between the biggest part around you (am I making sense???). Or maybe just a way of having another layer of clothes that behave a little like the skirt layer. They could be tight against the avatar or sort of float off of it. The current way of making clothes "looser" just expands them out from some dopey fixed points that make you look like you are wearing balloons.

OK my head hurts thinking about this. I'm going to bed now.


Kraelen Redgrave added a comment - 14/Apr/08 12:54 PM
While the overall avatar could do with a dozen or so extra polygons, the areas that are in most need of work (imo) are:

Nose - Fix the horrible lines either side.
Hands - Square fingers are not my style, but more importantly for a female av the hands are not very elegant. They seem overly fat (for lack of a better word) and manly.
Feet. Can I have some toes please?


oryx tempel added a comment - 15/Apr/08 10:59 AM
We've forgotten the all-important groin area. wink

Georgette Whitfield added a comment - 16/Apr/08 03:20 AM
Amen, please fix the av mesh. Also, is it just me or are there missing pixels around the midriff region along the seam between upper and lower body? I have checked with clothes from various designers and there are def missing pixels (most noticeable if you wear black clothes on a white goth skin). Dodgy templates? A problem just with the undershirt/shirt/jacket or with skins too? Weird and annoying anyway.

FD Spark added a comment - 28/Apr/08 01:13 PM - edited
I don't know if it should be done in relations to WL unless we can be given the opportunity to create parts of the avatar clothing to glow or show reflections...
I really just like to see something else when pant shirt, leg is loose other then 1960s flare personally.
I would like more options to do layers more creatively, more realistic or in more fantasy ways.
Example longer jackets, more then 1 skirt layer for slips,
or longer shirts over skirts.
It would be wonderful if we were given more possiblities with the UV templates and appearance layers, i.e have more layers, more layer control, more 3d type features.
Also Avatar privates, especially the male on template are just plan strange and not very realistic.
It would be nice since this is adult world to have option for non prim, pixel related more realistic body parts for those who choose to do so.
Chest not sure if its slider or appearance or texture issue
but they just look plain strange if you depend on sliders.

WarKirby Magojiro added a comment - 02/Aug/08 10:51 AM
changed title. This issue never had any relation to windlight to begin with.

Ethari Hallstrom added a comment - 12/Sep/08 03:59 PM
If only it was as simple as some of you are making it out to be. I agree, the avatar mesh could do with some work, but it's just not a realistic prospect that the avatar mesh will be completely redesigned anytime soon.

Apart from the fact it is perhaps one of the biggest things to be changed in SL (and would take ages), it would severely break so much content. Skins and clothes would obviously be the most affected - the moment you go changing 3D models, particularly adding or removing polygons, you'll be changing the UV map, so all skins and clothes in SL will no longer look correct, or even appear at all (without a correct UV map, it will be an absolute mess).

Although I completely commend the idea, it may be about time to consider closing this issue as "Won't Finish".


oryx tempel added a comment - 12/Sep/08 04:08 PM
I completely disagree with you, Ethari. This issue needs to stay open, if for no other reason to remind LL that we really do have an interest in this issue. Closing it might hint that we're okay with the current mesh and have decided to let sleeping avatars lie.

Kraelen Redgrave added a comment - 13/Sep/08 12:35 PM - edited
If LL were to add/make significant changes, such as adding certain 'items' to the groin area then yes the UV textures may need to be reworked. Although even a new groin area could just be on a new texture, much like the head, upper, and lower parts of the body are already in 3 seperate textures.

Subdividing certain polygons to add detail and smoothness certainly would not break any existing skins or tattoos. The UV map would be exactly the same.

Example with a simple cylinder:
http://img355.imageshack.us/my.php?image=meshdetailuf5.jpg
With more polygons the mesh looks a lot better, while the same texture still looks exactly the same without any changes to position, rotation, etc.

edit: edited for clarity.


Ethari Hallstrom added a comment - 18/Sep/08 03:36 AM - edited
Regardless of what we think of the current avatar mesh (I agree it needs work, like I said), it won't change the fact that editing or adding even a few polygons to it will break the majority of content within SL. This isn't acceptable for anybody. We're talking even animations here that could be broken! Sure, the bone assignments will probably stay the same, but the actual animations are tailored to the mesh itself. Clothes, skins, hair even, jewelery, and attachments will all be affected!

However, there is one possible way this could be implemented. If they were to add a separate mesh, a new one, as an option and not a replacement, then that could possibly work.

That way everyone remains with the old one and can progress to the new one at their own pace, when content becomes available or gets updated to work with this.

Still, I think that's a very far way from being reality, but it's a better, more realistic proposal than updating the current mesh. It would be a very long process; longer than the adoption of sculpted prims have been, for sure. This could also be an excuse to add more attachment points though! (which we desperately need).

Edit: Further to what Kraelen has said, that seems like an interesting idea. If indeed subdividing would not alter the UV Map, it may not break any content at all, or even perhaps improve some.


Haravikk Mistral added a comment - 18/Sep/08 04:05 AM
I don't see that increasing the number of polygons on the current mesh is a big-deal; if you simply sub-divide them then we can have a hi-res mesh that fits the same UV map and works with existing animations etc.

However, I think the option of a completely new mesh would be better overall. If it allows more/better options for clothes etc. in addition to looking better then people will flock to it.


psistorm ikura added a comment - 09/Oct/08 08:52 AM
I agree that the current SL avatar mesh isnt really up to scratch in regards of modern day technology. Having worked with the mesh on several occassions, I believe that the mesh flow can and should be updated and fixed, as well as numerous texture stretching/lineup issues. building skins/clothing for the current mesh is quite a task, in that the amount of UV stretch along the texture seams varies greatly, and doesnt coincide between shells.
Also, there are numerous glaring deficiencies with the vertex weighting and with volume loss, especially around the major joint areas.

my suggestion would be to create a new mesh/skeleton/weighting/UV map and link it to the existing skeletal architecture. this is possible and would allow backward compatibility with old content, because animations could be played on the new mesh, and textures could simply be cross-baked to the new layout without major issues, IMHO


camilla Yosuke added a comment - 08/Nov/08 12:49 PM
I've been thinking SL avatar needs a complete revamp since my 3rd day in here 2 years ago.
I can' imagine SL keeping in the run with the other existing and emerging virtual worlds without this. The avatar like it is now, is really outdated, and full of really crtitical mistakes in its conception.

We need an avatar with a consistent density in UVmapping. * No stretch, at all *. There are plenty of good programs to make a good UV unmapping !!
We need the avatar to have 2 arms, 2 feet textured, instead of the current mirrored arms and feet.
We need the deformation joints to work as expected in a character , meaning, no visible stretch when rotating ( I think particularly of the inner top tigh )
We need to access the normal mapping, so that we can make smooth or more complex shapes without increasing the poly count.
We need toe fingers.
The foot needs a complete redo, like it is now, its a sort of little box with angles, not a foot
I think we need more texture definition too, while keeping the load on bandwith acceptable. I guess a supplementary 1 Mb would not hurt too much.

I am making a living from my clothing and skins designs. I fully understand that a new avatar would mean...that I would have to redo everything from scratch. I have the strong feeling that the AV hasn't been improved because of the fear to break entire sectors of the clohting, appearence and animation economy, I can't believe its because no one thought of it in LL offices ! So I presume allowing the new avatar as an option, the old one beeing still accessible to everyone, would make things smooth for everyone, both designers and users.

I am totally convinced that without this major change, people will get bored of their apparence one day or another, when they see what exists besides SL as 3D characters, including realtime ones.
I would link this problem with the urgent need of allowing mesh import and further refining the rendering engine, particulalry allowing the use of complex shaders with maps for normals, specularity, bump, diffuse... and also dynamic reflections. Most recent video cards know how to handle this now.

I truely hope this dream will come true, some day, and that we will have a new graphic potential that can compete with the current state of 3D realtime rendering technology


Zorins Foulsbane added a comment - 13/Nov/08 06:23 PM
I mentioned this in the related issue SVC-345, but it is specific to this particular aspect: the Make Human have spent years perfecting their parameterized human modeling software. The mesh is high-quality, designed specifically for animation and deformation by sliders. Furthermore, it is opensource and has an optimal, low-distortion texture mapping all in ONE texture.

It is higher resolution than what is needed, but that can be altered easily. The mesh also covers both female and male shapes, with no pre-defined gender models. The only seriously difficult part would be supporting either the old texture mapping AND the new OR providing a free conversion/conversion service of clothes to the new mapping. There are programs that can do this; Blender has the capability to map a texture under one UV mapping to another on the same mesh. If we organized, we could do it, even if it was only the designers providing new versions of previously purchased skins/clothes. It would take FOREVER though, perhaps months, to check and process everyone.

I understand providing BOTH mappings would be quite a revamp of the source. However, it would be worth it because the current mesh is...well, poorly designed. I mean, WHY are our hands thick as sausages? Why do our feet have no definition, just what is clearly an extruded rectangle that has been smoothed? Why is the polygon density around the front of the neck grossly excessive while the crotch and thighs are terribly low-resolution? And what is up with the UGLY edge loops on the legs; seriously.


Nick Lassard added a comment - 22/Nov/08 11:44 AM
Three things about AVs.

1) Fix AV height.
Present height in real world scaling of meters vs. the idiotic "%" offered in the sliders. Currently the AVs run 7'-8' tall, reducing the available landspace by as much as 25% ((assuming a 6' tall male as average.))
This makes regions proportionally LESS than 200 meters square (vs. the advertised 256m) since everyone builds to fit 'giant' avatars. This will make SL a larger and more compelling space.

2) Focus on Faces, Facial animation/expressions and prepare for close ups.
The face is the window to the soul and emotion. Focus on making faces more realistic and variable, as well as animatable. As technology advances haptics and cameras will be able to read emotion, expression and perhaps other things. The AVs should have this 'networking' built in and the ability for artists to craft facial 'gestures' and expression like poses for the body should be a priority, including high end lip synch.

3) Non-human AVs
The day of primitar animals should be over. Provide several articulate AV meshes for bipeds, quadrupeds, anthropomorphic and others (aliens). Currently SL only offers human meshes, and this should change. It will both save in the long run on prims and provide a much better enviornment for people who want to play these things. (I am not one, but it would be nice to have a realistic horse in the world.)


Kaeria Repine added a comment - 06/Dec/08 08:25 AM
I totally agree with Zorins; I saw the makehuman thing a while ago, and looking on their site they're not finished yet. Parhaps once they are LL could add that to SL? It's possible that's already the plan, but uncertainty in when it'll be complete means they don't want to commit to it yet?
Either way an upgraded mesh would be happy time...

Illumine Demina added a comment - 19/Dec/08 12:08 PM
The avatar is the centerpiece of SL rendering and our face within communities. Forgive me for admitting it, but I would pay extra for improvements. This is not a question of if, but when. The SL AV is due for an upgrade.

Illumine


Nuala Shippe added a comment - 19/Dec/08 05:32 PM - edited
Now that I've been in SL for a few months, I have a list of suggestions for avatar improvement. I think most of them could be implemented without creating a whole new default avatar (e.g., they could be upgrades to the existing avatar), with the exception of redoing the face UV mapping.

I agree with the comments above about female chest anatomy. The breasts are not lumps that start at the collarbone. They are discrete glands of fat and tissue. Furthermore, the area between the breasts is grotesquely caved in instead of indicating a sternum. This is one of the biggest motivators for using a facelight, since the light hides this defect. If the Lab is willing to allow people the option to turn off facelights, perhaps it could also consider addressing some of the reasons why people use them?

There are some other areas that have also been mentioned that I would also like addressed.

Hands: either an improved mesh that doesn't look like all the avatars have a painful case of water retention or hand sliders that would allow for more detailed shape creation.

Feet: the addition of an arch slider and toe definition slider (you wouldn't necessarily need to create individual toes, but better shaping would be greatly appreciated).

The crotch and rear: more polygons in the crotch and rear area, as well as a complete resculpting. For one thing, women don't have "nothing down there". They have a pubic bone. Another issue that seems to be polygon-related is that many poses and animations cause horrible distortion in the thigh, rear and crotch area. Finally, the buttocks on the current avatars (male and female) start a few inches higher than you would actually find on most humans, and they start too high regardless of slider setting.

Face - nose: you can't currently control the length or relative position of the nose. It is also very difficult to create a male avatar with a straight nose. Sliders to address these issues would be greatly appreciated, given how much the nose affects appearance and how many people have long noses in real life.

Face - mouth: I would like to see individual fullness/fatness sliders for the upper and lower lips, as well as a "bow shape" option for the top lip.

Face - jaw: tying the jaw shape to overall head shape makes it very difficult to create a realistic head shape and jaw line on the same avatar. Adding a handful of sliders for the jaw to control shape would do much to promote facial diversity.

Face - information hierarchy: when you look at the textures for the head, as much space is granted to the ears as is granted to the entire eyes, nose and mouth area. A full remapping of just the head would allow for more details in the important areas like the eye area. Perhaps allowing this improvement to coexist with current skins could be accommodated by a checkbox in the skin editing/creation window?

Male shoulders: the start and end points for shoulder width are unrealistic, to put it mildly. Zero on the shoulder slider doesn't go to wimpy, it goes to the thin side of average, and I don't think I've seen anyone in real life with the sort of shoulders you get at 30 on that slider.

Clothing control: there needs to be a fabric stretch option for the chest and buttocks for all clothing layers that cover either the chest or buttocks. With the exception of certain cuts of fetish clothing, fabric does not weld itself to skin at the sternum and between the buttocks. It stretches between the high points of the breasts, pectorals and buttocks.

I also agree with many other suggestions presented in this forum: presenting height in actual measurements is a good one (although I would submit that the reason for the giant avatars is that it is easiest to create a proportionate avatar at the larger heights), and the addition of alternate base avatars is another good one. Finally, I would also like to see the ability to create new facial expressions. Some of the current ones cause my avatar's eyeballs and teeth to poke through the skin, and the ability to replace them would be wonderful.

Addendum: Default bump maps. I have noticed that a lot of the "harsh shadows" in Second Life look like the bump/shading maps that come with the programs. It would be a relatively easy fix to refine these files.


Adeon Writer added a comment - 19/Feb/09 09:18 AM
I'm sure this goes without saying, but the old mesh needs to stay for those who do not wish to change in appearance.

In order to ensure clothing continues to work on all meshes, meshes would need to use the same UV mapping. However, given that custom meshes will ever be a possibility, this would be up to the specific mesh artist if they simply wish to use their own UV mapping and upload their own specially mapped skins/clothing. Obviously this wouldn't fly for market sales, but for people wishing to make their own avatar, it would be fine.


oryx tempel added a comment - 20/May/09 08:30 AM
Updated original to reflect that this is no longer a Windlight-specific issue; it is an overall issue.

Johanick Hutchinson added a comment - 11/Jun/09 07:09 PM
It always sounds like impossible, but in fact it's not even a day of work for a 3D artist to revamp the Avatar mesh, not even a day for the coders to remap the "fixed" avatar to the old morphing tools, might take somedays to debug,... but com on, each time I read an issue about SL, people always look at it like near to impossible, we're in 2010(soon) not in early 90ies. And now going to hear "people maybe don't want to look different" it's plain ridiculous, it's like asking to someone if he prefers having a single dollar or 10000, no doubt everybody will just pick 10000. More detailed and clean mesh will even re-launch skin production and interest for new artists that are just disgusted to go for verry unrealistic skinning, and I'm sure nobody will mind at all. I'm just plain sick of keeping sl that ugly just because people "believe" a change is not welcome,... come on, SL (except for the windlight addition) still look exactly like the verry first day, and I do believe it is because people are just "scared" to go through (benefical)changes.

tanstaa freelunch added a comment - 03/Jul/09 02:28 AM
Setting aside the complexity of adding more sliders to further granulate editing avatar appearance, why can't legs be fixed? Specifically the inner thigh area. All one must do to see questionable shapes is kneel, or sit, and there are ridges revealed on the inside (from mid-thigh to crotch). Surely this wouldn't be considered a 'change' to the shape of avatars?

Ying Inglewood added a comment - 02/Sep/09 04:03 AM
I totally agree with teh mesh... yah I dont know alot but I mean we went from having no computers to having computers to laptops... no internet to internet connection to the rest of the world... black n white to colour .... tv to plasma n lcd I mean things are ment to improve 2010 is coming n we are still stuck in stage one.... isnt it time to move on ... dun do the entire mesh at one make small improvements one step at a time.... no matter how long it takes its time to atleast start an upgrade !!!!

Adeon Writer added a comment - 04/Sep/09 02:25 PM - edited
@Johanick I must disagree, resident's avatars become a very delicate subject when dealing which changing their own appearance against their will. It will never end well, even with the most positive benificial changes. It's their avatar, and many people simply won't accept any update that makes them "look like someone different"

I agree that the mesh is long overdue for a update, but a choice to keep the legacy mesh needs to be available.
Look at how many people complained their avatars looked different when Windlight was released - and that was only a change of lighting.

Let them opt out, and then once they see the newer, better content going around, they'll switch the mesh or buy a new one, if they wish to.


Bishop Darkwatch added a comment - 23/Sep/09 11:46 AM
I can't help but notice that this issue was Created: 24/Nov/07 and it has still not been assigned as of last comment 04/Sep/09? There are currently new online worlds in Beta or peeking over the horizon with amazing avatars! Looking to the future of SL, this is really a topic that Linden Labs needs to stop ignoring.

Tegg Bode added a comment - 23/Sep/09 01:17 PM
Having seen the mesh in Blue Mars I think SL is lucky BM is not near ready for release, Unless we upgrade before they hit the deck I think our goose is cooked, not everyone will jump ship but a lot of people will.