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ruth's Introduction

Ruth and Roth 2.0 Mesh Avatar Project

Ruth and Roth 2.0 are low-poly mesh bodies, specifically designed for OpenSimulator. They are built to use standard Second Life(TM) UV maps using scratch-built open source mesh bodies by Shin Ingen with other open source contributions from the OpenSimulator Community.

The original intent of this project was to create a working mesh avatar for the Opensimulator that I can use as a teaching model for content creation using tools such as blender and zbrush. It had been years since I last updated the project with RC#3 being the last improvement. I think I can now work on the release version which I would simply call Ruth 2.0

Inworld: http://login.DigiWorldz.com:8002/Ingen Lab

Github Repository: https://github.com/ingen-lab/Ruth

ruth's People

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ruth's Issues

Directory Structure Proposal

I propose the following changes to the directory structure.

To summarize:

  1. Move the Animations folder one level up

  2. Move The 04_LSL folder one level up and rename to LSLscripts

  3. Create additional folders inside the LSLscripts folder to separate release from currently being develop

  4. Create Current Release folder inside Mesh/Ruth and move UV maps, Textures, and Uploads folders

  5. Only 3 Blend files for current release

  6. Current Release & Upload filenames should not change and old files will be overwritten
    ============================================================
    Ruth
    -Annimations
    -Apparel
    -Attachments
    -Documentations
    -Licenses
    -LSLScript
    --Ruth
    ---HUD
    ----Current Release
    ----EleniaB
    ----MDickson
    -Mesh
    --Ruth
    ---Current Release
    ----UV maps
    ----Textures
    ----Uploads
    ----head.dae
    ----feet.dae
    ----etc.dae
    ---Ruth2CurrentReleaseSource.blend
    ---Ruth2CurrentReleaseAlphaCut.blend
    ---Ruth2CurrentReleaseDevKit.blend

    ---Ada Radius
    ---Leona Morro
    ---Sundance Haiku
    ---HUDs & Misc
    -Photos
    -Skins

Channel Numbers for Ruth and Roth Scripts

Can I suggest we move technical discussion, pros and cons of trying to settle on a stable channel number for Ruth (and Roth when he serrkes down) scripts to Github so we can properly document the discussion and/or issues of making any change here?

Sundance Haiki, Hyacinth Jewell and others on G+ and MeWe raised the issue of sticking with the channel number in RC#2 so HUDs and scripted items created for the earlier release candidates continue to work without changing the channel number.

I have been looking at Shin's Ruth RC#3 and Roth RC#1 preprepared versions (from ingen-lab.com:8002) and comparing them to RC#2 and there are actually quite a few differences to the RC#2 scripts beyond the channel number changes. Shin's Readme in the package specifically says its incompatible with RC#1 and RC#2 which is one reason why he may have changed the channel number... "RC#3 is not compatible with RC#2 and parts are not interchangeable." Changes include Upper & Lower body UV map improvements and mesh symmetries, UV maps and vertex weights for feet, etc.

Current latest prepackaged vendor contents and scripts use these channels...

Creator: [email protected]:8002 (one of Shin’s avatars)
Ruth 2.0 RC#3 Channel: 20181024
Fingernail/Toenail Channel: -2471718

Roth 2.0 RC#1 Channel: 20181106

Possible Bug: Elenia's Save Alpha Code

Elenia,

I tried using the "Save Alpha" button, but it doesn't appear to be saving the alpha configuration. When I re-set the alpha and then try to use "Load Alpha" to bring back the previously saved alpha configuration, nothing happens (except for a brief time, the right upper leg goes transparent.) Perhaps, I'm going about it wrong. Let me know if I am. Probably the best way to demonstrate is to use several screen shots. Take a look and let me what you think.
bug1
bug2
bug3
bug4

Fred's Encryption Scripts

I have spent the last couple of weeks working with Fred Beckhusen’s encryption scripts, and I have run across a problem. The problem, however, is not Fred’s. It’s a bug in the underlying OpenSimulator code.

(Fred's Google Plus posting explaining the scripts is found here: https://plus.google.com/+FredBeckhusen/posts/1yuHxzjLayq. The scripts themselves are found in GitHub in the following directory: Ruth\LSLScripts\HUD\Ruth\Fred Beckhusen).

Let me first briefly mention why Fred’s work is important. (I am planning to supplement this with a “white paper” similar to the one I put together on communication, but that’s going to take a while to complete.)

Fred’s scripts are in response to the ease in which dishonest people can rip off textures from Ruth. The security holes that we are dealing with are both in the Skin Applier and the Ruth body. It involves easily attainable texture UUID’s.

In-world textures are never perfectly safe, but mesh developers, using the tools available to them, have created one or more approaches to make it difficult to obtain UUID’s. While not perfect, developers have been able to provide a reasonable level security which has become something of a quasi standard accepted by creators.

Currently, Ruth is not meeting this standard. Anyone with a modicum of knowledge of LSL can extract UUID's, enhance them in a graphics program, and bring them back in-world with a different UUID.

Let me move to Fred's code . . .

Fred’s use of XTEA Encryption is nicely written and well thought out. I did find one small oversight. There is one line which needs to be removed. It's line 77 found in the r2HUD_sa_trigger.lsl script and reads as follows:

llSay(r2chan,message);  

The llSay command found on line 77 has already been executed on line 209 in the XTEA Encyption script (XTEA.lsl). That line reads as follows:

llSay((integer) channel, xtea_encrypt_string(message)); 

In other words, the message is being sent to the body receiver twice. Line 77 actually creates an interesting situation if you are debugging the scripts. The scripts use llMessageLinked to communicate with the XTEA script. Because llMessageLinked can have up to a delay of .5 seconds, line 77 ends up sending the message before it is encrypted – which, of course, we don’t want. Rather we want to send an encrypted message. Fred may have been using the line for testing and accidentally left it in. It is an easy fix. Removing the line solves the problem.

But the main problem is the llBase64ToString function. It is used on line 159 in the XTEA script and is the last step in decryption process. Here’s the line:

 return llBase64ToString(result);

Unfortunately, the llBase64ToString function is not performing correctly and adds as many as 30 or more unprintable characters to the tail end of the returned variable. The number of unprintable characters varies depending on the message. Because of this malfunction, the receiving routine in the body (r2_body_receiver.lsl), is unable to process the UUID and nothing happens.

It's a bug in Open Sim, but not in Second Life.

I've tried all sorts of options and work-arounds to try fix this. The first fix that naturally comes to mind is to use the following code:

message = llStringTrim(message, STRING_TRIM);  

But this function won't remove unprintable characters. The other possibility is llDeleteSubString, but you need to know the exact length of message. And here another problem arises: llStringLength is inaccurate when unprintable characters are involved. Let me repeat that because it totally threw me: llStringLength doesn't give you the correct length when unprintable characters are part of the string.

The length of the string is a pretty important number to know if one is trying to devise a work-around. I tried all sorts of options over a period of several days to find a way around the bug. I was finally able to trim off the unprintable characters by using llDeleteSubString, but I could only do it by using trial and error and could not find a programmatic way of doing it.

This is clearly a bug because it works in Second Life and doesn’t work in OpenSim. Here’s what the Second Life LSL Wiki says about llBase64ToString function: "If the conversion creates any unprintable characters, they are converted to spaces." If spaces are tacked on the end, then llStringTrim would be an easy solution, but that’s not happening.

Anyone have any ideas on how to deal with this?

Refinement of Upload Instructions wrt Physics Options

@Ubitmarov, one of the main OpenSim developers, on 1st July 2018 gave some feedback on the Ruth 2.0 mesh upload options... this may mean after it is considered that the Wiki page on uploading and assembly instructions needs to be refined?

https://github.com/Outworldz/Ruth/wiki/How-to-Assemble-Ruth-2

@Ubitmariv asks...

Why physics on an avatar mesh?

All the physics engines only need this if you do want physics shape type PRIM available, i.e. higher resolution collisions. Those are not needed on avatars, so no need to select anything for physics on upload. If you rez one on terrain the default convex hull is good enough.

This applies to all engines in OpenSim and in Second Life, only broken Bullet will do silly collisions from the visual parts if you do rez it inworld.

Avatar meshes should only be worried about physics if it is to be used also on Animesh objects also (at least if they do work as I think). But then the basic instructions to use lowest visual LOD for physics may give bad results, since that is only to show something on screen far way, not what physics needs.

UV Mapping

Hi,
"The goal of Ruth 2.0 is to make a high quality, 100% free mesh avatar that can use accessories from Maitreya and other quality mesh products."
I'm a SL user and that is exactlty what I would like to see. Yesterday I spend the day to investigate the current state of the Ruth mesh. From my point of view, it is already nice (I'm not a pro).
I noticed one thing that isn't nice: The current UV unwrapping. There are several areas that are heavily distorted. I thought that it should be easy (but time consuming) to fix this, so I started working at it. After a few hours I noticed a serious problem:

  • The uv seams of the mesh must follow (roughly) the uv seams of the SL system Avatar: comparisonruthsl1

The most seams are doing this (more or less). The worst mismatch seems to be the croch part comparisonruthsl2. As s result the female genital is misplaced.

My suggestion:
a) changing the seam from the red to the blue line as shown in the image above.
b) maybe it could further be necessary to move some verticles as shown with the blue arrow.

Thoughts?

Method to prevent a texture from being dropped into the wrong prim?

Shin, or anyone who might have a solution . . .

I've been working on a HUD which allows you to drop in different fingernail textures: little hearts, zebra designs, etc.. It uses Shin's cool idea of dropping skins via the Skin applier.

I found, however, that if one happens to accidentally drop, say a zebra texture, in the root prim (the backdrop of the HUD), then the backdrop picks up the texture. There's no way of backing out it. Your backdrop now has a zebra design on it.

I'd like to restrict it so people can only drop textures to the prims designed to receive them and not the backdrop.

I tried using llAllowInventoryDrop set to FALSE in the backdrop. However, if you have full permissions (and I want to provide this HUD with full permissions), it won't stop you from dropping a texture into the backdrop. (With full permission, you can drop anywhere.) It is possible to use llAllowInventoryDrop, but only if the HUD is set to No Modify. (This still allows people to drop textures to the prims designed to receive them.) If possible, I'd like to keep things set to No Modify.

Can anyone suggest a way of doing this?

Sundance

AGPL on Skins added to a HUD needs to be clarified.

The AGPL license is strong copyleft license, designed so that anything copyrightable, and in particular an item used on a network such as Ruth, will always be available for free. For example, Ruth's body can be sold along with accessories, but the seller always has to include a link to where Ruth, or any modifications to Ruth or the HUD are also free. This does not apply to accessories that are not a part of Ruth.

However, there is a possible conflict with items such as the HUD. A designer of proprietary for-sale or restricted transfer skins could theoretically be blocked by AGPL from adding them to Ruths HUD, which does not help us spread the goodness of Ruth. I think we want designers to support Ruth accessories, including skins.

AGPL has no ability to be modified except for a few special purposes, and excluding skins is not one of them. But there is an out: for textures added to the HUD, we just declare skins to be part of the "System Libraries". System libraries are NOT covered by the AGPL. Skins can then be added to the HUD's "library" without violating the aGPL.

From the AGPL:

"The "System Libraries" of an executable work include anything, other than the work as a whole, that (a) is included in the normal form of packaging a Major Component, but which is not part of that Major Component, and (b) serves only to enable use of the work with that Major Component...."

The copyright is a collective ownership on Ruth, so I think we need a majority of the 5 core devs to vote on this.

What do you folks think? For or Against?

R2 DAE Upload issues with Firestorm 6.0.1.56538 Beta

Firestorm 5.1.7 appears to upload the exported DAE we have been using... but the latest 6.0.1 Beta gives some issues...

I am uploading DAE with the normal recommended settings (from the Ruth Wiki page)... selecting "Avatar Shape" as the type of upload, making physics "Low" and ticking the box for "Include skin weight".. but when I then do the "calculate weights and fee" it reports a problem...

"Warning: a bind shape matrix is not in standard X-forward orientation"

It did though in some cases still offer me the Upload button and when uploaded the mesh does appear to be okay in world. Should we ignore that warning?

I checked some other parts though (such as some feet and hand options) and as well as the bind shape matrix warning shows I get an error in the uploader that will not allow me upload those parts at all.

"Physics mesh too dense; remove the small, thin triangles (see preview)"

This may be a general issue on all Ruth and Roth meshes... I just checked on Ruth Too (Sean Heavy) body mesh DAE parts and those give the same error. Could be we have a problem with Firestorm 6.0.1?

Check on Bento Head Facial Animations

Can someone with access to some bento facial animations, or standard facial animations that should work with bento heads, check that the meshes behave as expected ... the tongue of the default head (r2HEAD_bento(RC#1)) with Ruth 2.0 RC1 from DigiWorldz ingen lab seems to stick out through the lower lip for example with an animation I tried called "cat show Tongue".

ruth 2 0 rc1 tongue 1
ruth 2 0 rc1 tongue 2

I checked and the other two heads included in the RC1 box (r2HEAD_NOXLUNA and r2HEAD_bento_default) also give the same result.

How do I do an update on the Wiki

Fred or anyone. I'm using GitHub Desktop. Apparently, I'm suppose to be able to click on "Clone in Desktop" found our Wiki page - and the Wiki will be downloaded to the my computer.

I do that, but I'm not seeing any new folders appearing on my hard drive under the directory: GitHub\Ruth. It's just the same list of folders that appears under the "Code" tab in GitHub. I thought it might be under sub-folder somewhere, but I've searched high and low and there's no Wiki. Any suggestions on what I'm doing wrong?

I have revised assembly instructions and several other documents that ought to be moved to the Wiki but no way for me to get them there.

Thanks!

License ambiguity

If different pieces are covered by different licenses (as your included notecard leads one to believe) this needs to be spelled out in a more obvious way.

I would suggest including a copy of each license, edited to include a note at the beginning to list what parts are covered.
For example;

GPL.txt
This license covers the objects r_feet and r_hands
(GPL text would follow)
APL.txt
This license covers the objects r_body and r_head
(APL text would follow)

...all of these could be embedded into the main "license" card for simplicity.

Suggested Script Changes

A two small line changes in Alpha HUD Sender Script (r2HUD_ac_trigger.lsl) will make the script compatible in Second Life. Changes are shown in bold below:

Line 121: string message = "ALPHA," + **(string)**primName + "," + **(string)**primFace + "," + **(string)**alphaVal;

Line 274: string message = "ALPHA," + **(string)**primName + "," + **(string)**face + "," + **(string)**alphaVal;

One last script note. The Body Receiver Script (r2_body_receiver.lsl) requires an animation (lines 43 & 44). The animation doesn't appear to be in the download package, and the script is unable to run without it. To get the scripts to run, I used the those in the "test me" model available at Shin's place in digiworldz (login.digiworldz.com:8002:ingen lab).

Blender DevKit Export to Collada Process

We are struggling with making DAE Collada Exports from the Ruth RC#3 DevKit and Roth RC#1 DevKit that are similar in terms of avatar complexity and compatible with current (@ingen-lab ingen-lab:8002) in world alpha cut HUDs. The full mesh parts can be hidden and shown, but any partial alpha cut coming from the HID buttons or doll does not work. I am speculating its something to do with the internal mesh textured faces differing from the version as exported by Shin. Unfortunately we don't have (as at 9-Jan-2019) the exact DAE exports he created in October and November and used in his inworld packages.

I do though note that @SeanHeavy (not on G+ ?) when he created his RuthToo based on the Ruth C#3 DevKit also noted that the original Shin Alpha Cut HUD was not compatible and that he made a new version compatible with his Collada mesh exports and uploads.

I wonder if those who worked with Shin on the meshes or created the originals (@AdaRadius @SundanceHaiku @CuriousCreator ) can clarify the Blender export process, tools and Collada export settings used in a document to put on GitHub? Myself and @seriesumei are looking at trying to bring together all the materials and info needed to create the current versions.

Ruth 2.0 RC3 Devkit non-functional

The Ruth 2.0 RC3 devkit is non-functional. Attempting to load it into Avastar produces an error saying that reading the file failed because it is not a .blend file. The file extension is .blend, so the error actually means that it's not a valid .blend file.

file path: Ruth/Mesh/Avatar Ruth/Current Release/OSRuth2_CurrentRelease_DevKit_RC3.blend

Attempting to open the devkit directly in blender causes it to give a "file format not supported" error. If opened from the file system, it opens blender with whatever you have as the default scene.

Weighting issue on foot and neck in Ada Ruth 1.81

The foot-to-ankle vertexes and neck to body have more than 1 weight, but the leg has only one, so they pull apart when you animate the foot. These vertexes in both "rings" must have just one weight.

image

In this pic, I have opened the N window on the right side of the 3D window and selected just one vertex. You can see where there are both RR_LOWER_LEG and R_FOOT weight in that panel. Clicking the [X] next to R_FOOT will delete the extra R_FOOT. Once this is done, the weights will no longer pull apart.

Another Important Issue With Texture UUID Encryption

Fred (and licensing experts), I need your advice. Let me tell you where I’m at in the process.

Thanks to Fred's suggestion on Me-We, I have found a work-around with the bug in the llBase64ToString function. That's squared away. I also have completed adding the XTEA encryption code to all Ruth parts that expose texture UUID’s. These include the following:

  1. Skin HUD – Sender Script

  2. Alpha HUD – Sender Script (this wasn’t absolutely necessary but it would have required extra coding to by-pass it. )

  3. Body Receiver Script. (I re-worked the body receiver script so that it is backward compatible. In other words, if someone uses one of the older HUD’s which is not encryption enabled, the Body will still process the commands.)

  4. Shin’s Injector. The Injector is a clever idea which keeps full perm textures in OS from being exposed. Unfortunately, I found that one could obtain the UUID when the Injector transferred the texture to the body. I have found a way to plug that hole by adding an encryption routine.

  5. New Creator’s Skin/Texture HUD. Shin’s Injector does not work in Second Life, and something was needed in that platform to help protect creators. Consequently, I built a new HUD for creators that stores encrypted UUID’s. The customer can then transfer the UUID’s to the body. It uses the same Body Receiver Script used by the other HUD’s. I believe that this will also work in other closed grids.

At this point, I have about 40 hours of work into this. Fortunately, I had some extra time the last couple weeks to work on it.

Now that I’m nearly finished, here’s what I ran into . . .

In order to keep the contents of the notecard hidden, one has to set the permission of the notecard to “No Copy.” Unfortunately, “No Modify” does not do the job. If the notecard is "No Modify," it can be dragged out of the object and into your inventory where it can be read. You can test this by creating an object with a notecard, setting the notecard to "No Modify," and giving it to an alt. The alt, using this method, can read the notecard.

That got me wondering how exactly one can protect the contents of a notecard. To find that out, I ran a series of tests with an alt. The results are summarized on a spreadsheet found here:
NotecardPermTest.pdf

You’ll see from the spreadsheet that the only way to prevent the notecard from being opened is to use “No Copy.”

But this creates a problem. Once the notecard is set to “No Copy,” the Ruth Body, itself, will become “No Copy.” That will cause all sorts of complications for creators and individual users of Ruth. I won’t go into detail, but I’m sure you know what I mean.

Possible solution . . . Fred, I'd like to direct this question to you. What I’d like do is to include the license key with your code in the XTEA script. A "No Modify" script is very safe, and that way we don’t have to use a notecard. I was thinking that this might be possible, since you had included the following comment in your code: “The following code is licensed by Fred Beckhusen as CC-0. You do not have to publish this code under AGPL. You do not want this code to be set to modify in your product.”

If you have licensed the code as CC-0, wouldn’t that allow for making a modification and setting the script “No Modify?” The XTEA code in GitHub would still be public. The only thing that would be changed would be the license key. By doing so, we are able to provide some security for creators without resorting to making Ruth no copy. We are able to keep the communication channel public. And, most importantly from my perspective, all the work I’ve done won’t be for naught.

Fred, what is your read on this?

HUD Injector

Shin, very, very cool solution! I love the "super secret compartment"!

I'm not sure if this is a problem for OpenSim. On the SL platform, the following line (line 48) sends a null texture to the body receiver:

list linkParamList = llGetLinkPrimitiveParams(1,[PRIM_TEXTURE,f]);

The fix in SL, is to change the link number 1 to 0. Then it works.

I just thought I point it out. Best, Sundance

How to split mesh efficiently

I am sorry that i use the issue tracker for this question, but i am currently trying to create a HUD for Ruth and Roth that provides slightly more functionality like auto-hide and slots for saving the state and maybe more and i was wondering what your workflow is for splitting the mesh apart into the individual prims for the alphas.
Are you doing it manually on every release?
ty

part list for Ruth 2.0

i have dowloaded the mesh avatar Ruth but no body partlist, only for the 2 huds.
i am not sure which one to use or it is simply not there.

Proposed License: "The Virtual World Fairness License"

INTRODUCTION

It wasn’t until a week ago that Fred mention that under the AGPL, components that we make for the Ruth Project can sold. That hit me like a ton of bricks. I had no idea. I had been laboring away on something that could be used for a purpose that is completely counter to what I originally intended it for.

I blame no one. It’s my fault for not sitting down and researching exactly what AGPL means.

But AGPL allows commercial entities like Maitreya, Belleza and to take my Fingernail HUD and other things that I make for Ruth and sell them without even having to check with me. It literally makes me heartsick. This is something that I put hours of time into and it is meant to be free.

As a result of this new understanding of AGPL, I am proposing a license that I would like to use - and perhaps others - in regards to the Ruth 2 project.

This is a proposed draft. I’m completely open to suggestions and changes. But there is one principle that is critical for my continued participation in this project – and that is, I want my work to remain free of cost. That means the license must include a restriction from commercial use.

BACKGROUND

I’ve now put in somewhere between 25 to 30 hours of work researching the various licenses out there. (Fortunately - or perhaps, unfortunately, this was a vacation week for me.)

Using this information, I have created what I call the “Virtual World Fairness License.”

Fortunately, some of the best licenses to work from are in the public domain, and I have use direct wording from them. They have been written by attorneys who are experts in this kind of law, and I’ve been able to use their expertise.

Unfortunately, AGPL will not allow individuals to modify its license, which means that I would be violating their copyright if I used some of their wording in my proposed license. I find it interesting that they support open source computer code, but not open source license code.

Fortunately, Lawrence Rosen, a prominent attorney who specializes in open source software licenses, practices what he preaches. He makes his licenses, including one for non-profit uses, available to use and modify. His licenses are approved by the Open Source Initiative. In addition, Creative Commons has a license specific for non-profit uses. For computer code, however, the CC license requires alterations. In the end, the Creative Commons license became a main template from which I worked, but I used wording and concepts from open source software licenses.

I have placed a draft of the license along with a summary in the "License" area on GitHub. There are two copies of the License. One is a PDF version which is much easier read. The other is a text version that you can comment directly on. Please underline or otherwise make your comments stand out.

Mike Dickson Code for "M3 Ruth AlphaCut HUD v1.0.lsl"

Mike, your revised version of the Alpha HUD script is pretty much working in the Second Life environment. Clicking directly on the body works fine. However, if you click on one of the buttons, the HUD goes black. I'm a attaching an image of what it looks like if you click on the "Chest" button. You'll see that the alpha correctly appears on the avatar, but the HUD is obscured by black. You'll also notice that in addition to "Chest," the button (the one I clicked), "Butt" and "Load Alpha" buttons are also highlighted in green. Clicking the other buttons produce similar results. My guess is that there is an easy fix since the clicking on the body parts works fine.

mikedixonscript

Hud issue/question

I can't figure out a way to add my own skins to the appliers hud without manually editing it.

Is that intentional?

Ruth RC#3 needs further testing.

Under the directory Ruth/Mesh/Avatar Ruth/Shin Ingen/ the file OSRuth2_CurrentRelease_AdaEdit_RC3.blend is what I intend to use for the next release. This file needs to be tested and errors corrected. I will be traveling the next 4 weeks or so. I will have limited time and access to the source files. If any of the contributors want to tackle the task then do it, if not I will do them when I come back from travel.

  1. UVMaps for all parts
  2. Edge Connection tested and corrected for visible seam line.
  3. Possible vertex weight errors and correction when animated inworld.
  4. Alpha cuts and associated textures and UV mapping.
  5. Static Alpha cut Doll with hands and feet
  6. Alpha HUD adjustments for handling feet & hands.

One issue I see is joining Sundance Haiku's toenails to the feet. Not sure if we can actually join parts of AGPL and parts of another license into one blend file part. Certainly, it is now more complicated than what it was. I have no issues with a different license for your original contributed work but we just need to separate the distributed package. I see them as attachments to the system avatar and not as an attachment to Ruth. It is no different than designing a pair of pants and a top, distributed separately as two separate licensed assets.

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