– WIP M4 anime heads and whats up with the update server? –

Okay so first of all, whats the deal with the update server?, as some of you noticed by now, the update cards do nothing, this is because the update service we use has collapsed and not much is clear with wtf is even going on https://hippo-technologies.info/2018/02/14/rackspace-service-issue/, there’s lots of speculations that the company “hippo technologies” is loosing money and bailing out on their web based services and making up lies about their web host “rackspace” having a catastropic server failure (that they do not mention themselves anywhere) as this predatory blog post from their main competitor “casper tech” mentions. https://blog.caspertech.co.uk/the-fall-of-an-empire/
All these assumptions come from a follow up post from Hippo tech https://hippo-technologies.info/2018/02/16/rackspace-cloud-infrastructure-failure/ 
This post gave me more questions than answers, not much meaningful information was given and they arent being very clear with things. Rackspace is working on rebuilding the database so they arent taking any action yet, so they will later when work is done? but than they are going to step away from those legacy services, so are they going to migrate all the data to their new services or whatever they are doing now? and what the fuck even are those legacy web services? are all their current services like vend and updates and all that shit considered legacy? if so what else does hippo tech even do now that is current and not legacy? do they still have any other web services that they could merge our data with, or will they at least let us migrate to another server before they step away?

So yeah these are the questions, so im going to wait around a little to see if any more information will come out of them, but im not keeping my fingers crossed and will look into better update service alternatives, I will come up with a way and post instructions on how to migrate to a new update service when i have that worked out.

– And now, for the anime heads –

So where am i now with this, i had a few bumps in the road and had to redo the main anime head 2 times but its pretty much final now. Both the Anime and Chibi heads are rigged and unwrapped, i just finished making a bunch of skin and other textures and created a bunch of necks and special textures for those necks to make the heads fit the kemono, av2 and the LL/normie bodies seamlessly, i will make a dev kit for custom skin creators to be able to blend their body skins with the head skin by using a method called baking in blender. The UV maps for both female heads will accept same textures, so there wont be any more confusion like when people used to buy an M3 anime head skin and wonder why it doesnt work on their M3 Venus head, or the other way around, one skin will fit both. Eye textures are still the same as M3 heads, so all the eyes you already have should work right away, Eyelashes will work for the most part too, some might look kinda funky on eye shape B though, but other than that, the texture is the same, and also the blush texture, if anyone ever bothered making mods for that.

The male head still needs textures but the base skin texture is finished, Also gonna make a neck that makes it work with the kuro body.

I ran into a dilemma with the Chibi head, will probably need to redo its shape a little, but the problem is that it doesnt work with half of my hairs, they clip at the sides, also its ear position makes hairs with very specific ear locations look weird, so some kind of a compromise will need to be made. Other than that, everything is pretty much done, now i just need to create a new HUD and all the face animations and hand it all over to Kourtnee for scripting.

Heres a bunch of random work in progress images.

nose2faceshapeschibi wipskinguyheadtest

That is all.

 

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– The Avatar 2.0 and mesh body dvelopment history –

Looks like you guys do like to read and enjoyed the last history lesson, so heres another one.

This article is primarily focused on the history of the Avatar 2.0 development, but it will also cover all the other mesh bodies that came out of the project one way or another, like the Kemono and Rikugou avatars, so grab some tea or snacks and lets begin.

So since day one of me joining Second Life, i was really disappointed being locked to using only one, default system body. Not only was it really limiting on what you can do with your avatar, the default linden body was really poorly modeled and the rigging was even worse. The face looked like nightmare fuel in most lighting, no matter how much you played with the sliders, you needed either a good face light or a full bright sky setting to hide the god awful shading caused by the god awful modeling in the face area, which they supposedly “fixed” at some point but that didnt make it all that better, it still looked like an old hag face in most lighting.

linden face 2

The rest of it was just as bad, like the weird flat duck feed with toes just drawn on it and all distorted, weird knees and shoulders, the weird way everything was bending , like, the torso didnt bend, it broke in half and stretched out the texture in between the 2 halves.

duck feet

And finally, the UV was just maddening when it came to dealing with seams, not to mentioned the mirrored arm thing.
I always wished i could upload my own 3D models to SL, instead of being forced to use the LL body model with a bunch of prims glued to it and call it an avatar, so you can imagine how hard i shit my pants, making me fly through the roof, when LL announced the mesh import beta.

– The mesh import open beta –

And so they opened the gates to all the starry eyed content creators and 3D modeling enthusiasts, pissing themselves like overly excited puppies, seeing their 3D models in front of them on SL, and indeed it was kind surreal at the time. The beta grid was a huge and exciting, randomly thrown together jungle of random models, space ships, animals, vehicles, buildings, random anime girls. Everyone and their mom was ripping MMD models and test uploading them, trying to figure out how to rig them and wear them as avatars, the mesh beta grid was just like what VR chat is now.

01bf90d8168dfaffd58ba098273ce7c7

And of course i had to jump on that MMD bandwagon myself, uploaded a few MMD models to play with.

– The origins of the Kemono avatar concept –

My friend Yuffie came up with the idea of making a furry avatar, using the MMD Alice body, that we were playing with at the time, as a base for this avatar. She threw on some random sculpted prim furry body parts on it, the body didnt have legs so so she used the Kawaii Legs on it and it looked pretty cute. But now it needed a good skin and textures for all the body parts, so i got to work on sketching out how the final thing would look like and got to making the textures.

yuffiething

The tail and ears she used on it were made out of a million different sculpted prims and were impossible to texture, so i had to make my own, but the Kawaii Legs were simple enough so we stuck with them.

blackandgold kemono

The whole project was a fun distraction but it was time to get back to work on a mesh body that would replace that god awful Linden body (Skip to – The Kemono avatar – part further down this wall of text if you are only interested in the further development of the Kemono avatar)

– Avatar 2.0 before Avatar 2.0 –

The very first body i worked on was supposed to be THE Avatar 2.0, the avatar to replace the Linden avatar, but it was a little bit of a disaster. While it looked good in T pose, the shoulders were too wide and manly when arms were down, the whole body was too low poly and didnt look too good in SL’s lighting, as well as the very specific shape ment it needed to use joint positions, which just screwed with everything because joint positions were broken back then and LL wasnt in a hurry to fix it, making the avatar look different on every person’s screen, and sinking into the ground (I think they only managed to fully fix joint positions around the time they implemented fitted mesh). A very specific shape also ment that it would never work with any mesh clothing.

body1

By the time mesh went out of beta and was finally implemented into SL, it was clear that this avatar was a dead end, so i scrapped it and using everything i learned from it, I started over. This time i wasnt going to use joint offsets for its shape and instead try to match the LL body proportions as close as possible to be able to use mesh clothing made for the LL avatar, while trying to make it not look too bland or ugly. I also doubled down on the poly count so that it would look nice and smooth from all angles, and so the Avatar 2.0 MB2 was born (MB2 stands for Mesh Beta 2 since the first one was a fail)

– The Avatar 2.0 MB2 –

AV2 sketchav2 prototype

The very first Avatar 2.0 MB2 versions had only 5 hidable areas due to the 8 face per mesh object limit, the remaining 2 faces were used on the eyes and eyelashes that were part of the model. The skin tight clothing were just simply drawn on the skin and there was only one, very yellow skin. It also still technically used joint positions, since its eyes were not in the same position as that Linden goblin head.

skates skateshoes

The skate shoes that came with the avatar used to be actual roller skates, but i had to remove the wheels for the final release because the eye joint positions fucked with the avatar’s shoe platforms (that we used back then to adjust the avatar’s ground offset, there was no hover height adjustment back than) making the avatar’s feet sink into the ground after logging in or changing outfits, having you detach everything and re-log every time to fix this.

 

 

 

 

 

I called it a beta because the avatar wasnt quite there yet compared to how i envisioned, it was an ongoing project and I kept updating it, making small incremental changes to its shape and adding new things to it, so calling it beta made sense. Over time the word beta started taking on a new meaning as the Avatar 2.0 has become a technological test bed of new techniques and Second Life features, that i later implemented into my other products.

I gave away the model of the very first test version of the MB2 body to my old partner Anahi who is using it as a base for her .:U&A:. Noko avatar, as well as a base for her .:U&A:. anime male body.

UNA

Another byproduct of the MB2 project was a chubby body that i made for my later partner Kaori, it was our personal body so it never saw a commercial release.

BQ shirt burger queen
kaori2

– The Rikugou avatar –

The first byproduct of MB2 that would see an actual release was the Rikugou avatar.
rikusketches
wipdetail

While it doesnt really have much to do with the avatar 2.0 other than sharing the same hands and Rikugou lite feet, its an entirely new mesh that was supposed to address some of the shortcomings of the Avatar 2.0, like the ass not being big enough.

riku shot 2

The Rikugou avatar had a mixed reception, a large number of people expected it to be like Avatar 2.0, a naked body that you can dress any way you want, and were really dissociated when they found that they were unable to fully undress it.

I didnt wanna creatively limit myself again and make another bland homogeneous body that works with mesh clothing made for the linden body. I wanted to have nice curvy body proportions, and more importantly, my vision for Rikugou wasnt just another second life dress up doll, it was a completely different approach to avatar customization, a weapons platform.

The inspiration for Rikugou’s modular add-on design came to me from one of my childhood’s favorite TV shows called the “Centurions”


It is about these 3 dudes that have these cool ass exo suits with mounting points for attaching combat equipment for any specific situation they encounter.

Never the less, Rikugou Lite was made to address those complaints, which just crated a bunch of new complaints about how nothing they tried wearing worked, because duh, different body shape, the original reason why you couldnt undress her lol. Still it was a pretty neat addition to the Rikugou line, further expanding the customization possibilities.

examples

– The Alpha HUD –

Seems like such a no brainer now, but in the beginning, neither the Avatar 2.0 nor any other mesh bodies at the time came with a HUD, you had to hide body parts manually, and other mesh bodies at the time didnt even have areas that you could hide, making them kinda useless. But the Avatar 2.0 body caught up with the normies, and normies dont know how to use the build menu or read instructions, so joining forces with my new scripter friend Kourtnee, we came up with a simple body part hide HUD that made everyone’s lifes easier.

av2 old hud

Back in the day we used to have this – CCD – thing which was a community maintained list of mesh clothing items that worked with Avatar 2.0, but even with that, dressing the avatar was still kinda problematic because the little you could hide on it just wasnt enough. Lucky for me, thanks to a bug in the mesh uploader and me trying to find a workaround for it, i accidentally discovered a trick that lets me seamlessly join separate rigged mesh parts, bypassing the arbitrary 8 face limit per mesh by splitting the avatar into separate pieces. This greatly expanded the selection of clothing that you can use with the avatar and made the CCD impossible to maintain and pretty much useless too.

newhuds

This basically gave birth to the way every mesh body out there does their alphas now days as every other mesh body creator jumped on this idea and made their own alpha hiding HUDs for their bodies.

body alpha huds

– The Kemono avatar –

With everyone and their mom making their own mesh bodies now, so did the furry community and furry bodies flooded the market. But just like normie bodies before them, the furry bodies were not very usable, with lack of areas you can hide and lack of general support from their own creators afterwards. One of the very first Kemono style, and one of the best mesh furry avatars back than was the Bunny Puzzle VISS avatar.

futabunny

I really adored that avatar and i was really into the Japanese furry artwork style (called Kemono), but even the VISS avatar had some problems, it had a weird fat neck that was hastily rigged to the head, wearing rigged mesh hair was tricky, you needed to increase the size of your head in the appearance editor, but that broke the eyes and neck so you had to move the head around trying to match the hair and the vertical eye bone position, than move the eyes back into their sockets and than find something to hide the neck with. It also had that same alpha problem, the only things you could hide was the lower leg and the the entire arm. Legs were fine but the forearms were not to my taste and hands didnt have enough fingers on them, triggering my OCD and I couldnt really do anything about it, other that hiding the whole arm.

bunnyneckand arms

I did what i could with it but In the end i got fed up with not being able to do anything else i wanted with it, and so i pulled out the good old mesh beta MMD/SL frankenstein Kemono concept and did some more work on it, slapped the Rikugou head and hair on it and made a few new textures and the end result looked so fucking cool :O

pinkkemono midnakem

I knew i had something with great potential on my hands and it was kind of a shame for this concept and all the work go to waste, but i couldnt just sell it as it was, mostly because the body wasnt mine and the legs werent mine either. So i had to make my own body and make it more detailed while im at it too because the Alice body was too low poly to deform or shade smoothly.

I started closely matching the proportions of the MMD Alice body with my model to get the shape just right, the hip area was the most important part for me.

kemonobody wip

The Kawaii Legs didnt have a model i could reference from, so i took some screenshots and use that as reference instead. This caused quite controversy in the furry community after the release of the avatar.

kemonokawaiilegs

The body was shaping up nicely but now i needed a head, I started looking up kemono style reference material and started modeling it.

kemono style

The end result was pretty neat.

kemonostyle3
(Pictures by Rei-Tuki)

With The scripting side taken care of the my old faithful pal kourtnee, making it as flexible and feature rich as it is, the avatar was a huge hit, not only in the furry community but the anime community as well, uniting the two together.
Everyone loved the shit out of it but there was also that Kawaii Leg controversy.

Frick, the creator of the Kawaii Legs didnt care to contact me and didnt care about drama, but that didnt sit well with her rabid fans so they took it up to themselves to cause one on tumblr. All the furry hate mail i got for it made me a bit apathetic to it, and the little guilt i did feel over it was washed away, seeing all these these superficially cute and cuddly people make such huge asses out of themselves in the notecards they send me.

Either way, the Kemono was doing good and was widely adopted and made a whole lot of content creators rich over night. I will never forget when one of them, a single mother, told me how creating Kemono mods solved all the real life financial problems for her and her kid, that made my cold black heart feel all warm and fuzzy inside :C

– The Avatar 2.0 Renaissance, or something like that –

Anyways, while the Kemono avatar was gaining lots of traction and all the content creators were jumping on board to make a quick buck, the Avatar 2.0 didnt see much love and was slowly falling behind and something needed to be done.

The problems at the time were still that dreaded joint position, eye popping, feet sinking bug, more and more rigged mesh hairs became a thing and all these hairs clipped or looked really goofy on the Avatar 2.0, since they were made for the linden head shape. There was also no such thing as fitted mesh at the time and people wanted different boob sizes. Finally, there were no good ways of applying skins to it, so not many skin creators wanted to make skins.

The first thing i did was reshaping the head, this part pained me to do the most but it had to be done, i had to reshape the head to remove the dreaded joint offsets because it was clear that LL doesnt give a shit about fixing this bug, as well as make it work with rigged mesh hairs. I had to reduce the shape of the skull, which made it look like a monkey the first time i tried it, later on i gave it another try and shrank the face to balance out the monkey head and it sort of looks ok now but still no where as pretty as the old head shape.

Edit: I did the head reshaping before the Kemono avatar came out, i realized this only after i finished writing this lol.

av2monkey

Next, the default boob size was clearly not enough, some people wanted bigger boobs, others wanted smaller, so i had to create a few different boob size version of the upper torso, which i later combined into one avatar with the ability to select boob size from the newly added options menu in the HUD

boobsizes
newhud3

The avatar needed skins as well if it was to be seriously considered as a mesh body, so the applier system was created

appliers

Another long standing goal i had for the avatar was face expressions, this is where the M3 system came in handy.

facehud

As well as hand positions.

updatepromoE

Avatar 2.0 was getting back on track with support from awesome content creators like Asami Imako, Krankhaus, Rei’s Stuff and Torchi. Then Bento was implemented and i thought its a good opportunity to reduce the render weight for the avatar by using bento bones for fingers and face, eliminating the need of 934759 invisible meshes, (also the Avatar 2.0 hands have way too many polygons because i was lazy and dumb and used subdivision when making them) all of those invisible meshes had most of the render weight.

gngsighns

hudbento face

And finally, it was long overdue but i have rigged the lower body for fitted mesh, i was reluctant to touch fitted mesh for the longest time due to what a pain in the ass it was to make fitted mesh things, with no good way of previewing your changes without uploading the model every time and the Avastar tool being a confusing mess at the time. I had no choice but to rig it eventually, because avatar 2.0 had skinny legs and i couldnt make a nice thick juicy shape. So at fist i thought i will be clever and just rename the leg weights to fitted weights, but it just didnt look right when the legs were thick but there was no ass to go with the thick thighs, so i gave in and rigged the whole lower part of the body.

av214vp

And now we are in the present day and theres not really much left on the avatar 2.0 to do list. All thats left now is an LLUV version, LL clothing layers and that is pretty much it for the avatar 2.0, or at least for the MB2 project, because the avatar 2.0 is not really a specific avatar, its an idea, and that idea will live on in my future products.

Here’s a change log for Avatar 2.0 if you are interested in more details of what has been changed over the years https://pastebin.com/bJgdduqE

And that is it, hope this wasnt too long or boring, i have no idea what to write about next so maybe you have any ideas on what i should cover next? leave me a comment.

– The full development history of the M series of anime heads –

Alright, a lot of people have been asking me what the M3 thing stands for in the M3 head, and its kind of a simple answer but theres a whole back story to how it all came to this,  so as the 4th generation of the M series of anime heads is just around the hill, heres a little history lesson for those of you that are interested in reading this wall of text.

Okay so a long time ago, in a galaxy far, far away….
It was an interesting time around 2009 when the SL anime community was slowly dieing. The only good anime head available at the time, was created by a person that no longer played second life, and the head was no longer for sale.

heads

I say good because there were nothing better on SL to compare it to at the time…

I wanted to be an anime person on SL too for a while now and since these heads were no longer for sale, i couldn’t get one for myself, lucky for me i already had some 3D modeling experience and just figured out how to create sculpted prims, witch was what we had at the time before mesh was introduced to SL, (you can find out more about sculpted prims in this article )i just learned how to make sculpts, so i made myself an anime head!

firsthead
Fun fact: My head was the first one to have a nose, which was somehow revolutionary at the time.
Another fun fact: While i never made my head for sale, later on i have made a sailormoon avatar that uses a variation of that head, you can still find it on a discount in my store on the second floor.

So moving on, one day i met a girl named Miyu, who saw my anime head and she commissioned me to create an anime head for her dragon girl avatar, i called it Miyu head.

miyu

– The Miyu anime head –

There was still the anime head shortage problem on SL and since no one else was stepping up to fill that niche, i made a commercial version of the Miyu anime head witch was the very first M series head, the original M1 or simply Miyu anime head, and this is what the the M stands for.

m1

Fun fact: The Miyu anime head came in 3 skin tones and had 3 corresponding skins for the linden avatar. These 3 tones are a standard to the M series heads and are still used today by the M series heads,  Avatar 2.0 and Kemono. The three M1 linden skins can be used to match the M3 heads to your linden avatar. You can still find the M1 anime head pack on discount on the second floor of my ingame store.

 

– The M2 anime head –

A number of more advanced anime heads with multiple face expressions were created since then by wave of new, anime inspired content creators from japan, and the anime community was getting back on its feet.
But all these new anime heads had a few common and rather big problems, all the anime heads at the time were no mod for whatever reason and people couldnt adjust the size of the head or tint the skin color, and skins they came with were just fucking terrible. In addition, the face expressions on those heads were separate, pre made images, that had to be loaded onto the head, and the texture loading times were terrible back then, so you spent minutes having to stare at a grey or blurry head between each expression you wanted to load. Not only did this limit how many face expressions a head can have, this also limited most heads to just a single eye color and skin tone, and you had to buy a whole new head if you wanted to have another eye color. Not to mention that some of the heads were really half assed and looked like this.

head

And so it was up to me to step in and think of a way to solve these problems and save the day once more. And so the M2 anime head was made.

m2

While other anime heads offered you a few premade face expressions and a single eye color, the M2 head allowed you to make your own expression and change them in real time without having to load anything, with a thing that i called the expression mixer HUD at the time.

m2hud

The sculpt map was made in a way that would concentrate most of the UV space on the face and not waste it on blank spaces with no detail (witch was another big problem with anime heads at the time that i forgot to mention), this allowed me to put all the face expression components on a single page and change between them using texture offsets. The eyes were on a separate sculpted prim layer overlayed on top of the head, so you could have any eye color or even style you want and control eyes separately from the face, or tint the skin color without tinting the eyes. All this eliminated the need to create a million different images for each expression, skin tone and eye color.
m2expressions

Finally, i was really digging the relationship between the furry avatar creators and their modding community. They provided people all the necessary material needed to further personalize their avatars, and people modded the shit out of them, creating some really amazing things. So i have included all the textures full perm myself.

It was a dawn of a new era for SL, the advanced lighting model was introduced and together with the new M2 heads, SL was looking better than ever.
shadows

– Other experiments –

As time went by, i experimented with sculpt mapping and new head shapes, and a bunch of random heads were made in the process.

m1spinoffs

I kept pushing the limits of what can be done using sculpt mapping, Trying to put as much detail into it as i could with the limitations of the time. One of these heads that i was the most proud of, was the Venus head that came with the MGA2 Venus, Nightmare and S4 avatars that can still be found on discount on the second floor of my store. I managed to concentrate enough of the sculpted prim geometry on the face to give it real lips and a well defined nose and chin, witch was also a first for anime heads since mouths and noses were just drawn on the texture.

venusheads

But my experiments didn’t stop there and eventually even figured out a way fix what was disappointing me the most and have a real mouth on and anime head, instead of one thats just drawn on the texture, witch was before thought as impossible to do with sculpted prims.

venusmouth

This would have been revolutionary at the time but there was one final limit that i simply couldnt push any further. the head looked really chewed up, and rumours were spreading that LL is going to implement 3D model uploading capabilities to SL, so was pointless to go with this any further.

 

– Other M2 series heads –

While most of my sculpted prim experiments were M1 style heads that could only blink and had no face expressions, a few of them did get the full M2 system implementation. These were the M2 male head, the M2 chibi head, as well as the Etna, BRS and Melissa avatars with their own M2 heads.

chibibrsmaleetnamellissa

 

– The M3 before the M3 –

As time progressed, the limitations of the M2 anime head kept piling up, The shape was too blobby, the expressions were kinda meh, i also wanted my head to have all the fancy effects like blush and tears and other things that other heads had, and so it was time for me to shift gears once again and take it a bit further. I began sketching things up and planing out all the features and HUD layout.

new head stuffhud explonation

m3

But things didnt go well for my scripter at the time, he had his RL to take care off, work ate up all his time and he wasnt able to continue scripting for SL. The other guy i wanted to commission who boasted about how pro he is at scripting has also bailed on me when he took a look at my design documents. On top of that, mesh import was officialy announced by LL and open beta was soon to start, so this head wouldnt be a true next step in the end and more like a last step for the days of sculpted prims, so i made the decision to scrap it and start over in mesh, witch i didnt regret doing because mesh would finally allow me to do all these things i couldnt do with sculpted prims.

Fun fact: While the original M3 head was scrapped, the effort put into it didnt go to waste, the head was outsourced to .::U & A::. and was a part of the Noko hybrid mesh and sculpted prim avatar that can probably still be found in their store.

 

– The advent of mesh and the M3 prototype for Rikugou –

This was it, the true next level for second life anime avatars and a new era for SL. No more limitations, mesh opened so many new possibilities, finally anime heads could have a real mouth that could open, and real eyes that arent just drawn on the face. I got to work on my very first experimental mesh anime head witch i called the M3 prototype witch was later made into a part of the Rikugou avatar. Teaming up with my new friend Kourtnee who is now responsible for the scripting side of things (none of this would be possible without her after this point).

initializing

Not so fun fact: Originally, the M3 prototype was supposed to have blink. But this could not be done at the time because of a glitch that SL had with rigged meshes and alphas, making the invisible eyelids kill the eye textures behind them.

expressions

 

– The M3 Mesh Anime Head –

The M3 prototype was just an experiment and kind of like a proof of concept. Applying what i learned from my M3 Prototype experiment, i got back to my scrapped M3 head project, and all my dreams finally became a reality.

m3mesh

After its initial release, many changes, improvements and new features got added over the year till the head/system got perfected and i could begin work on my other anime head projects that utilize the M3 system

m3 changelog

 

– M3 Kemono –

One of these projects were the Kemono avatar witch uses the M3 system for its head and will have a big ass blog post of its own about its development history.

kemhead

 

– M3 Venus –

This also made me remember one of my other old experiments that didnt really go anywhere due to technical limitations of the time, the sculpted Venus head with a mouth. Now that mesh is a thing and i have the best scripters at my side, This time i could really do it!

venussculpt
Although its not as satisfying now as it would have been if i had managed to pull it off using sculpts, this is one thing i miss about sculpted prims, the challenge of doing the impossible.

– future plans –

This whole blog post is a bit of a time capsule because i wrote all of this up in like 2 or 3 years ago before bento was a thing, i was just too lazy to finish gathering all the screenshots for it. I was already thinking about M4 heads but my goal plans for the M3 series were not over yet, i wanted to make a male M3 head and a Chibi M3 head.

This is the original text:
“The M series doesnt end with the venus head, just like with the previews M2 heads, im also planing on making 2 different male heads and a chibi head.
Once all that is done, depending on what kind of new technologies will be implemented into sl in the future, i already have a bunch of ideas for an M4 head.”

And those new technologies turned out to be bento

So yeah, that is all, hope this wall of text wasnt too boring to read.

– wip – anime man head –

Another M4 bento anime head im working on, didnt post this earlier cuz i didnt have much to show yet. This is a little something i always wanted to make but didnt have enough time and motivation.

animeman

I All the anime guys on SL looked like dykes and kids with strap on beards or girly looking pretty boys, but no one has made an anime man head.

– Almost done –

– WIP bento anime head(s) –

This is something i wanted to do since the M3, redoing the M2 chibi anime head in mesh.

Heres some pics of both the anime and the chibi head with eye/nose/ear sets A and B (you will be able to choose what kind of nose or eyes or ears you want to have from the HUD)

chibi headsanime heads

Also, heres a preview of the almost done normie head that i mentioned before.

lips

– CRF50 Pit Bike WIP –

This is a little something i have been working on for fun/personal purposes, but i got way into it and,  it got a bit out of  hand and i put a little bit too much work into it, my friends started nagging me to sell it so expect this to drop very soon since its almost done.

Heres some pics.

axoktmlimegreencust1

engine1

– Make Avatar 2.0 great again –

 

– Bento2 and kemono wip –

So the hands and tail are pretty much done, just needs to be scripted now, but i ran into a road block with the avatar 2.0 face so that wont be coming out till march.

The joint position and bone translation problem

Not getting too much into technical detail, second life has one serious technical limitation that cannot be fixed without fundamentally rewriting the game code, and breaking a million other things when doing so.

Bento face bones allow you to not only animate the face of your mesh avatar, but also adjust the features of the face using the LL appearance editor sliders, creating your own unique faces. But in order to make full use of the bento face bones, mesh faces have to match the proportions of the LL avatar face(the whole derpy looking wide apart eyes and everything), but since the avatar 2.0 face has completely different proportions, it needs to use joint offsets to match the the face bones to its proportions.

faces
But the problem with joint positions is that The way Appearance editor sliders work, is not compatible with joint offsets, not all of them but the big majority of the sliders dont work with it.

Now one way around it would be offsetting the joints using a bone translation animation, same thing that the kemono body uses for custom joint positions, but that creates new problem.

If i use a translation animation to offset the joints once, you will be able to edit your face in appearance editor, but playing any kind of other face animation that has bone translations or reloging will reset those changes, while people who just teleported into the sim wont be able to see the face correctly either without the translation animation playing constantly, but playing that constantly would also reset those changes, so its a non solution in the end and we are back where we have started.

Someone in the Avastar blender group mentioned that Avastar will have new feature soon that does some attaching thing thats supposed to be an alternative to joint positions, so i gotta wait till the march release and try again, if that fails than im afraid the Avatar 2 wont be able to use all the sliders, witch is a huge shame but i already got a plan on how to make alternative face features by using bone translation animations.

So anyway, i will just focus on updating the avatar 2.0 hands for now, we already managed to reduce the render weight by 25k by just using bento hands.

– bento kemono tail –

tail