Asset types: Difference between revisions

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(Created page with "Presentations of the various types of assets that make up an opensim environment (and proposals for a few new ones) with suggestions how they can be improved. The list does not follow the formal asset classification. Some asset classes have been split up since different variants of them need different presentations. *General building materials **Prims **Sculpts **Mesh (polylist mesh) **Particles *Surface assets **Textures **Materials ***Normal maps ***Specular maps **P...")
 
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*General building materials
*General building materials
**Prims
**[[Prims]]
**Sculpts
**Sculpts
**Mesh (polylist mesh)
**Mesh (polylist mesh)
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*Surface assets
*Surface assets
**Textures
**Textures
**Materials
**Legacy materials (bumpiness and shininess)
***Normal maps
**Materials (normal and specular maps)
***Specular maps
**[glTF PBR]
**PBR
*Special visual assets
*Special visual assets
**Avatar
**Avatar

Revision as of 10:18, 21 May 2023

Presentations of the various types of assets that make up an opensim environment (and proposals for a few new ones) with suggestions how they can be improved.

The list does not follow the formal asset classification. Some asset classes have been split up since different variants of them need different presentations.

  • General building materials
    • Prims
    • Sculpts
    • Mesh (polylist mesh)
    • Particles
  • Surface assets
    • Textures
    • Legacy materials (bumpiness and shininess)
    • Materials (normal and specular maps)
    • [glTF PBR]
  • Special visual assets
    • Avatar
      • Avatar modifiers
        • Skin
        • Hair
        • Eyes
        • Shirt
        • Pants
        • Shoes (Shoe bases)
        • Socks
        • Jacket
        • Skirt
        • Gloves
        • Undershirt
        • Underpants
        • Alpha Mask
        • Tattoo
        • Universal
        • Physics layer
    • Ground mesh
    • System vegetation
  • Misc.
    • Sounds
    • Animations
    • Gestures
    • Landmarks
    • Notecards
    • Scripts
  • Proposed new asset classes
    • System plants
    • Water
    • Rocks
    • Ground patches

Asset class numbers

A (incomplete for now) list of the asset classes currently recognized by the opensim software. This list does not follow the overview above where some classes have been split.

  • 0: Texture
  • 1: Sound
  • 2: (unknown)
  • 3: Landmark
  • 4: (unknown)
  • 5: Clothing (system clothing)
  • 6: Object (Prim, sculpt, mesh and system vegetation)
  • 7: Notecard
  • 8-9: (unknown)
  • 10: Script
  • 11-12: (unknown)
  • 13: Body part (Shapes, skins...)
  • 14-19: (unknown)
  • 20: Animation (Also poses (which are simply single frame animations))
  • 21: Gesture
  • 22-55: (probably not in use)
  • 56: Setting (EEP)
  • 57: Material (glTF style PBR material. Not yet implemented)