Asset types: Difference between revisions

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Tag: Reverted
m (Reverted edits by Rosa Alekseev (talk) to last revision by Tess)
Tag: Rollback
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**Legacy materials (bumpiness and shininess)
**Legacy materials (bumpiness and shininess)
**Materials (normal and specular maps)
**Materials (normal and specular maps)
**[[glTF PBR]] Fbx
**[[glTF PBR]]
 
*Special visual assets
*Special visual assets
**Avatar
**Avatar
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****Hair
****Hair
****Eyes
****Eyes
****Nails
****Hands
****Feet
****Dress
****Shirt
****Shirt
****Pants
****Pants
****Shoes (Shoe bases)
****Shoes (Shoe bases)
****Boots
****Sandals
****Jewlery
****ring
****earing
****necklace
****chocks
****handcuffs
****Scarfs
****Hat
****Socks
****Socks
****Jacket
****Jacket
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****Underpants
****Underpants
****Alpha Mask
****Alpha Mask
****Make ups
****Lipstick
****eyelashes
****eye shadow
****blush
****Tattoo
****Tattoo
****Pirces
****Universal
****Universal
****Physics layer
****Physics layer
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**Rocks
**Rocks
**Ground patches
**Ground patches
**Sky


== Formal asset classes ==
== Formal asset classes ==

Revision as of 03:06, 26 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.

Asset classes

The list does not follow the formal asset classification. Some asset classes have been split up since different variants of them need different presentations. The list also includes some visual features that aren't strictly speaking assets as such but seem to fit here anyway.

  • General building materials
  • 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

Formal asset classes

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)