Asset types

From Open Metaverse Wiki
Revision as of 04:06, 26 May 2023 by Mike (talk | contribs) (Reverted edits by Rosa Alekseev (talk) to last revision by Tess)

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)