1.2 of the free Vitruvian Shapes set is now out and I've added two new shapes.
5'6"/171cm African Woman's shape.
4'11"/150cm Japanese Woman's shape.
This brings the total up to 12 shapes, 6 male and 6 female. I've also added a screenshot showing several full avatars using these shapes, compared to two of the Linden Starters.
The tallest Vitrvian avatar here is my remake of the SL "Action Male" starter at 6'3"/192cm. The original Linden "Action Male" on the left is 7'1". The fantasy style dwarf on the right is 5' even.
Just to reiterate, the Japanese woman shape, which is the second from the right, is 4'11"/150cm. She is 7 and 1/4 heads tall with wholly adult proportions. I kept with realistic, if idealized, proportions here, but I could reduce her head size and increase her leg length if I wanted to give her a 6' tall person's proportions while keeping her at a Japanese woman's height of 5-5'5" tall.
I could probably cut several more inches while maintaining adult proportions before I ran into issues.
Just to entirely put to rest this common notion that you can't make good looking adult avatars shorter than 6' tall.
A lot more is possible with the avatar than people realize, it seems so limited mostly due to the poor/broken interface. It's actually easier to accomplish attractive/realistic proportions in the 5-6' range than at the oversized heights people tend to use, because the limitations of the shape sliders are skewed against the sizes LL themselves encourage people to use.
The difficult part is getting down to the smaller sizes in the first place. When you start with a 7' tall shape you need to adjust EVERYTHING, essentially creating a new shape from scratch, just to get down to the 5' range. And Linden Lab insists on forcing everyone to start with a 7' shape.
Once you have a well proportioned 5' shape to start with, it's much easier to customize it within that range. This is why the appearance editor should provide multiple body types, all in different height ranges, for users to start with. That tiny, easily implemented change would make creating a custom shape much easier for users of all skill levels.
Showing posts with label proportions. Show all posts
Showing posts with label proportions. Show all posts
Saturday, February 23, 2013
Friday, January 25, 2013
The Tallest Avatar Shape
I've often cited 8'10"/270cm as the tallest SL avatars can be.
That is the male mesh wearing a shoe clothing layer for the additional height that provides.
However, I was recently taking a closer look at that in an attempt to create an as proportionate as possible giant avatar. Using more accurate prim measurements, rather than the scripted rulers I usually use for cursory looks, I found the maximum height of the SL avatar is actually 8'8"/263cm.
Without the shoe layer height, the male avatar mesh maxes out at 8'3"/251cm.
As for how successful I was in creating a proportionate giant?
The male avatar is far better for this than the female, as, without the shoe layer height, he can at least have his arms proportionately long when maxed out. Unfortunately this means you cannot make the arms longer than would be proportionate for an adult human of normal stature, most giants are depicted as either being gangly or having emphasized upper bodies, both of which require longer than average arms to achieve.
The avatar also had a short torso, even maxed out at 100 the torso was nearly half a foot too short for his body. This wouldn't have been so bad if the arms could be equally long respective to the legs to achieve that lanky, gangly look, like the giants of Skyrim.
Another odd thing, but maxing out the head size does allow for the giant to be almost exactly 8 heads tall, so there's really no excuse for all the pin-headed avatars.
Still, it's not something I'd feel comfortable slapping the "Vitruvian Shapes" moniker on and it really highlights the limitations of the appearance editor that while you can make a shape over eight and a half feet tall, you can't give it the proportions of a figure that tall.
That is the male mesh wearing a shoe clothing layer for the additional height that provides.
However, I was recently taking a closer look at that in an attempt to create an as proportionate as possible giant avatar. Using more accurate prim measurements, rather than the scripted rulers I usually use for cursory looks, I found the maximum height of the SL avatar is actually 8'8"/263cm.
Without the shoe layer height, the male avatar mesh maxes out at 8'3"/251cm.
As for how successful I was in creating a proportionate giant?
![]() |
Avatars this size are more common than male avatars shorter than the yellow NBA figure in the middle. |
The avatar also had a short torso, even maxed out at 100 the torso was nearly half a foot too short for his body. This wouldn't have been so bad if the arms could be equally long respective to the legs to achieve that lanky, gangly look, like the giants of Skyrim.
Another odd thing, but maxing out the head size does allow for the giant to be almost exactly 8 heads tall, so there's really no excuse for all the pin-headed avatars.
Still, it's not something I'd feel comfortable slapping the "Vitruvian Shapes" moniker on and it really highlights the limitations of the appearance editor that while you can make a shape over eight and a half feet tall, you can't give it the proportions of a figure that tall.
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