


So today there is an article in the New York Times about a cooperative effort between IBM and Second Life to “standardize” avatars across virtual worlds. It was one of the big announcements in this weeks Virtual Worlds Conference.
I have been advocating this for four years now so I believe I have a good take on this. I have an Ariane, ArianeB or Ariane Brodie avatar in at least 8 different games.
All that is needed is a standardized file that contains specs about your character and a facial map file. Each virtual world game could use as much or as little of this file as needed. The more the better of course.
What I learned from past experience is that in virtual worlds, the head and particularly the face is everything. For the body, all you need is height and basic measurements, plus skin tone. The face you should go out of your way to be complicated. The makers of There and Second Life already know this as the “sliders” for face significantly out number the sliders for body.
Now the problem with standardized avatars is you do not want to make it too simple or it will be out of date in a few years. You want to make it as complicated and as high tech as possible, generating a nice big file, and let the games figure out how best to adapt the file to their application.
Luckily there already is a perect program for this: The Face shaping tool in Poser 5 or higher.
This program can convert portrait and profile pictures to 68 facial settings for Brow Ridge, Cheekbones, Cheeks, chin, eyes, face shape, forehead, jaw, mouth, nose, temples and ears. You can also start with a generic face, (male or female from four different ethnicities) and play with the sliders as you see fit to create a face that way. From the pictures it can also generate a facial map. Its the perfect tool to generate any face you can think of.
Ideally, you make a program similar to the Poser face shaping tool, and give it away. Make the output a XML style text file that can be read with any tool. Then you leave it to the virtual world program makers to take the input of this file and generate a compatible 3D representation in their world. It could be as simple as reading hair, eye, and skin colors and ignoring the morph data, or figure out a way to take the facial map settings and create a close proximity of the face as described.
Basically this creates a transportable virtual identity that you can use from game to game.
Here’s the IBM Press Release, and the Linden Labs blog on this
Virtual Society
3D Web, avatars, opensim, secondlife