Whew!!! a major milestone has been achieved. Avatar baking and shaping seems to be feature complete and essentially correct, although correctness is somewhat doubtful.
Based on the avatar_lad.xml it will now generate textures and morphs (skeleton and mesh, but not volume) according to the wearables or the visual params. At least they appear correct when performing a visual inspection. Unfortunately the number of permutations possible - and my lack of full insight into the semantics of the avatar_lad.xml nodes - precludes any automatic testing. For this purpose I have implemented - improved upon - a small tool to perform visual inspection of the generation process.... read more
Making the project public has/is a bit of an effort. The code structure has been improved and a lot of documentation has been added. I'm almost at the same stage of completeness as when I took a break from the project.
The only thing outstanding, in terms of reaching the functionality I already had, is to render the avatar in the scene.
Once I have that in place it's time to add some animations. When the agent and other avatars render correctly in the scene it's time to mark the code as v0.2
This project has been hiding on my hard-drive for almost a year now. So I finally decided to make in publicly available.
Right now I'm in the process of documenting the code and performing the initial commits. As usual it will probably take a few commits until everything is put into it's right place.
Next will be arranging for the project to be build across platforms.
Once that is done, all that remains is to continue extending the functionality until there is a functional dedicated OpenSim viewer with a reasonable feature set.