Ruth 2.0 and Roth 2.0

Ruth 2.0 Box ArtRuth 2.0 and Roth 2.0 are low-poly mesh avatar bodies, specifically designed for Opensimulator. They are built to use standard SL UV maps using scratch-built open source mesh bodies by Shin Ingen with other open source contributions from the OpenSimulator Community.

This page provides links and resources relating to these developments…

“Roth 2.0” is the male mesh avatar, also under development, and resources for it can be reached via the same URLs as Ruth 2.0.

RuthAndRoth on OSGrid

RuthAndRoth Region on OSGrid
Group: RuthAndRoth
Home Region: hop://login.osgrid.org/RuthAndRoth/142/104/22

RuthAndRoth Region on OSGrid RuthAndRoth Region on OSGrid

Other Repositories and Versions

Ruth and Roth in Second Life

The first people to take Ruth into Second Life were Chimera Firecaster and Sundance Haiku… see http://maps.secondlife.com/secondlife/Gamma/20/80/1401

Sean Heavy has imported his Ruth Too (based on the Ruth RC#3 DevKit) and the R2 Extras into Second Life… see http://maps.secondlife.com/secondlife/Blumfield/116/165/28 [Current at 18-Oct-2019]

Ruth and Roth Shopping Sites


Ruth 2.0 Statistics

All Statistics and complexity figures taken in Second Life using Firestorm 6.3.2.58052 64 bit on Windows 10. Base avatar shape, hair base, eyes and skin with three 512×512 textures in place (starts at complexity 2,000). Base avatar shape, hair base, skin with three 512×512 textures and eyes with one 128×128 texture in place (starts at complexity 2,000).

Based on RuthToo RC#3 Bakes on Mesh (BoM) version provided by Sean Heavy on the Blumfield region in Second Life or on the Second Life Marketplace: Ruth 2.0 RC#3 (RuthToo). Remember that this is a base avatar onto which your usual hair, attachments and clothing would be added.

  • Body (Upper and Lower)
    1 objects, 2 prims
    Faces: 4
    Vertices: 6,300
    Triangles: 11,410
    Complexity: 1,584
    Textures: 2
    TMem: 2,048 KB
    VRAM: 2,048 KB
  • Hands
    1 objects, 1 prims
    Faces: 2
    Vertices: 3,320
    Triangles: 5,908
    Complexity: 1,224
    Textures: 1
    VRAM: 1,024 KB
  • Fingernails (Coloured)
    1 objects, 1 prims
    Faces: 3
    Vertices: 1,752
    Triangles: 2,688
    Complexity: 912
    Textures: 1
    TMem: 256 KB
    VRAM: 1,024 KB
  • Feet (Flat)
    1 objects, 1 prims
    Faces: 2
    Vertices: 2,768
    Triangles: 4,992
    Complexity: 432
    Textures: 1
    VRAM: 1,024 KB
  • Toenails (Coloured)
    1 objects, 1 prims
    Faces: 2
    Vertices: 1,400
    Triangles: 1,904
    Complexity: 792
    Textures: 1
    TMem: 256 KB
    VRAM: 1,024 KB
  • Head
    1 objects, 1 prims
    Faces: 1
    Vertices: 1,116
    Triangles: 1,844
    Complexity: 672
    Textures: 1
    TMem: 1,024 KB
    VRAM: 1,024 KB
  • Eyeballs
    1 objects, 2 prims
    Faces: 2
    Vertices: 296
    Triangles: 544
    Complex.: 480
    Textures: 1
    TMem: 1,024 KB
    VRAM: 1,024 KB

Complexity: The reported complexity in the viewer (Firestorm 6.3.2.58056) includes the base avatar with shape, skin (3 X 512×512 textures), hair and eyes (128×128 texture) = 2,000. When the Ruth 2.0 RC#3 body (upper and lower), head, eyeballs, hand, fingernails, (flat) feet and toenails are added the complexity = 8,096.

Roth 2.0 Statistics

All Statistics and complexity figures taken in Second Life using Firestorm 6.3.2.58052 64 bit on Windows 10. Base avatar shape, hair base, eyes and skin with three 512×512 textures in place (starts at complexity 2,000). Base avatar shape, hair base, skin with three 512×512 textures and eyes with one 128×128 texture in place (starts at complexity 2,000).

Based on RothToo RC#1 Bakes on Mesh (BoM) version provided by Sean Heavy on the Blumfield region in Second Life or on the Second Life Marketplace: Roth 2.0 RC#1 (RothToo). Remember that this is a base avatar onto which your usual hair, attachments and clothing would be added.

  • Body (Upper and Lower)
    1 objects, 2 prims
    Faces: 4
    Vertices: 9,772
    Triangles: 18,038
    Complex.: 7,344
    Textures: 6
    TMem: 16,384 KB
    VRAM: 18,432 KB
  • Hands
    1 objects, 1 prims
    Faces: 2
    Vertices: 3,328
    Triangles: 5,918
    Complexity: 5,256
    Textures: 3
    TMem: 8,192 KB
    VRAM: 9,216 KB
  • Fingernails (Textured)
    1 objects, 1 prims
    Faces: 3
    Vertices: 1,552
    Triangles: 2,328
    Complexity: 1,290
    Textures: 1
    TMem: 256 KB
    VRAM: 1,024 KB
  • Feet
    1 objects, 1 prims
    Faces: 2
    Vertices: 2,792
    Triangles: 5,016
    Complexity: 528
    Textures: 3
    TMem: 8,192 KB
    VRAM: 9,216 KB
  • Toenails (Textured)
    1 objects, 1 prims
    Faces: 2
    Vertices: 1,400
    Triangles: 1,904
    Complexity: 390
    Textures: 1
    TMem: 256 KB
    VRAM: 1,024 KB
  • Head
    1 objects, 1 prims
    Faces: 1
    Vertices: 1,112
    Triangles: 1,844
    Complexity: 480
    Textures: 1
    TMem: 1,024 KB
    VRAM: 1,024 KB
  • Eyeballs
    1 objects, 2 prims
    Faces: 2
    Vertices: 296
    Triangles: 544
    Complexity: 414
    Textures: 1
    TMem: 1,024 KB
    VRAM: 1,024 KB

Complexity: The reported complexity in the viewer (Firestorm 6.3.2.58056) includes the base avatar with shape, skin (3 X 512×512 textures), hair and eyes (128×128 texture) = 2,000. When the Roth 2.0 RC#1 body (upper and lower), head, eyeballs, hand, fingernails, (flat) feet and toenails are added the complexity = 17,702. Note the complexity of the Roth 2.0 RC#1 hands (5,256) seems unusually high, and is much higher than the equivalently Ruth 2.0 female body hands (1,224). This needs to be investigated.

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2 Responses to Ruth 2.0 and Roth 2.0

  1. bat says:

    Helpful note from Fred Beckhusen (aka Ferd Frederix) about using skin textures that have PNG alpha channel (transparency) information…

    On textures there is a setting called Alpha Blend. Look in the viewer and select each texture and there is a pulldown that can set the alpha channel to None, Blending, Cutoff or Emissive.

    None is the same as JPG, which does not support Alpha.

    Alpha Blend is the default setting for PNG files. The alpha channel can be from 0 to 100% alphaed on any pixel. It has the famous glitch problem where textures swap back and forth.

    Alpha Mask displays a cutoff value, which sets a level where any blended pixel above a value is solid, and everything below is alphed 100%. It does not have the alpha glitch.

    Emissive means anything with an alpha value will glow based on the alpha channel. Its useful for many things, having lights in the side of spaceships that glow because of the texture, and not using prims.

  2. bat says:

    Mesh complexity statistics for a range of mesh bodies in Second Life have been recorded by Cassie Middles… Mesh Body Reviewpalooza…

    https://nwn.blogs.com/nwn/2019/10/cassie-middles-sl-mesh-body-review-youtube.html
    https://www.youtube.com/watch?v=QKk46vDW3pE

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