Ruth2 and Roth2

Ruth 2.0 Box ArtRuth2 and Roth2 are low-poly mesh avatar bodies, specifically designed for Opensimulator and Second Life. They are built to use standard Second Life UV maps using scratch-built open source mesh bodies by Shin Ingen with other open source contributions from the OpenSimulator Community.

Previously referred to as Ruth 2.0 and Roth 2.0, the preferred project names going forward from January 2020 is Ruth2 and Roth2.

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.

Ruth2 and Roth2 Development

Ada Radius has documented the armature and rigging details for Ruth2 and Roth2 meshes in Blender 2.81 and the process for bringing the meshes over to Second Life and OpenSim:
blender2-81-dae-export-part1
blender-2-81-collada-exporting-for-opensim-second-life-rigged-models-part-2
blender-2-81-collada-exporting-for-opensim-second-life-rigged-models-part-3

Serie Sumei has documented the protocols used in scripts between HUDs and the mesh bodies and attachments at https://serie-ous.style/ss/ruth/hud/protocol

RuthAndRoth on OSGrid

RuthAndRoth Region on OSGrid
Group: RuthAndRoth
Home Region: hop://hg.osgrid.org:80/RuthAndRoth/134/124/26

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]

Ruth2 and Roth2 Shopping Sites


Ruth 2.0 and Roth 2.0 Statistics

A separate blog post gives some information on the triangle and vertices count for the various elements of the Ruth 2.0 and Roth 2.0 meshes, as well as their “Complexity” as reported by virtual world viewers.

https://blog.inf.ed.ac.uk/atate/2019/10/21/ruth-and-roth-statistics/

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7 Responses to Ruth2 and Roth2

  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

  3. bat says:

    Serie Sumei is looking at GitHub repository restructuring and developing improved HUD scripts and more flexible processes for creating HUDs and Ruth/Roth parts.

    https://etherpad.net/p/ruth-2.0-proposal
    https://github.com/seriesumei/Ruth

  4. bat says:

    Advice on 3D painting for clothing items onto Ruth/Second Life Avatar meshes in Blender and Photoshop…

    Date: Mon, 04 Nov 2019 12:25:35 -0800
    From: Fred Beckhusen
    To: RuthAndRoth/Ruth
    Subject: How to import mesh into Photoshop for creating clothing?

    You should start with the SL avatars from my website that are already set up for Photoshop. They are standard avatars. You can do almost the same with these as you can do with Ruth and it shows you what Ruth mesh should be set for. There are also many skin sets there, as well as here in the Ruth Repo.

    https://www.outworldz.com/download/

    Get “SL Avatars set up for Photoshop 0.6 MB zip”

    To convert Ruth to this format, I think you would just go into Blender, set for Object mode, and sweep select with the right mouse all the mesh for the head. Then link it with Ctrl-J. Then edit the head (tab key) and set it to just one Material. Repeat for the middle parts (upper) and then below the waist (lower) so it looks like this model, with just three materials. Export it as a DAE and load it into Photoshop.

    I never had much luck with Photoshop for skin editing. It was always far too low res in PS5, and I never could find a way to improve it. It was much easier to paint in flat form and constantly click Refresh in Blender to see how it looked. I now use Blender mostly, and all of my ‘good’ Avatar work is in Substance painter.

  5. bat says:

    Damian Zhaoying pointed us at the Spanish-language Community gatelway Program and its “Ayuda” Virtual” region in Second Life…
    http://maps.secondlife.com/secondlife/Ayuda%20Virtual/47/46/24

    There are many freely available clothing and other items there which may be suitable for Ruth And Roth. Maitreya and Classic Avatar fitmesh often work fine with a bit of body shape adjustment or use of alpha layers.

  6. bat says:

    In Second Life, you could try Kastle Rock Couture for some free mesh clothing via the Lucky Chairs…
    http://maps.secondlife.com/secondlife/Grand%20Isle/95/213/21

  7. bat says:

    On 30-Dec-2029 Sean Heavy wrote on the RuthAndRoth Discord channel…

    https://youtu.be/RcPJrpF7lE8

    I published my very first YouTube tutorial. It’s a very basic HowTo get a minimal RuthTooRC3 into SL or OS from GitHub.

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