In this review, we get the opportunity to take a detour and discuss a quadruped Gryphon avatar. Isle of Wyrms has long established itself as a community area in Second Life, as well as becoming known by its large, quadruped Dragon avatars.
Out of the Box:
Measurement
Value
Script Time with HUD
~0.500
Script Time without HUD
If the HUD IS *NOT* attached, the AO will break
N/A
Avatar Rendering Cost
~4102
100% appearance customiseable avatar through scripts
Appearance-Edit HUD allows users to change every colour and texture of all body parts
Settings for Glow and Shininess included in the HUD
21 Included Poses (including lying on back, headtilting, dancing, laying down etc.)
Option to Cycle through all of these poses and choose time interval between poses
Full Options (Complete AO reboot, Flight assist, etc.)
Can Rez Saddle to offer rides to 0,1, or 2 people
Can also hold up to 2 riders in claws during flight
Plethora of Saddle HUD options (teleportation, etc.)
A range of accessories users can interact with
Nest, Wooden Perch, Log
Build and Skin:
Like most quadruped avatars, the entire body is covered with prims, hiding away the body shape underneath. This avatar is no different from those in this respect; every body part is made of sculpts to create a custom shape and size for the avatar. In its entirety, the gryphon stands a metre or two above a regular avatar’s size with a length to match. As this is an unusual avatar from that which we are used to, the review will look a little bit different.
We’ll talk about the texture and build quality of the rear portion first. This part of the avatar reflects the lion-inspired part of the gryphon, complete with lion-coloured fur, big-cat hindlegs and a taselled tail. The lionish body goes right up to the chest region where a covering of feathers transition to the avian part of the avatar. The rear hindpaws are the regular sort that one comes to expect from a a quadruped lion; wide and thick toed, and topped with simple claws (which do not retract) and decorated with prim fluff. The digitigrade legs connect decently with the back of the leg and make a good digitigrade joint before turning into appropriate hindquarters. All the while, the back of the leg is accented with prim fluff. The only issue that I could really see is that there is a crease between the lower leg and the upper leg because they are two different prims. This is not a major issue, however.
The tail of the avatar is straight-forward; a flexible-prim tail that basically consists of a flexible cylinder for most of the length, and tail-tip made of flexible prims. As we will see later, this part of the avatar is completely modifiable through multiple colour and textures options that are availabe in a convenient Appearance-HUD.
Next, we discuss the sagittal region of the avatar. As we move to the front, the furred body gives way to feathered haunches and avian forepaws. Most of the shoulder joint of the front legs are a single prim accented with feathers at the back tops of the forelegs. These feathers also smoothen the visual transition between the feathered thighs and the scaled forepaws. Both of the front feet are very avian in construction, with 3 toes facing front, and one toe facing back. Each of the toes has a sharp talon which curls into the ground. The arch of the Avian claw is neatly done, and the shape is proportional as a whole. On the ventral pat of the feet, there is a number of knobbish protrusions to give the impression of avian scales. Fresh out of the box, the textures on the entire avian foot is set to a low shine which looks out of place; but users can easily change this setting through the aforementioned Appearance-HUD.
For some people, the avatar may seem slightly disproportional, given that the head is a touch wide and the front feet are a good bit larger than the hind-feet. However, the slight exaggeration of the body parts seems to work for the avatar; it gives the gryphon a kind of compact look, more of a kind of an artistic art piece than one that strives for absolute realism. Thus, the avatar gets a larger than life, mythical appearance with regal character and presence.
That aside, the upper torso and the neck are covered entirely in sculpted prim feathers which smoothly lay atop of each other as one goes upward towards the head. You do not see any joints between the shoulders, neck, or head thanks to the well constructed and placed prim feathers. These feathers on the torso prove to be an immediate source of eye attraction, and a strong part of this particular avatar’s appearance.
Moving back from the shoulders is perhaps the other key part of the avatar, which is the wings. Wings usually need to be an appropriate size and positioned properly for an avatar like this, and that they are. When the avatar is sitting, standing, jumping, or doing any action that is generally not flying, the wings stay closed and tight to the back, but when flying, the wings open up and begin to flap with good rhythm. Users get to choose between two different types of wing-attachments when the wings are ‘folded’ as seen in the picture to the right. Discussion of the Animations of flight will be had later in this review.
The wings themselves are made up of more or less 4 different segments that are all each colourable/texturable. It would simply not do to go on about them in writing, so pictures will suffice. Needless to say, each segment of the wings are able to be re-textured/colour by way of the HUD, whether you wish to modify the wingtips, the base, etc.
Finally, we are on to discuss the head. It is a mix of features from both its avian and feline backgrounds; imposing eyes and a completely feathered head, but with tall and pointed ears. The most prominent features of the face other than the ears include the eyes and the large brows that frame the tops of the eyes. By themselves, the features of the face are not exactly important, but as a package, they produce a stoic and wise facial expression that one would expect for such an iconic mythical figure. The textures are very much in line with the rest of the ones found all over the body; and as will be discussed; every texture and colour, let alone eye states and beak states are all modifiable by way of the HUDs. The beak itself is well crafted with a great range of textures and a purely eagle-ish curve of the top and bottom beak-pieces.
Features and Heads-Up Display (HUD):
This avatar comes with a lot of accessories and the HUD is extremely thorough. As such, there is a lot of material to be covered. I will try to simplify it as best as I can with pictures instead.
We will briefly go over a few points of the avatar that stand out positively or negatively.
Heads-Up Display (HUD):
The HUDs that have been included with this avatar are extensive in their reach in allowing users to accurately navigate through specific options. Users can use the Gryphon Option HUD or the Gryphon Appearance HUD to do everything they want with the avatar, but an issue lies in how these HUDs are designed. Thanks to the complexity of this avatar, it will be difficult for some people to change options because of the slightly steep learning curve. The provided notecard gives a little bit of insight on how to use the HUDs, but lacks information for the nuts and bolts of certain functions, which can leave people extremely confused at the very start. However, with time (and be sure you save the backup egg), any user should be able to use the HUDs well.
Animation Overrider:
This avatar comes with many, many poses that the user can use daily or at specific moments. Some gestures such as a laughing-type animation or nodding ‘yes’ or ‘no’ are text activated. At other times, users can select using the HUD options like lying on one’s back. Many of the animations in these are well done and change quickly. When the avatar is in flight, the movement of the wings is excellent. However, an issue that arises is that whenever a body part moves, it does so excellently, but at the same time, the rest of the body does not move. For example, when the avatar is walking, there is excellent movement and rolling of leg joints, but the entire upper body and neck remains statically frozen in position. This happens in flight except for the well-made wing-flapping animation. However, this does not constitute a major problem at all, but takes away some of the organic touch that the avatar offers. One example of the animation strengths is when the avatar is speaking; a lively head-and-beak-movement that makes it feel alive.
Accessories (Rezzed Items):
There are 3 separate rezzable items that the avatar’s HUD allows users to interact with. One is a Nest of hay and bramble which the Gryphon sits idly in. Another is a log that one can lie flat on their belly with in an enigmatic pose. Finally, there is the Perch where the avatar sits on a bird-like perch, claws keeping the torso steady while the paws stay flat against the rod. Each of these are very nicely constructed and textured. The pictures of each of those stands in use are scattered about this review.
The Saddle:
The Saddle that comes with this avatar is a rezzable item that the Gryphon wearer and other avatars can sit on for rides. The HUD itself for the Saddle is chalk full of many options. For example, you can have 0, 1, or 2 riders on the saddle at any given time or the avatar can grasp one rider per talon. Using the Saddle, the avatar can fly, swim, run, and do all the necessary animations one would come to expect from any kind of mount. The saddle itself is beautifully made and as is expected, the user can change any and all colour and texture details on it. Additionally, for extra ‘Advanced’ options for the HUD which include functions like direct intra-sim teleportation, there is an included notecard.
Customisation:
This avatar is fully modifiable and copiable, so users are easily able to make any personal customisations to the avatar with relative ease.
Conclusion:
The Isle of Wyrms Gryphon avatar is a very complete animal burgeoning with different options and ways that users can play with them. Easily larger than life and regal in persona, this gryphon easily makes for an attention-grabber and a conversation piece with all of its accessories and the saddle. It is slightly difficult to navigate the entirety of this avatar’s options through the slightly less than friendly use interface of the HUDs, but this is forgiveable given that so much has been packed into the avatar. Like some of the other avatars that we have reviewed, this one Gryphon offers a large quantity of choices which maximise the extent of creativity and individuality for the wearer.
SLURLS (Click to Teleport)
Mainstore:
Satellite Stores:
In this review, we get the opportunity to take a detour and discuss a quadruped Gryphon avatar. Isle of Wyrms has long established itself as a community area in Second Life, as well as becoming known by its large, quadruped Dragon avatars.
Out of the Box:
Measurement
Value
Script Time with HUD
Script Time without HUD
If the HUD IS *NOT* attached, the AO will break
Avatar Rendering Cost
~4102
Build and Skin:
Like most quadruped avatars, the entire body is covered with prims, hiding away the body shape underneath. This avatar is no different from those in this respect; every body part is made of sculpts to create a custom shape and size for the avatar. In its entirety, the gryphon stands a metre or two above a regular avatar’s size with a length to match. As this is an unusual avatar from that which we are used to, the review will look a little bit different.
We’ll talk about the texture and build quality of the rear portion first. This part of the avatar reflects the lion-inspired part of the gryphon, complete with lion-coloured fur, big-cat hindlegs and a taselled tail. The lionish body goes right up to the chest region where a covering of feathers transition to the avian part of the avatar. The rear hindpaws are the regular sort that one comes to expect from a a quadruped lion; wide and thick toed, and topped with simple claws (which do not retract) and decorated with prim fluff. The digitigrade legs connect decently with the back of the leg and make a good digitigrade joint before turning into appropriate hindquarters. All the while, the back of the leg is accented with prim fluff. The only issue that I could really see is that there is a crease between the lower leg and the upper leg because they are two different prims. This is not a major issue, however.
The tail of the avatar is straight-forward; a flexible-prim tail that basically consists of a flexible cylinder for most of the length, and tail-tip made of flexible prims. As we will see later, this part of the avatar is completely modifiable through multiple colour and textures options that are availabe in a convenient Appearance-HUD.
Next, we discuss the sagittal region of the avatar. As we move to the front, the furred body gives way to feathered haunches and avian forepaws. Most of the shoulder joint of the front legs are a single prim accented with feathers at the back tops of the forelegs. These feathers also smoothen the visual transition between the feathered thighs and the scaled forepaws. Both of the front feet are very avian in construction, with 3 toes facing front, and one toe facing back. Each of the toes has a sharp talon which curls into the ground. The arch of the Avian claw is neatly done, and the shape is proportional as a whole. On the ventral pat of the feet, there is a number of knobbish protrusions to give the impression of avian scales. Fresh out of the box, the textures on the entire avian foot is set to a low shine which looks out of place; but users can easily change this setting through the aforementioned Appearance-HUD.
For some people, the avatar may seem slightly disproportional, given that the head is a touch wide and the front feet are a good bit larger than the hind-feet. However, the slight exaggeration of the body parts seems to work for the avatar; it gives the gryphon a kind of compact look, more of a kind of an artistic art piece than one that strives for absolute realism. Thus, the avatar gets a larger than life, mythical appearance with regal character and presence.
That aside, the upper torso and the neck are covered entirely in sculpted prim feathers which smoothly lay atop of each other as one goes upward towards the head. You do not see any joints between the shoulders, neck, or head thanks to the well constructed and placed prim feathers. These feathers on the torso prove to be an immediate source of eye attraction, and a strong part of this particular avatar’s appearance.
Finally, we are on to discuss the head. It is a mix of features from both its avian and feline backgrounds; imposing eyes and a completely feathered head, but with tall and pointed ears. The most prominent features of the face other than the ears include the eyes and the large brows that frame the tops of the eyes. By themselves, the features of the face are not exactly important, but as a package, they produce a stoic and wise facial expression that one would expect for such an iconic mythical figure. The textures are very much in line with the rest of the ones found all over the body; and as will be discussed; every texture and colour, let alone eye states and beak states are all modifiable by way of the HUDs. The beak itself is well crafted with a great range of textures and a purely eagle-ish curve of the top and bottom beak-pieces.
Features and Heads-Up Display (HUD):
This avatar comes with a lot of accessories and the HUD is extremely thorough. As such, there is a lot of material to be covered. I will try to simplify it as best as I can with pictures instead.
We will briefly go over a few points of the avatar that stand out positively or negatively.
Heads-Up Display (HUD):
The HUDs that have been included with this avatar are extensive in their reach in allowing users to accurately navigate through specific options. Users can use the Gryphon Option HUD or the Gryphon Appearance HUD to do everything they want with the avatar, but an issue lies in how these HUDs are designed. Thanks to the complexity of this avatar, it will be difficult for some people to change options because of the slightly steep learning curve. The provided notecard gives a little bit of insight on how to use the HUDs, but lacks information for the nuts and bolts of certain functions, which can leave people extremely confused at the very start. However, with time (and be sure you save the backup egg), any user should be able to use the HUDs well.
Animation Overrider:
This avatar comes with many, many poses that the user can use daily or at specific moments. Some gestures such as a laughing-type animation or nodding ‘yes’ or ‘no’ are text activated. At other times, users can select using the HUD options like lying on one’s back. Many of the animations in these are well done and change quickly. When the avatar is in flight, the movement of the wings is excellent. However, an issue that arises is that whenever a body part moves, it does so excellently, but at the same time, the rest of the body does not move. For example, when the avatar is walking, there is excellent movement and rolling of leg joints, but the entire upper body and neck remains statically frozen in position. This happens in flight except for the well-made wing-flapping animation. However, this does not constitute a major problem at all, but takes away some of the organic touch that the avatar offers. One example of the animation strengths is when the avatar is speaking; a lively head-and-beak-movement that makes it feel alive.
Accessories (Rezzed Items):
There are 3 separate rezzable items that the avatar’s HUD allows users to interact with. One is a Nest of hay and bramble which the Gryphon sits idly in. Another is a log that one can lie flat on their belly with in an enigmatic pose. Finally, there is the Perch where the avatar sits on a bird-like perch, claws keeping the torso steady while the paws stay flat against the rod. Each of these are very nicely constructed and textured. The pictures of each of those stands in use are scattered about this review.
The Saddle:
The Saddle that comes with this avatar is a rezzable item that the Gryphon wearer and other avatars can sit on for rides. The HUD itself for the Saddle is chalk full of many options. For example, you can have 0, 1, or 2 riders on the saddle at any given time or the avatar can grasp one rider per talon. Using the Saddle, the avatar can fly, swim, run, and do all the necessary animations one would come to expect from any kind of mount. The saddle itself is beautifully made and as is expected, the user can change any and all colour and texture details on it. Additionally, for extra ‘Advanced’ options for the HUD which include functions like direct intra-sim teleportation, there is an included notecard.
Customisation:
This avatar is fully modifiable and copiable, so users are easily able to make any personal customisations to the avatar with relative ease.
Conclusion:
The Isle of Wyrms Gryphon avatar is a very complete animal burgeoning with different options and ways that users can play with them. Easily larger than life and regal in persona, this gryphon easily makes for an attention-grabber and a conversation piece with all of its accessories and the saddle. It is slightly difficult to navigate the entirety of this avatar’s options through the slightly less than friendly use interface of the HUDs, but this is forgiveable given that so much has been packed into the avatar. Like some of the other avatars that we have reviewed, this one Gryphon offers a large quantity of choices which maximise the extent of creativity and individuality for the wearer.