Archive for March, 2010

Bart Seymour: The Interview

Bart at Miss Barbies Big Booby Club

We recently caught up with Bart Seymour, the inventor of spectacular Implant Nation Universals and Multiclothing implants, at Miss Barbies Big Booby Club to find out more about his background, interests and of course, future plans and product releases, the long awaited Implant Nation Universals 1.0.

While there are several excellent competitors today, Seymour’s Implant Nation products remain both affordable and of extremely high quality. And their inventor is a talented programmer and artist who deeply believes in open source programming and has made a great many tools available to developers at his Implant Nation website. He is also making available for you geeky types much of the API for the newΒ  products.

What got you interested in designing and creating the Implant Nation products?

Well it all started when i was 14 years old, i got fascinated by how woman could enlarge their breasts. I basically saw a video with Lolo Ferrari, Camping Cosmos. But that fascination had one big downside: I got only attracted to girls with large chests (DD+). Which is basically not a good thing πŸ™‚

My history comes with lot of art, but in the end i dropped out of school. A week after I stopped school I got a job as web designer/programmer. My programmer skills evolved and the last 6 years i was mainly programming. In that period i did a lot of 3D rendering of large chested girls. As I was a gamer by nature, I started playing Second Life. In that period, sculpts did not exist. Mainly round spheres that where attached to avatars, which sometimes looks good, granted. But most times the lines were too hard and the breasts of the avatar did not have enough polygons, making them squarish. When I heard of sculpts and they where out on the beta viewer, I test drove it there. I perfected my scripting and built my first implants when sculpts where officially released.

In the beginning, they were just bare breast sculpts. But as people required clothing it evolved to Multiclothing Implants. This was the beginning of the Implants era in Second
Life, finally allowed to have clothing.

Revenue aside, what have been your main goals in developing these products?

Because i hated the fact that breast size was limited and the polygons of avatars on chest where limited (thus Lindens limited breast size because over DD the squarish breasts started looking uglier). I wanted to make very simple implants that where meant to have clothing embedded in them.

What were the major challenges in creating them? Design? Skin tones? Scripting? The HUD?

SKINS! The lighting system in < 2.0 viewer is horrible, many “attachment” makers have problems with it.

For example, you make red pants and a red dynamic attachment skirt in the same red (yes exactly the same color), it still looks awkward. Avatars are rendered lighter then the rest in Second Life. This is because Lindens are using OpenGL, making it work on Mac and Linux. This is not bad. But DirectX is a better choice for more accurate shadowing. DirectX 10 has realtime shadowing these days, whch is great! BUT Lindens are never going to use it, OpenGL wise.

The 2.0 Viewer looks promising, the artificial lighting on the avatar is fixed, which means you can make skins for the avatar and breasts with the same color (YES FINALLY AFTER 3 YEARS!).

Scripting came naturally, lots other attachment makers inspired me. I created the HUD with the idea having a database of skins/clothing that everyone could use. I’m still perfecting the system so everyone can share skins/clothing for free if they like. But they also are gonna get the option to sell their skins/clothing through implantnation.biz.

How did you research the implants? It’s clear that a lot of thought went into them, what guided you in the work? Did you rely on any particular sources of information?

I focused in the first case on changing size, second came skins. Because sculpts have much more polygons to use, you could basiclly grow any size you like (up to 10m) πŸ™‚ My main inspiration became DeviantArt, lots of artists there that create lots of big boob drawings. Lots of big bust models are also a main inspiration.

For those who have been around from the start, what have been the various versions?

Mmmmm i lost track of them too, I started with Multiclothing Implants (MCI) version 0.2, that evolved to MCI 1+. The options exploded menu wise, all the ideas I got I implemented. The new Universal Implants where named because i wanted them even more open source, more shape changing and with a better clothing system.

So I created a HUD, but I’m currently reworking the whole system with a database that supports shapes/skins combinations that will basically allowing you to have any type of breasts (droopy, perky, round). This is still in development, but the whole system is gonna work with an open source API (with security of course). With this system you can control anything on your breasts script-wise and notecard-based wise (for clothing/shape/skin vendors in the future)

What were the major advances in the most important releases?

MCI 1.6 and the Universal Implants of course. The bulge bikini was also interesting, because its the first attempt to make a bulging look for the implants.

What were the biggest disappointments?

Not much, the only disappointments I have are with the Lindens. Their focus lies on L$ and, most important, “rent”, they just focus on Land and other stuff rather then focus on avatars. They seems to keep stuck in time πŸ™‚ Most times they are basically fixing bugs instead of inventing new things, which is not good. If you want to keep your product good, you need to keep inventing. Not duplicating πŸ™‚

As you may know, to many of us you’re a revered figure. But what most pleases YOU about this work?

The feeling that lots of ladies in SecondLife can live their fantasy. Lots of girls love to look super busty πŸ™‚

You make a great many of the core elements of your products free and open source, I’m thinking of the developer’s kit particularly. Why do you do that?

Well I’m currently developing a developer kit that allows you to make skins/clothing/sculpts for the Universal Implants. The only part that I want to keep a bit “closed” system is the scripting. But with the new API, the Universal Implants are becoming more and more opens ource. My main goal is to make them compatible with as many products as possible inside SL. Like Restrained Viewer, for example.

Obviously, the question on all our minds is the new release…What will it be called and please describe, in as much detail as possible, the new features and enhancements? What will it cost new owners? Is this a free upgrade for current owners?

Release date will be around begin April, first week of April, I’m currently moving in RL and I’m settled around the end of March. Then I’ll have plenty of time to focus on Second Life only.

Yes the new API allows you to build custom attachments. With a script the attachments like nipple rings get positioned correctly. Basically you wear the nipple rings on your spine attachment point, the boobs communicate with that attachment and position the rings correctly according to the current breast size. So a new niche is born: nipple rings.


Finally: I also make clothing, strictly for Universals. I’ve gotten requests for MultiClothing. Is there a different tool I need to get to automatically apply a texture to them?

Yes, basicly you can use a texture program like Photoshop CS4, you can download the OBJ file from the site and basicly paint directly onto them. For automatic applying, the new API allows you to make custom Appliers, for example, change boob shape, skin, clothing and size all in one script that a vendor sells. The possibilities are endless.

The new release will be version 1.0, this is because of the major overhaul of the whole system. For more information about what the API can do, watch this page closely: http://www.implantnation.biz/documentation/api

Iim currently working on Universal Implants but im also revamping the MultiClothing implants a bit. The MCI Gold Edition (launching with the new update of Universal Implants) will cost around 600L$ with the tinting HUD included (fixed).

The Universal Implants will cost the same 800L$, they will come with the HUD, Implants, Developer Kit and more documentation. The new version will work with an API system, so i have to completely reprogram the HUD and internal system. Because in the new API you can even sell sculpts, the clothing vendors need to have correct mapping, I’m gonna keep a close look at that.

The new API also allows you to have external stimuli, for example: you can create a tipping star that allows your breast size to increase with each payment to it. You can for example create a Hypnotizer that enlarges your chest. You can make a script that makes your breasts bigger at certain hours/day and smaller during other hours. The possibilities with the new API are endless!

Can you tell us about any projects in the pipeline (like the augmentation gun, for example)…and concepts we might later see turned to reality?

Bart uses the "augmentation gun" on Miss Barbie!

Bart uses the "augmentation gun" on Miss Barbie!

Like i said before the API allows you to control virtually anything on the implants. Colored milk, dripsize, breastsize, nipple size, nipple rings > For more info: http://www.implantnation.biz/documentation/api.

The Augmentation gun is a experiment that i could not release yet to the public (because the security is completely not implemented), but it gives you a idea how the new API is gonna work, you use a setting in the hud that basicly says: “Allow growth/shrink with bullets” and everyone who uses a BE device can alter your size.

When you meet people wearing the Implants, have you noticed any common errors that they make? (example: boobs too far out from body, where SHOULD they be? Too high on body? Poor skin matching? What do you see out there that could be corrected quickly?)

Go Big or Go Home

Go Big or Go Home! Miss Barbie gets even more gigantic thanks to Bart's crazy augmentation gun!

Well most important thing is position, the better you place them the better they blend in. The new API in the Universal Implants allows you to position them better. You can call in your friend to move them up/down/inwards/outwards with security of course. The Universal Implants HUD is built that you can use it on other implants too. But that system is in early beta, the new API will allow you to make any HUD or system that can modify the implants. For example, make a simple sphere, script inside it, when you change color of the ball the boobs follow the color through the API.

Finally, skin matching is clearly the biggest challenge most girls face. Any tips on how they might do better with that?

Best is to use a good lighting that’s the first start, best is to only use the sunlight, turn off all other lighting in graphics properties > advanced. Then you set the sun to midday lighting. Also best is to go to an open area, not inside a building. Keep in mind that avatars are 30% lighter then prims, so you can pick your correct color, lighten it 30% (or darken skin 30%) and you have a very close match.

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I want to thank Bart for doing this interview and I think we all look forward to his newest creations!!

A Fast Way To Add A Booby Top Tank Top Texture

Major hat tip to Jennifer Vultee, owner of the Bad Kitty store, who provided this information. I wrote about this same technique for applying a new skin.

This is a much faster, safer method to put on a new texture then the manual methods I described in Part One and Part Two of my original series on adding a new top, though I do believe it’s still very important to know how that works too, if only to understand the way clothing actually fits on your top.

So to begin, first you need a regular top and a texture for your boobies (duh!). To make it easy, I’ve provided a free psychedelic shirt you can wear by going to appearance, create a new shirt, and dragging this image into the texture box:

Here is the Booby Top texture that goes with it:

Next Steps

1. Upload your booby texture to SL.

2. Find the developer’s kit in the folder where you have your Universal Implants. The latest version is called Universal Implants Developer Kit v1.1. Rezz to ground, copy the contents to inventory.

3. Find the Clothing applier, it’s called SD Clothes Applier Universal Implants 1.1

4. Drag the Clothing applier out of your inventory and rezz it to the ground. It will prolly look like a little red glowing box.

5. Find the booby clothing texture in inventory and right click it…Click Copy Asset UUID

6. Now go clothes applier on the ground and EDIT it

7. Look for the skin_settings script in under the content tab.

8. Open the script and paste the UUID between the quotes on the line key texturekey=” ”

9. Save the script changes. Let it do its scripty work.

10. When that’s done go to the General Tab, and rename the applier to something you’ll find memorable.

11. Close edit and touch the red box script applier…the new texture applies!

This definitely works and it’s a great way to work.

Good luck! It’s cool, man…

The Golden Ratio: Perfection in Your Body Shape

Introduction

One of the coolest, and exasperating, things about SL is that you can create a body that suits your self-image. The combinations are endless. And often disastrous.

You know when a particular shape doesn’t work. Something in you says: that’s not right. But what is it that triggers the response? Almost certainly it is because you are seeing something that lacks proportionality. “It’s off” and when you see that our brains are “hard wired” to respond negatively.

This isn’t Cindy’s opinion. Study after study has shown that human beings are programmed to respond to out of kilter proportions with discomfort…and to respond positively when it’s all “right.”

But what is “right”? The ancient Greeks knew. So did the portrait artists and sculptors of the Renaissance. They discovered that the “ideal” proportions of the human body are almost entirely based on a deceptively simple “Golden Ratio” or “Golden Section”…also known as Phi. For you math lovers, the ratio is 1 to 1.618, references found here). Another way to think about this is to draw a line that is 1 meter long. Divide it in two with the short section being .38 meter and the long section being .62 meter.

Objects, including the human body, specifically the location and size of things like the distance between the head and base of the neck, torso length compared to body height, that have this ratio incorporated will look balanced and proportional. Why? Who knows? But there is little doubt, and lots of research to prove it, that when you see a building that uses this ratio in its design, or a sculpture, or a living person whose body and face conform to this ratio, it will look “right”, pleasing.

Sound a little odd? Ask a friend who went to art school. If you went to yourself, you already know about the Golden Ratio.

So how does this apply to SL? Well, how is a shape actually constructed here? With sliders that are all based on numbers, right? Unlike the real world, you can use them to make a “perfect” shape…but its not easy and even the top shape makers, who are very good, often miss the mark.

I’ll state right here, so there’s no misunderstandings, that I’ve create a tool and a technique that will produce “classic” proportions in an SL avi. I do, and have done, many many consultations and it does work. Yes, I charge a fee, but it’s far less then the cost of a typical decent booby girl outfit.

If that doesn’t put you off, I’ll explain the theory and how I’ve come to create my Golden Ratio system…

The Basics

This ratio, as applied to SL, determines the “ideal” relative relationship between overall height and such things as neck height and width, arm length, head size, waist and hip location, torso length,etc.

Here is a simple example in this famous sculpture. In it, a critical golden ratio was deployed by Michaelangelo: the proportion of length between the torso and lower body.

Notice how the distance from his navel to the top of his head is 38% and his lower body is 62%. But that’s only the beginning. This ratio comes into play all over that sculputure.

So ok, big deal. You don’t want to look like David. You want an “ideal” body in SL! WITH big boobies! How? Read on to find out….

But here’s a little hint: Take a good close look at your torso and your lower body. Most avis in SL don’t conform to even this very very simple torso to lower body ratio. That’s why so many have overlong legs…but let’s see how to fix that.

Techyish Stuff: The Details

As mentioned above, golden ratios, like the simple one in “David” can be found all over the “ideal” human body. We’ll start with a male image, showing many of them:

According to the author of this chart:
The white line is the body’s height. The blue line, a golden section of the white line, defines the distance from the head to the finger tips. The yellow line, a golden section of the blue line, defines the distance from the head to the navel and the elbows.
The green line, a golden section of the yellow line, defines the distance from the head to the pectorals and inside top of the arms, the width of the shoulders, the length of the forearm and the shin bone.

Now, for sure, what may be a “perfect” body isn’t necessarily what one might consider an “ideal” body today. And you almost certaintly don’t want to look like a man. However, the essential proportions that are seen in the male body above and those for women are the same. A too short torso is going to look bad in both a male and female AVI.

But what about the boobs, waist, hips, and butt. Surely they are different? Well yes the circumference of these body parts are indeed different. But their relative locations and “balance” between where these parts of the anatomy are is not significantly different.

One MAJOR difference between male and female, obviously, is waist to hip ratio. For women, a waist that is between 66 and 75% of hip size is considered “ideal”: divide 24 (waist) by 36 (hips) and you’ll see what I mean. Fashion models (and men for that matter) approach 80% waist to hip (skinny bitches..and that’s why they look like boys!). But other then that, the golden ratio continues to define commonly accepted notions of the “ideal”.

Here are three pictures of me. I’m only showing a 38% to 62 percent torso-lower body ratio here (believe me, you DON’T want to see how I started out!), but there is more to observe…

The one on the far left is with a modified shape I purchased in which I corrected my torso-lower body (I didn’t include the ORIGINAL shape I bought to spare the vendor embarassment). My waist to hips is about 74%, a more narrowed look emphasized by a minimal amount of body fat…so I’m a bit on the skinny side in that one.

The second is me with a 67% waist-to-hip ratio with the rest of my body set up using the “Golden Ratio.” The one on the far right is me with a 70% waist to hip, still set up for Golden Ratio proportions (click picture for a larger view):

At first they all look pretty similar, don’t they? But look closer at the center and far right. Arms, hips, shoulders. The far right is a bit too strong for my personal tastes, so I use the center shape. I made those corrections using Golden Ratios, based on a the special tool I created.

You might ask this question upon seeing these…Why do I look skinnier overall (not just in the hips) in the image with a 74% WHR (left) compared to the one with the 70% WHR (right)?

The reason is the SL slider system wihich does NOT permit direct manipulation of the waist size. It can be changed, but a lot of factors, including overall height and body fat affect it…I wanted to stay the same height so I added some body fat to get to 70%. This is one example of why relying on SL sliders alone may not give the best results…you need much more than that.

So What???

So what does all this mean in SL, and most particularly for the big booby girl community?

A number of things actually:

A. Your boob position, unlike in “regular” avis is moveable. And lots of girls get into trouble with that. There is a very specific place on the chest where they will look their best based on your height, neck length and navel location. Where the nipples fall makes a huge difference in overall appearance.

B. What about boob SIZE? Well that’s up to you. But keep in mind that extremely big boobs (say over 2100 cc) will end up lower on the body. Compensating by angling upward, which many try to do, won’t really help because they’ll look unnatural. If you want a superbig look, that’s your call. I’m just saying that if an “ideal” shape is your goal that will be hard to do if you go bigger than 2100 cc for everyday life.

C. How about a big butt? Well, some do this to compensate for overlarge boobs or they just like that. Which is fine. But increasing butt size does significantly impact your hip to waist ratio.

A Tool For Achieving the “Ideal”

There is no question, that having the best, most natural body possible for your height and personal tastes is possible with the SL appearance sliders. But it’s very difficult to truly get it right…and involves a lot of guesswork. You can buy a “fixed” shape and most are quite good, but I’ve also discovered that most also have problems in quite specific areas.

And anyone who has messed with the SL sliders at all knows that a “small” tweak in one place has implications every where. Widen the hips incorrectly and suddenly you’ve got no thighs. Add a bit of body fat (or more often, cut it) and your arms look weird. It’s guesswork at best. Not to mention frustrating.

One Solution: My Golden Ratio invention. Used properly it will visually show you your ideal Golden Ratio proportions based on your height. Whether or not you choose to use those proportions is up to you. I can say that I’ve done a great deal of Beta testing and without exception, small tweaks or large, the women who I’ve worked with come out of a consultation saying they look much more natural. Because they DID look more natural! And you don’t have to be skinny either. These proportions work whether you like the Twiggy look (to a point!) or a voluptuous babe who stepped out of a Reubens painting.

Several of my beta testers have asked about buying this tool. Unfortunately, I can’t do that because it can too easily be copied and stolen. As I mentioned at the top, I am however, doing consultations and they are extremely reasonable.

What is Involved?

Both Booby girls and “regular girls” have been thru my testing and consultations. The only thing you need is a modifiable shape. You will NEVER lose that original shape version. I make certain of that. We talk and we decide what you’re look is. It’s probably very close to what you have right now.

We begin by getting your exact height. From there we look at the “correct” proportions for your stature like, for example, your leg length versus your torso length, your neck size, and your arms. Your head size compared to your body size, and on and on and on. We go carefully and deliberately and after each adjustment you decide whether you want to go further.

Here’s what I don’t do: I don’t mess with facial features. Nor do I mess around with boob size, though we can discuss location if you’re a big booby girl.

Here is a photo of a client. “Before” is on the left.

Again, at first glance, not much is changed. But look closer. This girl had a very nice shape to begin with. But notice the arms and the hips. Her legs have a tiny bit more “heft” too.

I don’t have permission to show images of clients who came to me with very substantial problems. They weren’t newbies. Legs were too long, or neck too short, shoulders too strong (or weak). Many issues. All correctable!

If you’re interested, or just curious. Drop me a line. You can reach me at Cindy Melgund in-world.