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Ashasekayi Ra

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Blog Comments posted by Ashasekayi Ra

  1. I'm pretty sure the OH name change is global. Nyx Linden pointed out that OHs would be renamed at his last meeting. As for work hours, there are surely companies that have set work hours. I have worked for them myself. Of course, an individual may decide on their own to work over. But, that doesn't mean she should be expected to do so on a regular basis. Also, I would hope they would announce these meetings in a central location like the forum not twitter or inworld chat groups.

    Next Steps for Mesh Import

    Thanks for putting that jira together Daniel.

    I think the suggested simple mesh editor would expand the flexibility of mesh greatly. This is especially true for the issue of clothing fits. But, it will also allow people the opportunity to just have fun experimenting around with mesh directly in SL. That sort of building interaction has always been part of SL's charm imho.

    Next Steps for Mesh Import

    A rigged mesh actually has bone and joint information attached. For example, you could model a jacket to fit an avatar then rig it with bones so that it can move with the avatar as a single piece. You could also make a sort of avatar replacement with it ala furries, robots and even humans. The drawbacks are that it doesn't support facial animations, it doesn't support avatar morphs (only skeletal ones) and you can't scale it while it is attached. The non-scaling while it is attached has bugged me greatly. It will be a conundrum for clothing makers for sure. But, I've been told it is very hard to program. *shrugs* I still ask about the progress of it, and they say they haven't ruled it out for the future.

    Non-rigged mesh is mesh without any bone data. It could be a landscape, prop or bracelet. It's a regular model basically. I have more hope for scaling issues to be addressed with this category. But yea, I've been crossing my fingers for an extension beyond 10 m for ages. I rarely make anything as large as an expansive landscape. But, I do have products that could be slimmer without the 10 m limitation. I surely see it as an universal SL issue.

    As for the mesh beta SIMs, I *think* they are still closed until they roll out the open beta. But, you could ask Nyx Linden to be sure about that. I could be wrong.

    Next Steps for Mesh Import

    Actually, many of us did point out the scaling issue. I personally bugged them about scale for non-rigged and rigged mesh my whole time there. As has already been said, many of the issues with mesh are still in flux. At the moment, you can export something out as mesh at any size. But, the developer just said Monday that will change to a 64 m cap. On the plus side, he stated that they may move the limit for regular prims to 64 m as well. My guess is that at that point a mesh and prim could be resized at will between .01 and 64 m. But, the last part is just a theory.

    Next Steps for Mesh Import

    Wow, by the time the comment box loaded, Jennifur has already answered your question on scale. As for Zbrush, I've been converting the .obj files to .dae in Blender. However, there are other free programs that can convert, such as Mesh Lab, DazStudio and Wings 3D (not 100% positive on this one).

    I will note that I tried just converting my sculpt objects straight into .dae just to experiment on the Mesh SIMs. As I suspected, in most cases the sculpt resolutions were larger than they needed to be. So, I'll really need to rebuild them specifically to be low polygon and re-map them. My objects are clothing items and props so this might not apply to landscapes.

    Next Steps for Mesh Import

    @Melita

    There's a free 3D program that mimics RL sculpting called Sculptris. If you want to spend some money, you could check out Zbrush, Mudbox or 3D Coat. I personally use Zbrush, and I have no complaints. However, I will say that it has a steep learning curve. You might want to give Sculptris a spin first to get your feet wet. Although, the tech in that program differs from some of the others.

    As for Photoshop, you can paint directly on a 3D model in the "Extended" versions of the program. I know you can export to Collada .dae from Photoshop CS4 Extended for sure.

    Next Steps for Mesh Import

    They have made a rigged mesh technique that basically allows you to replace your whole avatar. At the moment, it isn't a complete replacement because it doesn't support facial animations for example. However, I've enjoyed making a rigged mesh outfit. The only downside is the lack of support for avatar morphs. This problem is less of an issue in the case of full avatar replacements.

    To whoever asked if a third party viewer can see mesh, I'd say no. I tested this with Emerald some months back on the mesh SIMs, and the mesh didn't show up at all. I'm not sure if that will still be the case once mesh goes live or not.

    Also, I think someone asked about scripts. You can script a mesh and change it like you would a sculpt.

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