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Motoko Oanomochi

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About Motoko Oanomochi

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  1. Hello, This topic will help you a lot, I guess.
  2. To make easier example for my attempt to explain Let say we wish to make H2O molecule on Second life. Model is ( draw ( molecule 'H2O ) 'plot '3d ) ok, it is done , What ? don't tell me you use blender for this no seriously ? you don't use Internet knowledge ? you don't use standard RDF file and SparQl language ? Ok my 3D model is done, at least for me it is perfect. Ah and yes, it is so easy to be sure the model will tell the composer, O has not same color as H on the uvmap itself Now, the composer, (setq myModel ( draw ( molecule 'H2O ) 'plot '3d ) ) and of course, something like (compose myModel ('realTimeEngine ( 'LOD 3 ) ) ) I decomposed a lot, but the fact to assign the model to a variable calls the composer automatically, of course. Function draw can take a lot of parameters, and of course you can ask myModel to be rendered as preview, and the nice thing it is possible to edit it by hands ! and the variable myModel will memorise all change made by hands. And finally export it , ( export myModel ('secondLife 'LPE 'SLLODRulesName 'Dae ) ) All done I made the demonstration at SLB, in the past, some years ago with more complex stuffs
  3. I will take the risk to say, for example a cloth software with name begins by M ... and ends by R is a good example. Ok, I know already it is the worse example for lot of peoples here, and I already opened my umbrella, but there is nice tools to create a true composer with auto rig for real time engine for this software. Same things for Sketchup, a clue with Sketchup is to use this software to create elements of the house, and not the all house, so you can use these elements easily under Cinema4D and even blender, yes even blender which has a nice function with grid magnet
  4. Hello, There are many ways to design 3D objects, but there is one almost never mentioned here, for purpose ? I am doing it in this post. A 3D object implies 3 steps : 1, design , a design totally disconnected of the final render engine you target, really totally disconnected. I will take examples after1. By design, I speak about the precise description of the objects, by formulae, by pure design, by program, by hands too. Or a mix of all of these. 2, how the model will composed by quad / polygon. In this step, it is important to target the render engine you choice, but with the composer musts to work even if you return on step one and change the model, no matter, the composer will generate new quad / polygon. It is where you create LOD too, and as the composer has a deep knowledge of its task and model, no need to waste time of human designers here. 3, exporter, an important step where you will explain to the software the format you wish and how to assemble or disassemble all the parts of the design to generate the format of your choice. Examples : Step 1, a simple model, let say a tube deformed to make a nice bottle, I will describe my tube with a formulae, it is an example, you can do it manually, by hands and mouse or Wacom . Let write something as ( tube ( splinecurve ( x,yz) (...) (...) ) additional parameters as nocap ) nocap to keep the hole of the bottle So my model is a formulae, but I can add manually on the 3D model a break point and curve by hand the upper part of the bottle as example. An other example, a wall , I make a simple schema of a wall, almost a cube and I add by description 3 windows, by default the windows will have a standard shape, I can change it of course, and I can of course change the position of windows by formulae, by hands, randomly even for the fun. It is how the first step musts to be done. At this step, it is pure design, and at no moment I need think about mesh composing. Now step 2, I will choice firstly the type of render engine, real time, half real time or photorealism sometime called "offline". After this, I will choice many parameters, quad or not, auto adaptation, number of LOD, and so one. Of course, the composer knows the model perfectly and creates perfect LOD for my wall or tubes, because composer and designer are disconnected but composer knows the model enough. It is why the same model will use 1500 polygons or 15000 polygons or more depends the render engine I target. It is why for example, a displacement will generate polygons for photorealism engine and will generate texture for real time engine ! it is why there is checkboxes to select the render engine, and of course, why not add Second life and Sansar, as we added Infinite Sim on 2014 / 2015 largely before Sansar And of course, I can change the model and ask to the composer new generation and change the render engine at any time. Step 3, the exporter, it is where I will select the file format and many parameters to be sure the file will be uploaded easily and with minimal effort on the target platform.
  5. Hello, On the past, SL was used a lot for architect preview, it is a reality, and really we don't care the dae file is on SL platform, because there is no problem with TOS, the dae file is not the model. Now, there is Sansar, of course, I need add CAD preview uses more and more real time render engine, or half real time engine.
  6. Hello, Sketchup from Google is nice too, and there is somewhere too a piece of software to adapt the Obj / Dae file exported by Sketchup for Second life and Sansar. And so, we can even use Sansar or Second life to use professional architect design and even on professional area. Now, it is time to run away before blender clan drops on me
  7. Hello, There are "secret weapons" specific softwares, but unfortunately, it is impossible to speak about it here, on this forum. For example, do you know there is a piece of software, somewhere, to rig automatically any 3D objects for Second Life skeleton ? Do you know there is, somewhere a piece of software to manage specifically the LOD of animesh specifically for Second life for any 3D objects ? In fact the best softwares, even and mainly, if they are dedicated to Second life / Sansar, they can't be mentioned on this forum. To answer to the main question, as we can only speak about a limited things here, Cinema4D is very good and it is not sale under subscription, there is somewhere plugins to manage UVmap and more for Second life specifically. And no need to buy the full version, prime is enough. I hope my post will be not deleted.
  8. Hello, It is true, that can to be seen as an excuse, but it is mainly a status. I have no idea the investisment which is engaged on Sansar, all I can to do is a short comparison. Sansar VS Unity engine and Sansar VS professional real time engines; I can't mention them as I work ... let's go for a comparison. Against Unity as example, my modest point of view is, Sansar needs to increase functions on C# API, it will be perfect to have an upper level as language LL as we have on Second Life, and a full support of standard PBR could be very good. In term of pure 3D technology Sansar is already a lot more capable than many users think. Against professional real time engines, we are working to create a pre - uploader for some 3D std formats file and some stuffs which are not delivered with Sansar. With this, all I can say is Sansar is again capable a lot. I guess the fact to come from professional real time engine is an advantage to handle what Sansar is able, at least we tried many new approaches since 2015 and all we did was compatible almost in the instant with Sansar. And believe me or not, but for some professional projects we will clearly try to engage on Sansar. Best Regards, Motoko Oanomochi.
  9. Hello, Game was and is a part of Second life, why not Sansar. As it is an option and not an obligation, I see no problem, for now Best Regards, Motoko Oanomochi.
  10. I agree with you, I have no issue I hope you know, just I think deeply Second life is by nature an open space for creativity. And beginners are very welcome here. I agree 100000 polygons is ridiculous high level on Second life, it is even the case on Sansar more or less.
  11. Hello, I can understand the "religion" of lod by hand by the "closed club", despite this I prefer the way where beginners keep high the joy to build on Second life, and even if hand lod made is maybe better than automatic or half automatic system, it is obvious a part of the joy to be Second life is build. I understand this "religion" is mainly a "business" to promote them self and disqualify others. Bad trick, but it is a personal point of view. At least it is a trick largely used now. All I am saying is : you are a beginner, you enjoy MD, you enjoy Sketchup, you like build in world build and convert it in mesh, go for it and keep high your joy, and be sure there are tools to make 95% to 100% of the optimization made by the "closed club" manually. I say to beginner enjoy your Second life, enjoy to build, enjoy your design and don't listen the pseudo professional giving pseudo lesson. They always patronize for advertisement purpose never to completely help beginners, sometime it is partial, atomised help, yes, it is called make the buzz for advertisement purpose mainly and in second for help, but is it true help ? I struggle to see it. I wish to say in addition, a lot of beginners build for them self, they hurt nobody, they pay their sims or lands, they have a perfect right to enjoy without to be pratonized and yes at first they do mistake, and yes they ask for help, and yes they will listen more or less people with more experience. They have this right on Second life, because it is the nature of Second life. Tolerance is the key word. And patience when you want really to help beginners. Now, I always refuse to help beginner who is a ripper, who mainly tries to have help only to know how upload stuff from 3D marketplace. Unfortunately, there are yet a lot of rippers. About arctan, I mentioned what I wished not what it will be, of course. Best Regards, Motoko Oanomochi.
  12. There are two categories of polygon optimizers : generalist and dedicated. Obviously, it is complicated to make a perfect optimizer for all 3D stuffs, but there are dedicated optimizers or at least we can create it. I prefer a beginner using an optimizer than a beginner who will renounce because hand optimization is really complicated sometime.
  13. It is clear LOD is more on platform side actually, or on 3D software side with automatic or half automatic function to free the designer of this task. Honestly, I prefer develop the function to generate LOD levels than make it manually. To return on the initial subject, automatic or half automatic function means a beginner can focus more on the idea, more of the style, and less on technical aspects. It is good for everybody, but I guess, that makes "nervous" professional who spends time to create lod with hands.
  14. By changing rule, all is possible the worse, the best, but it is the, maybe, rule change that will create the bad or good. If they go for all new arctan-mesh as new opportunity, it is the best. I am sure, a lot of designers will use the new arctan formulae if it is like animesh formulae. And it will be more easy for beginner too, as it is the subject.
  15. Sansar is using an automatic lod system, as example a mesh animated is no longer animated at some distance automatically, idem for lod, I guess they are using something like Simplygon. It is the same way I did in the past on half real time engine too. So, the designers can use their time for design, logical for designers I guess. Animesh formulea is good enough, I think it because it is easy to keep it in mind when you are doing your stuff. It is easy to implement it on software too It is not perfect but it is always better to use a good enough solution easy to use, than a perfect solution hard to use.
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