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  1. I am extremely worried this will destroy the SL economy. With so many torrents offering free (illegal) mesh created objects such as furniture, at such high level and supposedly low prim count and upload charges, surely this will put MANY people out of business and result in everyone just uploading their own things. As beautiful things i know can be made in mesh, i know the tens of thousands of stolen content that is easily accessable and could be brought in world to destroy the market.
  2. Looking forward to seeing what a mesh i can make Oh what about cost to upload mesh on aditi? No way to get any moola there.
  3. "Anyone stupid enough to upload ripped content from a verified account can be traced back in RL" Since when? And if if, which is impoissible, what will happen? File a DMCA? So what? So what? Linden Lab did not invent the DMCA. If you are a creator and believe that copyright law does not protect you, there's only one thing you can do: Don't release your stuff. Keep it for yourself. Lock it away and never let it see the light of day. Then no one can steal from you. The DMCA argument against mesh import is a straw man. It is usually brought up by people who never touched a mesh modeling tool. You are not concerned about mesh designers getting ripped off; you are concerned about mesh designers destroying your prim business. You want to keep them within the confines of sculpted prim topology.
  4. I took a 50K triangle 3ds Max model and did a save to COLLADA with no changes. It came to 9125 KB. Assuming they use the 4KB per prim value, that means an import cost of 2,281 prims, or 22,810L$. (plus whatever for the texture maps). I think the greatest deterrent to rampant ripping of existing models will be the cost to import. Import and prim cost will be derived from the compressed binary mesh data, not the plaintext COLLADA file. In fact the grid servers will never see the COLLADA files because they are converted in the viewer before upload.
  5. I took a 50K triangle 3ds Max model and did a save to COLLADA with no changes. It came to 9125 KB. Assuming they use the 4KB per prim value, that means an import cost of 2,281 prims, or 22,810L$. (plus whatever for the texture maps). I think the greatest deterrent to rampant ripping of existing models will be the cost to import. Optimizing a model to bring the polygon count down takes time, skills, and good 3D software. If you have those, you might as well be creating your own items rather then stealing other people's. Now, game optimized low poly models are another story, but the upload costs still will not be trivial. @Toysoldier - unfortunately COLLADA is an XML schema, so the dae file format is a human readable and easily editable plain text file. Requiring payment info on file or other registration for mesh import would have some effect compared to anonymous alts.
  6. im rather curious, I have read back through most of the posts here and I am both excited and scared of meshes. The main reasons are that i used to be a prim thrower, I still remember when i made my first T-Shirt and panicked. I have friends who build with just prims, those that build with prims and sculpties and there will be those that build with prims, sculpties and meshes, what does this mean for me ... Well i used to be part of the " i cant do that " collective, scared of sculpties till i went through the process of buying packs, then altering a sculpty to meet a requirement to eventually learning how to make a scupty this all in all has taken me a few months to learn the mother of airplane cockpit software Blender. I didnt give up and I make some very good things and even sell my sculpties in packs for others yet i sit here agreeing with many yet am amazed with the views from established builders who would not remember preflexy with simpsons style skin and playdoh hair. I am not going to throw works like luddite at the group here... only that i feel your pain over the fear of the new technology being developed. I dont think this will replace those that use prims but it will give the tools to creators should they wish to use them. If you sit back and say " this will destroy SL ..... " is really " this will make my business unviable" yet i will .. like sculpties bother to learn the skill required and I will be able to finish works that i have stopped because prim arms have nasty joints. i have competitors that have cornered a market on clothing and will pump out an outfit for less than L$50 upload costs and a days work for L$500... and i have spent a week and L$600 because i have a belt that fits the waist, or a set of boots that doesnt look like every other set of boots just with different textures. I have memories of friends being terrified of Photoshop now producing wonderfull peices of furniture and now also incorporating sculpties into those works and I couldnt be more proud of them .. because they didnt give up. I dont think any of this is beyond the capabilities of people. With things like gimp and blender, cost isnt part of that argument. would not clothing that fits.. thats rigged to bend and move be better for you...... i believe that we are all consumers we want to BUY clothes that are meshes ...... as long as we dont make clothes or avatars that are rigged meshes as long as we dont make skins, we want the product as long as it doesnt invade our bottom line. I dont know how to do brain surgery .. does that mean the local hospital should let brain patients die because i dont know how to do it. I should hope not.. you either have the skill .... or you learn the skill, if you have or wish to do neither then I hope you are stood there .... orange with your linden skirt and plasticine hair as that is what you are offering .. lack of change due to ignorance. i WANT mesh ... even if i dont really know how i will learn not only to compete .... but to grow, to make those things i cant make yet or is unviable with sculpties alone. Am I elitist ... hell no, im average but i at least TRY and sometimes it works , sometimes it doesnt but incompetance isnt acceptable ...... ignorance is or lets smash up those pesky looms and steam engines because it puts the common man out of work.
  7. Ermmm.... in my book rezzing the product of labour at external software is not building or creating in world...what you mean is importing an external product.So basically Im right you cant build inworldwith meshes yes you can import them.. which is what Ive been saying in all my posts.... very little of the building process takes place in world... Are mshes capable of beng edited with the inworld building system by the way ?? The only asset types you can create/edit in-world are: clothing and body parts gestures notecards parametric prims linksets scripts You could never edit: animations sounds textures sculpted prims mesh objects (default avatar, plants, trees) Animations were created with Poser or Avimator, sounds were created with audio editing software, textures were created with Photoshop or GIMP, sculpted prims were created with Blender, 3ds Max, Maya or similar programs. Mesh objects could not be created at all; they were prefabs built into the viewer. Now LL is adding the option to upload mesh objects, and SUDDENLY guys like you get all cranky about it. Why didn't you complain before? If you want to be able to create mesh objects, you have to learn external software. You are in the same boat with all the animators, sound designers, texture/skin painters and sculptors. There will be no "create mesh" button in the viewer.
  8. Galileo The "what can we get for free" is not limited to FB, it's a www wide, SL wide, world wide issue and it's caused by and large by merchants and freebie websites who are trying to capitlise in an economy and using the fear of spending in their favor to then sell advertising space in return for high traffic) SL is almost notorious for the freeloading culture thanks to the imbalance of people selling quality content to people giving quality content, people just "expect" a freebie or at the very least greatly reduced. But again, this isn't limited to SL its the effect of a recession on the net. This is the first time the internet has faced any form of economic collaps of this magnitude and we're seeing the merchant/consumer changes for the first time in history. I have 2 websites one did offer texture stock for free (at the lowest resolution) we had 2000 members in less then 12 months and over 2000 texture downloads a month (of the free textures) For one of the higher resolution images they would only need to spend 1 dollar and we did allow commercial use., well needless to say very few people spent money, no one said "thanks" and so we pulled the plug on the freebies. Regards FB - people do spend money on FB not sure where your getting your information from but there are game companies investing time and money into making addictive and "user to user" competitive games which encourage players to buy "gold' (or what ever) once they are addicted. And of course more residents = more content creators, but the ratio will not be in the content creators favor, most FB users are just people who want to socialise online, share photos, compete with their "friends" in Farmville,(why?? lol) upload videos from their mobile phones, flirt with strangers and so on, so having the ability to own their own 3D appartment , play "dress up" and invite their FB friends into a 3D space would be very tempting and again, free... Where ever LL advertises there is always going to be a certain % of sign ups that decide to be a merchant, not sure why you think FB would hold a higher % in that regard to any other area. Look at IMVU - see how many people are logged in and then ask yourself why because it isnt the client, it sucks, Ive tried it. ( cartoon avatars and environments, no freedom to do much of anything other than jump from one targeted seat to another targeted seat ) but that aside they have been very clever on how they run things. Quote "try attach a subscription fee to FB and watch people leave like the tide rolling out" Well, yea if its compulsary but that would be the same for SL or any other service that initially allowed free access.
  9. Hi I'm Nallice Kutenai, I hope this post can help me, When I'm edditing Apperance, a series of issues appears to me, just saying "the object 55ee1cf4-bee6-67c2-d265-0909fd6fe078 cant be upload for the follow reason: The server is experiencing unexpected difficulties" I dont know what do to, I dont know where I should go, but I think that is a bug, so please, If someone can help me, I'll be gratefull with you, thank you.
  10. I have been wanting some way to import meshes I create into SL since joining in 2003. I hope its not going to be a buggered mess. I still try to keep my modeling skills sharp even though I don't really have a market for the things I make. One group of objects that I thought was very fun to make and ended up being pretty neat looking was a set of alchemy devices and objects. I researched lots of old texts and online sites for images of the weird things they used to do the weirdness they did back in the day. I think this will be ther first set of objects I will recreate and upload into SL. Can't wait to give it a go. It seems like eons ago that Illume and I paid a code guy to make the Renderware .rwx exporter for Wings3D. We had so much fun on our tiny space on Activeworlds. Most of that fun was learing how to make stuff that was cool with minimum verts. Avatars were a challenge on that platform but once you got it down it was pretty easy. Sadly they did not use flexible joints and solid one piece skins. We had to make each part of the body in as a seperate object and link them all together with some odd little program. I'm sure there will be some interesting struggles with mesh imports but I'm ready for it ~Aura Lily
  11. Typical LL response -- rather than work to make something functional, just abandon the project and all the money we spent acquiring it. Sadly typical. AU failed because you did absolutely nothing to make it into "A VR Facebook" like you stated you wanted it to be. There was no blogging. There was no commenting or discussing with anyone except one way writes on a wall (making following a conversation impossible). There was no calendar so that anyone in a group could announce happenings and everyone following that group can see what's happening for the next week. There was no way to operate groups. There was no way to have offline conversations with group members. All there was, Jack, was a photo upload area -- and Flickr works far better. You told us you'd make it into something awesome. Yeah, yeah, we've been hearing the same garbage inworld for the better part of a decade. And just like inworld, the moment things get tough, LL pretends they never had any real interest in it to start with and pulls the plug. I don't know how much cash you guys have left in the bank, but I suspect all the LL screwups over the past few years are draining the coffers dry. Yes indeed; a sadly typical response when LL cannot actually fulfill a promise. Or a contract. And you wonder why we think of SL as a game when you yourselves treat it like one?
  12. 1.) Yes, it's a new type of primitive. It is editable in the same way as a sculpty, IE, stretch, position, and rotation only. 2.) It will be TPV's responsibility to backport mesh, although the Snowstorm project will no doubt assist in getting the code out. 3.) The ceiling cap is 65536 verts, although more verts will count as more prims towards land totals. 4.) -Zbrush has Collada export.- Edit: My mistake, it does not. 5.) Other than saving your model as a .dae file, very little preparation for SL is needed unless you want a rigged model, just keep the vert count in check. One thing to note is you'll want to make 4 separate LOD versions of your mesh, with each lower LOD using at most half the verts of the previous one. All four .dae files will be uploaded in unison. The upload dialog has the ability to generate these lower LOD models for you, but you have more control of how your mesh will look from far away if you make them manually. This custom LOD, along with custom UV texture mapping, would be the two major improvements to converting existing sculpts to mesh.
  13. I have a qurstion for you Jennifur. I tried skiming through your replys and could not find this. I know you said mesh will not support blendshapes for the face.. but will it support custom jointsetups ? And if so can we upload animations for that unique joint setup.
  14. And finally... someone suggested that when I build or rebuild my current Sculpty landscape pack OBJ files in Zbrush, I should make sure that I build it to scale as that is how it will rez. WHA?? So an SL builder cannot scale a Mesh in SL like they can with other prims? Will Meshes in SL be like the fixed size Megas? And regrarding megas... can we now create Mesh objects / prims in SL that are "mega" - ie. they can exceed 10x10x10m? I will just read any responses but I can no longer post here. This blog site is simply soooo lagged! Thank Q for the link to tech info. I will look there. When you import the mesh the .dae file is essentially embedded in a prim that becomes your mesh as you created it for lack of a better way to explain it...you get a mesh object in you object folder. You don't have to drag the .dae file into a prim or anything like that. The mesh is rezzed like any other object in SL by dragging it to the ground or wearing it as the case may be. These meshes have the same modify, copy, transfer permissions as any prim or sculpted prim. So if you sell full perm meshes the customer will get a copy of the mesh you uploaded not a .dae file they have to use with a prim like they do with a sculpted prims sculpt map. That's how it currently works...there was a different method of upload a few months ago in which a "mesh object" from a different folder was drug into the sculpt map window in the Edit window so if LL decides that is a better way it may come back but I doubt it at this point. Meshes rez the size you created them so in the case of a lighthouse I uploaded it was the same size in SL as it was in 3DS Max, 100 meters tall or so, I don't remember exactly...create your meshes to the scale you want them in your 3D app. If you have a grid set the grid to display as one meter squares as a visual reference. If you try to resize them they behave like megaprims and snap to 10 meters but otherwise will retain their shape...just smaller. A mesh smaller than 10 meters can be scaled up to 10 meters like a normal prim. I think that covers your questions except for the ones about Zbrush but I can't answer them. If you have any more questions keep them coming.
  15. @Toysoldier (and others): There's a thread in the Building forum which may be of interest. I've gotten responses to technical questions there that just got buried here, so if you need details you can't find in the various Mesh blogs or elsewhere, that's another source. From comments there, it appears that a very great deal is still TBD, including what I should think would be pretty fundamental aspects of the implementation. In that light, it's likely impossible at this point to really know such pure "economic policy" things as scale limits, upload fees, prim-equivalence constants, account restrictions, etc. On IP infringement: The state-of-the-art in automated detection of copied content is a lot higher than I appreciated. Google has implemented some truly amazing ability to detect YouTube copies of degraded snippets of video streams -- even to the point of routinely finding 15-second clips of week-old network TV broadcasts, partially obscured and at an oblique viewing angle, shown in only part of the frame. (Think about that for a moment.) So, I'm now thinking: Bring it on. Let the sleazeballs copy everything on the web. Let LL's lawyers finally face the fact that they're in exactly the same business as Google is with YouTube, and have exactly the same legal obligations. And they can use available technology to protect SL content creators just like they'll have to protect external content. (Yes, there are economic implications of fully legal importing of content. That's just not what I'm talking about here.) About who's more 1337 than whom: First of all, just because you don't recognize sophisticated prim builds, or don't know how to make them yourself, doesn't mean they don't exist. And if you think it's easier to wrangle prim geometry after the fashion of Siefert Surface than it is to unwrap a UVW map from a modelling program, you're deluded. Moreover, if you think anything will prevent amateurish Mesh content from appearing in Second Life, you better pray you're wrong or SL is over and it's time to turn out the lights.
  16. You seem to agree with Vivienne that almost everyone in SL is going to exploit mesh import to rip stuff from 3D model sites. Now tell me: Why don't people rip stuff from SL and put it on 3D model sites? Thanks to GLIntercept and friends, mesh export has been possible for years. Why aren't you concerned about that? Why do you believe that ripping is a one-way street? Why do you think that all the crooks and thieves are inside SL and not elsewhere? Is it because you think that SL stuff is crap and not worth ripping? Then I agree with you. Is it because you think that no one is running a sustainable business on TurboSquid sales? Then I agree with you as well. Soon there will be a 3D mesh model site where people can actually make money. Its URL is https://marketplace.secondlife.com/. The nice castle you mentioned will appear there because its creator will upload and sell it. He would be stupid not to do so. Believe it or not: Second Life provides a higher level of copyright protection than TurboSquid. Because if content theft happens in SL, it will become visible sooner or later. And all the mesh uploaders will be on verified accounts.
  17. "some skills with a 3D app are still required to export the files as .dae." I agree. But much less skills than a nicely made SL built would require. "...with very few people taking the time to learn how to import a downloaded mesh into a 3D app.." Yes, it might take two hours to find those freky warez on the web. Or use GLintercept or something comparable (for the extremely lazy, better than any copybot). "...and then figure out how to export it." Probably.But where there is a potential 3D linden dollar flickering on the free blender UI there is a way. I do not think anyone will have serious problems with this. The main problem, if there is one, will be upload fees and maybe prim weigth. But that´s it. I doubt that there will be any money in simple object creation in the future, mesh or prim. That´s the logical result of opening the doors there. Scripts and animations still will be going well (until someone comes up with a video capturing app for capturing all our favorite positions, he). Someone posted this before: "don´t create objects, create worlds". This wll be the key to some kind of income thru exploiting mesh imports, NOT locomotives. You will need to import a custom, working railroad system including all the bells and whistles (which will work as good and bad as any prim based one due to the terrible script lag in SL, and due to LSL limitations). But this is what will prevail, roughly. Probably avatar meshes will become popular, characters from games and such, but even there the profits will be kinda limited, just because of the to be expected legal troubles. I am looking forward to watch the transition of the SL economy, anyway.
  18. 1.) Yes, it's a new type of primitive. It is editable in the same way as a sculpty, IE, stretch, position, and rotation only. 2.) It will be TPV's responsibility to backport mesh, although the Snowstorm project will no doubt assist in getting the code out. 3.) The ceiling cap is 65536 verts, although more verts will count as more prims towards land totals. 4.) Zbrush has Collada export. 5.) Other than saving your model as a .dae file, very little preparation for SL is needed unless you want a rigged model, just keep the vert count in check. One thing to note is you'll want to make 4 separate LOD versions of your mesh, with each lower LOD using at most half the verts of the previous one. All four .dae files will be uploaded in unison. The upload dialog has the ability to generate these lower LOD models for you, but you have more control of how your mesh will look from far away if you make them manually. This custom LOD, along with custom UV texture mapping, would be the two major improvements to converting existing sculpts to mesh. To point 1... I guess the rest of us will see how a "dae" file is added to this new form of prim (i.e. is the dae file a note, texture, object in our inventory that we are importing)? To point 2... So until all the TPV vendors update to work and see a mesh, the acceptance of MESH objects in SL will be limited. Remembering that LL's Viewers are not the majority of the viewer population now in SL. To point 3... What will be the verts/prim ratio for this new mesh prim? What does LL consider to be the equivalent of 1 prim on a sim? To point 5.... I noticed you first posted that there really isnt much to it for us Sculpty makers that have already created OBJ files that in turn were converted to dumb 32x32 UV maps. Then you changed your tune and started remembering that - ahhh its not that simple. You also didnt take into account that many of us Sculpty makers have created sculpty UV maps based on original Mesh objects being as limited as the UV map they were generating. Until the arrival of Mesh in SL, there was no value in creating a 65536 vert mesh in detail if it was only going to be dumbed down to a 32x32 SL UV map. Sooooo in additional to all the other points you remembered after saying "there is nothing much to do for us", there is the fact that many of us will have to rework our meshes with the much higher details so that we can get the better details back into our objects that we were initially not allowed to map. SO.... there is a lot of things for us SL Sculpty makers to learn and think about and re-do that you initial closed beta testers have already had insight on and have been able to prepare your meshes for SL. You lost me on creating 4 LOD version and creating 4 seperate DAE files? When will LL release a whitepaper that gives us uninformed sculpty makers detailed instructions on how to make meshes for SL? I dont even know yet what is being imported into SL and you are suggesting that for every shape we are importing 4 of these DAE files? Conclusion.... you closed beta uesrs are way ahead of us who know little what you are tallking about nor have seen any details of how to make a mesh for SL.
  19. You don't get it...its not the upload costs people would be paying $1000 lindens for but rather my time and skills. I spent around six hours modeling and another eight unwrapping the UVW maps...which has to be done by hand. I haven't even begun to work on the textures but I'm estimating that will take another six to eight hours. $1000 isn't really that much in the grand scheme of things, that's about $3.70 US if you have to buy them. Unwrapping a UVW map on a complex mesh is tedious and time consuming if you want to make the mesh easy to texture. I really hate to say it but compared to unwrapping a complex UVW map texturing the average prim object in SL is child's play. There are of course exceptions such as Tumansky Heavy Industries beautifully built and textured cars and aircraft and others who build wonderfully detailed and textures prim items. A new viewer was released with revised prim costs, the locomotive is now showing as 12 prims.
  20. You still do not get me. I honestly do not even try to talk you out of doing what you like to do. But 1000 Lindens for a 30 cents upload and some freely available vehicle scripts? You sure?
  21. Very nice work. If you did not already you might consider seperating the wheels and drive links so they can be animated with scripts. Would look good cruising SLRR (assuming it is compatible wheel spacing wise, etc.) Thank you Ann. Honestly I never thought about selling it since I just make whatever I feel like in Max because its fun. But yeah it could easily be made with seperate components for animating...prolly the biggest thing to compatability is knowing the spacing of the rails. In response to Vivienne. 8 prims, so she might have done that. 10 lindens per prim (from what i have heard). So 80 Lindens upload fee. Rotation scripts are free, anyway. So are textures (more or less). So...for a cost of 30 cents she gets a "nice" loco.She likes to "store" stuff, as she mentioned elsewhere. How much will she charge for this? 50 Lindens? Anyway, she is somehow adorable, and i mean this. She actually tries her 3500 dollar software. The more clever will not even do this, but get some free tool for converting something like this: http://www.turbosquid.com/3d-models/3d-old-steam-locomotive-br-86-model/305944 as shown here: http://files.turbosquid.com/Preview/Content_2009_07_15__06_54_20/BR-86%20picture%201.jpg8c67d9d0-3ce5-4a58-bdfa-e40199a0d7b6Large.jpg'> into collada. Will cost probably 4 dollars and almost no time. Great for Linden Lab, but...hey...let´s forget about thinking of an "economy". With mesh imports this is the past. Second Life will either change or die. Or both. I take bets. I don't do scripting unless I have to and I couldn't write a script if I had a gun to my head. IF I sell it it will be full perm with UVW maps, shadow maps and would likely cost in the range of $1000 lindens. Yes I get told I'm adorable a lot...thank you. I have no idea what you mean by I like to "store" stuff...I do have a store but its a clothing shop. I do more than "try" my $3500 software...put your money where your mouth is and download a 3DS Max 2011 demo and lets see you do better. You seem to have a real fascination with Turbosquid...I guess you'll be one of the first selling downloaded meshes because you can't be bothered to take the time to learn how to make them. Sad really.
  22. 8 prims, so she might have done that. 10 lindens per prim (from what i have heard). So 80 Lindens upload fee. Rotation scripts are free, anyway. So are textures (more or less). So...for a cost of 30 cents she gets a "nice" loco.She likes to "store" stuff, as she mentioned elsewhere. How much will she charge for this? 50 Lindens? Anyway, she is somehow adorable, and i mean this. She actually tries her 3500 dollar software. The more clever will not even do this, but get some free tool for converting something like this: http://www.turbosquid.com/3d-models/3d-old-steam-locomotive-br-86-model/305944 as shown here: into collada. Will cost probably 4 dollars and almost no time. Great for Linden Lab, but...hey...let´s forget about thinking of an "economy". With mesh imports this is the past. Second Life will either change or die. Or both. I take bets.
  23. Interesting. This is closed mesh beta, right? What did qualify you for participation? How many virtual "prims" will this be? What will be the amount of upload fee? Please define the exact number of verticles, polygons, and dimensions. Now that you disclosed your Linden source of pre-knowledge, live up to it.
  24. Usually I'm the last person to raise the spectre of competition, but if I have a choice between spending time building directly in a virtual world that supports it, or building in Blender for later upload to SL, where do you think I'm going to spend my time? Eh...I just spent the last six hours unwrapping the UVW map for a steam engine in 3DS Max...the whole time I was listening to the music on my sim, flipping back and forth between Max and SL to check on my shop periodically and for the first few hours I was talking to my best friend. I tell you what Qie if you're going to want inworld mesh creation go the extra step and ask Santa Linden for an inworld texture editor too ...something at least as good as Gimp. I'm still waiting on a pony. lol If you build and make your own textures (as others have pointed out before) you have to leave the SL window to work on your textures. When you get down to it SL (and its clones like OpenSim and Inworlds) is the only virtual world that I know of that even allows you to create anything inworld via prims. Even on the off chance enough people raise hell and LL gives in I think you'll find manipulating vertices in SL itself to be a very frustrating experience. When I work in Max I almost never work in the perspective window...95% of the time I'm working in the top view, side view or front view.
  25. I understand why poeple would *want* a mesh editor in world. I also would ask: "you willing to wait?". Oh, I'm willing to wait. I'm not sure the competition is. Usually I'm the last person to raise the spectre of competition, but if I have a choice between spending time building directly in a virtual world that supports it, or building in Blender for later upload to SL, where do you think I'm going to spend my time? Even if the tools are extremely basic and limited, even if the platform itself is rough and more than a little makeshift, I'll build inside that social environment every time I possibly can. I get it that there are people who, in contrast, get themselves a standalone OpenSim to build in isolation. That's not my idea of the future of virtual worlds -- and I really think LL had better hope that's not the future of virtual worlds. As to mesh editing appearing first in (possibly specialized) third party viewers because LL development is too backlogged and process-constrained: Works for me. I suggested it in an earlier post. LL would still need to expose messaging for mesh manipulation between the sim and viewer. About a more extensible, plug-in architecture for the viewer: Great. We've been wanting that for years, and its lack is one of the great disappointments of Viewer 2, considering the vast resources that were poured into that project: Opportunity cost, in spades. Hence, I wouldn't interpose an extensible viewer project on the critical path for anything I wasn't trying to kill. And in any case, even if the viewer were perfectly extensible, again, LL would need to expose messaging for mesh manipulation between the sim and the viewer. I'd feel a lot better (and STFU) about all this if viewer-based mesh editing were on a development roadmap somewhere ahead of all the tweaks and low-impact features that folks will dream up for mesh. I saw what happened with sculpties -- thousands of man-hours sunk into "nice to have" features and performance tweaks, now as near to irrelevant as makes no difference. Unless mesh editing gets a stake in the ground up-front, the opportunity will be frittered away, again.
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