what a frigging MESH!


i was poking around the web looking for stats on Mac users of OpenSim and Second Life and read a post by Justin-CC today titled Warning: Don’t rely on meshes uploaded to OpenSim (just yet)

i have read his post twice and the post SL Mesh Status Week 19 by Nalates Urriah trying to figure out what it all means. by “all” i mean a change in how meshes are handled

it sounds like the current way will change with the adoption of the new way meaning that new viewers won’t be able to see old mesh content (mesh assets). the new way treats mesh as mesh objects meaning that old viewers won’t be able to render new meshes (???)

does this mean that some content will be dependent on the viewer for whether it can be seen or not?

as Natales points out, this final adoption is a very big deal and needs to be done properly. once mesh becomes a standard thing, there will be loads of content created that will drastically change the way Second Life and OpenSim look

my stance on it all is that i love working with prims and that if i wanted photorealistic objects i’d stick to Blender 3D (or a real camera! now there is a novel concept) ;)

i like prims because they are fast to use and somewhat low overhead on the client-side
love prims for working with n00bs and kids (kids learn so fast that they are not n00bie for very long!) =)

you can work with others in-world to teach prim building skills but you can’t work in-world with mesh tools like Blender 3D. don’t get me wrong, i think meshes are fantastic and have their place and will become the “norm”, but i just like prims because i want to build a funky motorboat in a few hours and not a few days!

i figure if this  =)  means a very happy face and it’s just two horizontal lines and an arc, then anything we make out of prims will suspend disbelief just fine for what we are doing! =D

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written by Ener Hax

May 13th, 2011 at 2:46 pm

posted in OpenSim,second life

tagged with ,

4 comments to 'what a frigging MESH!'

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  1. OH! Oh, oh, OH, yo go girl!

    Yes, yes, yes! I have been saying exactly what you are saying here ever since amesh was first announced… just not on my blog, but in explanation to others.

    Mesh (I believe) will cause more “lag” even than Sculpties do now… they will be problematic and creator content will rely on the mesh creators selling “components” that other creators use to “assemble” things. Not to mention all the Google Sketchup and other DXF models available for free all over the Internet being resold as “original” content… blech.

    The primitive objects (prims) are and always will be the base that all of the SL and OpenSim grids are based on. I know how to model in 3D LONG before I ever heard of Second Life. And I still will prefer creations built with primitive objects.

    Bashful Pixie

    13 May 11 at 3:11 pm

  2. \o/ for Bashful Pixie (who has the greatest Twitter avatar btw)

    well now you did it and i will admit that i hope to never build with meshes (or even sculpties) in virtual worlds. a BIG part of the attraction for me is that i can make a house relatively easily. i spent many hours (a few years ago) doing Blender like 30 hours a week and it is awesome BUT no one ever sees your work!

    in virtual worlds, you can make great things and to say that regular prims are not as good as meshes would be the same as saying that Picasso’s oil and canvas is not as good as the camera on my phone!

    Ener Hax

    13 May 11 at 4:40 pm

  3. Prims, sculpties and now mesh. Different tools. I am quite looking forward to the new avatars made possible by mesh and eventually bone scaling.

    Peyote Short

    14 May 11 at 10:49 am

  4. sorry Peyote for not seeing your comment in the SPAM trap =(

    yes indeed, more tools equals more options for more people. it should help attract some “real” 3D artists that have not yet ventured into OpenSim or Second Life =)

    Ener Hax

    14 May 11 at 4:11 pm

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