It's worth pointing out that outside tools are a lot better. If you add inworld texturing facilities - you are unlikely to get much better than MSPaint. Proper texturing requires proper tools (ie, Adobe Photoshop) - likewise mesh editing requires decent tools to be effective. Inworld mesh editing is really a unnessecary feature; sure you can do it - but it's cart before the horse if you don't add mesh support at all first.
Adam > -----Original Message----- > From: sldev-boun...@lists.secondlife.com [mailto:sldev- > boun...@lists.secondlife.com] On Behalf Of Melinda Green > Sent: Sunday, 10 January 2010 10:43 PM > To: lengli...@cox.net > Cc: sldev@lists.secondlife.com > Subject: Re: [sldev] SL 2.0? > > Lawson English wrote: > > Melinda Green wrote: > >> Meshes will give an amazing improvement to the flexibility of > >> building but they will not be a replacement for most current uses of > >> sculpties. Sure, some cases where people have managed to painfully > >> create polygonal forms will be more efficiently remodeled using > >> meshes, but all of the lovely organically shaped models that have > >> been modeled using sculpties will be best left just as they are. > >> > >> This is not a boon for the user resource haves versus have-nots, or > >> if it is, it's the other way around from what you describe in that > it > >> will be a boon for people with low-end systems who will be able to > >> experience the same levels of realism they currently enjoy but with > >> faster frame rates that will be possible when inefficient built prim > >> and sculpty content is replaced with more efficient mesh versions. > >> > >> I don't think that it will be even possible for open-source > >> developers to bring mesh modeling into SL. Aside from overall > >> transforms and textures, I doubt that it will be possible to edit > the > >> topology of existing meshes any more than it is possible to edit > >> existing textures. I therefore agree with you that it makes the most > >> sense to do all mesh editing using external tools. What you lose in > >> the community experience of collaborative building that Lawson > >> mentions, you gain in the ability to make really efficient models > and > >> to easily make portable back-ups of your work. The back-up feature > is > >> the one that has long kept me from investing much effort into > content > >> generation but now it gets a lot more attractive to me and probably > >> to professional 3D modelers as well. > >> > >> > >> > > We already have the basics of texture editing inworld in the form of > > html on a prim, and Aimee's VNC plugin. > > That's not texture editing, that's dynamic texturing. Cool but not the > same. My point is that uploaded meshes will likely be as immutable as > uploaded textures. > > > Expecting the SL sever to track every vertex-change might not be > > practical, but a collaborative P2P connection between 2 or more > > clients ala croquet with the finish product updated to the sim server > > for everyone else to see, wouldn't be that difficult to work up. And, > > if someone cares to publish a specific dedicated server for mesh > > collaboration updates, the avatars of a sim and child-sims could > still > > watch the mesh update in realtime, simply by bypassing Linden's sim > > servers > > Sounds difficult to me, but go for it if you think that the benefits > outweigh the costs. > -Melinda > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/SLDev > Please read the policies before posting to keep unmoderated posting > privileges _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges