I had Verse+realXtend Viewer+Blender+OpenSim working as a prototype at one point. Unfortunately the OpenSim API broke before I captured a video and haven't had time to toy with it since then. One issue to think about is that you would have to make a distinction between meshes that are "done"/"baked" and meshes that are currently being edited, along with tracking who is editing them. A mesh in a virtual world would generally be sent in a compressed format (my guess is LL will use JPEG2000 for this, ala http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?arnumber=4140920). The verse protocol represents mesh data with subdivision surfaces instead of vertices, meaning Verse-enabled meshes would be stored and transmitted in a different format.
It's all possible, but requires a non-trivial amount of work. Ping me if you start working on this. I have a semi-functional C# Verse client implementation, and the published docs for Verse range from slightly misleading to blatantly wrong in places. John On Tue, Jan 12, 2010 at 1:32 PM, Nexii Malthus <nex...@googlemail.com>wrote: > Verse might not be such an idea. One of the major use-cases of verse was > that it would allow high-end tools to communicate effectively realtime. Say > you have an artists working in Adobe Photoshop on a texture which are on > finished parts of a mesh while your editting that mesh adding new geometry > in 3Dsmax and an animator was using Maya to use that mesh as part of a small > movie scene. > > What if we throw SL into this mix and allowed realtime updates at least for > the content creator or even better a team of them or anyone else connected > with the verse server while a bunch of friends in-world that are also > connected to the verse server prod the mesh around and brainstorm ideas and > feedback while it is being made? > > That sounds like the most awesome thing ever. And you know, if you have > that going you might get a good chance for official support, if not, its > still a highly effective form for content creation. > > [/ramblings][/scribbles] > > - Nexii > > On Mon, Jan 11, 2010 at 8:37 PM, Zha Ewry <zha.e...@gmail.com> wrote: > >> I think the reason you see so much pushback on the idea of a full mesh >> editor inside the second life client is the sheer complexity of such >> tools. Building a set of complete mesh editing tools which shared >> frequent updates via the region would be a serious challenge. That >> said,I think that there are a number of basic operations one would >> want to be able to do to Meshed objects. Simple resizes are the >> obvious ones. I'd say texturing, but in general, mesh faces are harder >> to discretely texture. It will be very interesting to see if people >> have good answers to that. >> >> At the same time, there is huge power in building things in world out >> of small composable building blocks. I'm hopeful that Meshes in Second >> Life will end up being used more for components, and less for complete >> large chunks. I'm thinking trees, castle walls, Chairs, and such, and >> less complete buildings, landscapes and so on. This is even more >> cogent, when it comes to managing large amounts of hosted content. The >> bigger the mesh chunks, the more one simply has to wait for the whole >> mesh to arrive and be added to the client's scenegraph model before >> you can render it. This also hints at some interesting issues for >> various loads. Prims as load markers has been a somewhat broken model >> for a while. All prims are not equally expensive to render, nor do >> they take up the same simulator resources. One hopes that meshes >> arrive with some thought about how to manage the resources they >> consume. It would be really painful if the model encouraged large, >> bulky meshes, just to game the measurement system. >> >> ~ Zha >> >> >> >> On Mon, Jan 11, 2010 at 11:16 AM, Mary Blackwell >> <arseovrteake...@yahoo.com> wrote: >> > I wish LL would approach someone like Blizz or Cryptic and talk about >> > porting to SL for bases and guildhalls in some way. Of course I don't >> > mean you could use the same avvies, but to make some sort of official >> > connection and allow the degree of customizability we have in SL. >> > >> > Otherwise, even if Blizz implemented player customized forts, they'd be >> instanced and "cookie cutter" just as they are in EQ2 and City of Heros/City >> of VIllains. >> > >> > Getting access to the millions playing Wow and other mmos is not a bad >> idea. >> > >> > >> > Just >> > my hobbyhorse. If these things stay around for long, it is ineivtable >> > this will happen. Might as well be the ones who get rich off it. >> > >> > >> > >> > ----- Original Message ---- >> > From: Lawson English <lengli...@cox.net> >> > To: "Frisby, Adam" <a...@deepthink.com.au> >> > Cc: "sldev@lists.secondlife.com" <sldev@lists.secondlife.com> >> > Sent: Mon, January 11, 2010 10:05:01 AM >> > Subject: Re: [sldev] SL 2.0? >> > >> > Frisby, Adam wrote: >> >> 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. >> >> >> > >> > There can be many levels of editing tool. The fact that id has gone to >> > the expense to provide their professional level artists with relatively >> > high-end in-world tools (even if they aren't as good as the "out-world" >> > tools) suggests that they have found that there is a need for such tools >> > to make things look "right." >> > >> > The fact that SL also involves collaboration/immersion as one of its >> > main attractions makes it even more important. >> > >> > >> > Even in MMORPG games, such tools might be of value. If WoW had the >> > option to build a fort (perhaps using prefab boulders/bricks), as part >> > of the game play in preparation for some PVP encounter or a quest, I'm >> > pretty sure that you would find many people wanting to use them. >> > >> > >> > Lawson >> > _______________________________________________ >> > 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 >> > >> _______________________________________________ >> 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 >
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