Blender,Opensim to The Lost Castle workflow (building the boat shed)

This is how my design flow works in conjunction with Blender Opensim and finally into The Lost Castle simulator.
I like to use Opensim as my sketch pad this where the original idea takes shape. It is easy to do a quick sketch with a few prims and easy to move around and get a feeling for the design.

I  Start in Opensim, The Lost Castle merchant area outside the castle moat.
The intention is to Build a Boat shed and living quarters for local boat builder.

Boat shed

After the concept is roughly laid out and a few measurements taken in world I open Blender.  The design will be an all mesh design,  like most of our work in The Lost Castle.
I make the first simple mesh in Blender and then import it to TLC to make sure I have the right  proportions.
The import  is an ongoing process between Blender and TLC checking up to see that the conversion between Blender and Opensim is right.
I like doing this often to make sure I am on right track I also find it hard to get the right feel for things in Blender I like  to walk around with my Avatar  to make sure the design works in  the simulator  and looks in proportion.
(We can talk about scale all day long and not really going  nowhere this is a bit of difficult part with this type of simulation  the camera is behind the Avatar and higher so  to walk around  in comfort we have to have that in mind  but that is for another day).
Often when I import the mesh I see  how I  can make improvements and I add prims and build in world as I would normally do.  Ahh if I had a tool to  export what I just done so I could bring the edited mesh back into Blender that would save me lots of time. However  now I go back into Blender and build that into my mesh what I just edited in TLC.

You can see how this design evolved from the original concept to  product in this album
pictures tells it better than words.

 

Mesh In Troppo Secondlife our first thoughts.

Almost a week in to testing mesh @Troppo SL.

Mesh is by far the most complex change I have seen during my stay in SL, it is an exciting change. Is is good or bad?  I think it is for you to experience and for you to make up your own mind how, what and if you want to use mesh. If mesh can live together with prims and sculpted items in harmony all is well and I guess this exactly what Linden Lab is trying to do.

I don’t think that is an easy task, especially if at the same time you are trying to make it in a business like manner.

What is this going to cost?  There is added cost to include mesh.  I am not including the cost for software that you might need to create the mesh. You pay for uploading the mesh in the same way you pay for uploading textures and photos. The price for uploading varies on the complexity of the mesh.  As an example the Lion and Tiger (in the clip below) cost between $L150 to $SL200 to upload, the prim count for each is around 180 prims.

The texture for mesh can be as complex as the mesh itself or it can be simple what is right for one not necessarily so for the next and  the ordinary cost for uploading texture  applies.

How will this affect the performance of SL and Opensim?  Well I don’t know but I suspect that as long as we stay within the old prim count rules we should not see much difference. Adding a bit of mesh to Troppo Island has made no impact but we have not added lot of mesh so time will tell.  When you have a mix of prims .sculpties and mesh and try to determine what effects what performance wise, I am glad I don’t have to work it out. I have no doubt that the quality of mesh can be really good and  can be superior to what we had before. However prims and  sculpties are easier to build with. Lets not get too involved or technical,  lets us test more and get more knowledge, meanwhile here is a short clip to show mesh sculpties and prims living together in harmony:-). Thank you to Linden Lab for giving us the opportunity to participate.

Mesh in Virtual Environments

Mesh in SL

I have been spending a bit of time in SL test grid playing with Mesh. It has been a crashing time but lots of fun and I have seen some great creations. The 3D warehouse at Google has an assortment of creations going from professional to the more amateurish pretty much the same mixture you can see in SL today. Will Mesh impact on SL and Opensim? Yes no doubt and over time it will be a good thing it will bring lots more content some better than others.

After having some initial problems on the test grid not having any luck uploading at all I found out not the whole grid is enabled for mesh upload only selected sandboxes you find them in search on the map “mesh sandbox”.

After that little mishap the fun started. When uploading a Mesh a Mesh folder is created in your inventory and lots of bits goes in to that folder during upload and if everything worked right an object will appear in your objects folder. Drag to ground and presto your first mesh import.

Textures are a problem (transcript from mesh office hour here) lots of imports will result in a crash but this is only the beginning.

If you see a yellow Chrysler Prowler in the 3D warehouse a warning it is very large like it covers most of the sim and maybe a bit more as I found out (took me some time to clean up mmmmm…)

What will this do to older viewers? As you know I use Kirstens viewer most of the time when taking photos or making a video. This is Lee’s take on the viewer

For the photos from the test grid I used The project viewer

More photos from the test grid here enjoy…….