I am not sure how I couldn´t notice that there is this hot alignment tool in my Firestorm Viewer! After going through one of the SLUniverse Threads I found a cool alignment tool and I did wish it would be in one of the Viewers I use. And see there? Aribeth just told me it is there. Damn this is just cool because I usualy used a tool called PrimDocker but it was a Hud I head to wear. PrimDocker was ok and helped me much to align and build fast but the alignment tool of Quarl in the Viewer is much better as I now do not have to wear a Hud anymore and I also do not have to put scripts into prims to align them. I just could freak out so happy I am 😀
Thank you Quarl for the great alignment tool you gave us!
Important note for Content Creators and SL Marketplace Merchants about Maturity Level and the Word “PE” in your Description!
If you use the Word “PE” in the field of description or in the field of keywords on your Listing then it might happen that your Item will be flagged as “adult” Maturity Level. It happened to my latest Product Stage Lightning Truss Creator Kit on the Marketplace and I really was confufed as this Item is defenetly not an adult Product. So I had a hard time to find out whats wrong which took an half our. Later I just changed the Words “PE” to “Prims” and the Item is now flagged “General” as intended.
As PE is the Shortcut for the Objects Server Weight, Streaming weight and Physics weight I really dont understand why the Item will be flagged as “adult” if the description and keywords section contains the Word “PE”.
However for those who used the Word in the Description I though I better send out this Info so that you can proof if all your Items are flagged well. I mean imagine that… if the Product contains differend Parts which all have a differend PE, then some of us may want to write the differend values down in the Description. But looks like this is not possible, so that you know.
EDIT: I just found out that PE (Prim Equivalent) is today called LI (Land Impact) anyway. So I should try the Word LI instead of PE. 😀 Right.. tested it now. “LI” is ok as a Word.
This is a new modern Room Divider in Asian Fan Style.
Just 4 Prims but with complexly nice shape.
8 Meter Wide
4 Meter High
0.1 Meter Thick
Baked Textures with Ambient occlusion (AO) and shininess.
Good for Home, Garden, Clubs, Outdoor and there is many purpose for this Product.
You can find it in my Second Life Marketplace Store
This is a fresh Product out of my latest Mesh Project I´ve been working on.
I wrote a Blogpost about the Project.
Playing with MoGraph MoSpline in Cinema 4d and creating differend mathematical spline clones and arrangements led me to new ideas of forms, shapes and so. Its funny which features of a tool can inspire me.
After a while I had a formula which copys my object (the black crossbars) to 180 degrees like a half circle and first I associated it with those japanese fans if I would add a half and thin cylindric for the fabrics.
I did but I am not sure how it happened.. I soon had a really differend inspiration. I just added a thin and long cube under the object and then I though it could be a pretty cool room divider. And so was my mission born.
I still can create a japanese fan with those techniques some day but now I really want to create differend room divider from this idea first.
I finished a beta object and exported it as collada file. I also created my own physical mesh which is just a single cube as this should be enough for a room divider.
I logged in to the beta grid to check things out and make some test uploads. The end-product has a land impact of 4. I think this is really ok and made me somewhat happy.
The overall product will be black with some little shinyness but only the fabrics them self will have textures and I believe I will create differend styled room dividers out of it. So technically I am already happy about the result. I just have some trouble baking the fabrics at the moment. I need to find a bug. The baked fabric texture looks ok to me but when I apply it inworld it is black. I dont know but I will find the problem I guess. When its finished I will upload it to my SL Marketplace Store.
EDIT: I fixed the problem with the baked fabrics texture so that the product is ready for wrap up soon. Here is a screenshot inworld in Second Life:
Last days I did mess around with my 3d application called Cinema 4d. I just wanted to create anything new for Second Life. I really didn´t have a masterplan. I just was inspired by a picture from google where I found an architecture with an round glas roof. Im not good in re-creating stuff from pictures but at least I can gather ideas and inspiration. So again.. I just messed around but the picture above was the result after some hours.
It is something like a 80 meter x 40 meter modern structure.. well let me call it “hall”. I am not sure if I will leave it on these textures and I probably will change or add some stuff. It is just the basic and I really dont know what kind of purpose it could have in Second Life… but lets see. I still could reduce the size if I want to.
Then I uploaded the complete collada mesh files to the beta grid. I must say it is pretty much huge. So huge that I couldn´t even link all the parts together as I got the message “Link Failed — Pieces too far apart”. That is probably the reason why the object isn´t linked after uploading. Mesh usualy is linked after the upload. But in this case not. Well I still can change the size depending on the purpose of the building. I also could use a rezzer for my customers if I want the building to be big. Maybe if it would be a huge townhall or whatever.
I would say the integrated objects make the whole structure complex.. at least the amount of objects. The polycount is for the complexity ok but it would still eat more then 80 prims inworld at least if I let it be so huge. I know I just could fake the crossbars on the glas by textures. And yes this would reduce polycount probably by half and there for primcount as well. But anyhow I like the crossbars to be real objects. Inworld it gave me a nice feeling and other peoples said this too. If so… I rather try to improve the primcount by making some changes to the physical shape. I will make some test with my own physical shapes for the object. I think there are ways to reduce the primcount without abandon the crossbars. Let me see.
Another change you cant see on the rendered image above is that I added lights over the object and turned on soft shadows so that the shadow of all the crossbars are on the ground. First it was just a test but I was inlove with all the shadows very soon. So I thought it would be cool to bake these shadows on the ground texture and then I uploaded it to Second Life Beta Grid. A friend of me was impressed and said that make the whole structure looking deep. I decided to defenetly bake those textures if I ever make a product out of it.
You can also play with your lights in the scene so that you get a shading of light on the glas roof. Well its nothing special but if you bake the roof texture then and apply it in Second Life. It looks hot.. really hot.. you just have to give the texture inworld high shinyness and indeed transparency. That looks awesome then.
For the main skeleton or crossbars I didnt even use textures inworld. I just made them completely black with high shinyness and that looks already fine then. But again.. there is much room for improvement.. and as I said I just messed around but that is the reason why I now lost my overall boreness. At the moment I have some mesh projects and ideas running and maybe I talk about it in another blogpost soon. Its all still playground and not ready yet.
I though I share this.
There is a latest news on the Firestorm Blog that they release Firestorm with Mesh Support now..
Due topopular demand we’ve decided we can’t hold back the Firestorm with Mesh support release,however this hasn’t been an easy decision. Unfortunately LL Mesh code comeswith a lot of new bugs and undesirable behaviors which we honestly aren’tcomfortable releasing with. Many of these issues we would consider blockersfora release. The issues which we wouldn’t consider blockers simply do not reachour expectations for a quality release. However, you asked for it! And you’regetting it in its current state!
But I suggest you read on the official Firestorm Blog:
Today I just finished my new 10 meter high mesh spiral staircase for Second Life.
I offer two Versions:
This Kit of Spiralstaircases comes already with some very
great colorized and texturized version.That means it includes
already 6 Staircases in a very great design.
I did add 1 very basic
white version. It has the word “DEFAULT” in its name.
You can modify all of the 7 Staircases but you can use the
white default staircase as it has everytexture settings on
default (glow,shininess,brightness and so).for better starting from scratch.
Every Staircase is 10 Meter high and it has rezzed 18 orim equivs (That means 18 prims).
It is not sculped. It is a mesh product and therefor in high quality.
I hope this product will be usefull for you. I also hope you like this product.
I am always open for positiv and negativ critism and ratings as long as it is fair.
You can contact me whenever you have any questions.
THIS PRODUCT IS MADE IN A 3D APPLICATION, WHICH MEANS IT IS
A MESH PRODUCT. YOU WILL NEED A MESH BASED VIEWER TO SEE THESE OBJECTS. (Soon when there are only Meshbased Viewers and when LL did shut down Version 1 based Vievers, this notice here will be outdated and everyone can see Meshbased Products).
Last few days I was often online on the Second Life Beta Grid. Just to check out all about mesh import. To get a little feeling for it. I made a spiral staircase but had a lot trouble with to much polygons. In fact I never did take care about polygons when I did work with my 3d application called Cinema 4d. I did not because my system is fast enough to handle those renderings I made. I did not create animations anyway.. just static pictures from objects I made.
OK but we talk about mesh import for Second Life now. Its now all over the main grid and as objects should rather be low poly for games, I had to learn a new workflow then. So my first spiral staircase had 10k polygons which is pretty much if we talk about Second Life. Some friendly peoples in the forums gave me much feedback and many ideas. I reduced the staircase to 5k polys then. Thought its still much. Finaly I reduced it to round about 1k polys but I changed my first idea of the staircase… the whole thing changed a lot in that time. But 1k polys.. I thought this was now good enough to try a test upload. I just had the feeling that I made a good compromise between quality of the object but also poly count and later prim equivs.
But then I had a next mission. What the heck is all that about physics? Gave me some headache.. no no.. I really do understand physics but my target was to learn how I can reduce PE. Friendly peoples told me about the solution to make own and hard poly reducs physic shapes to lower the PE. I made many trys for that solution but tose who told me about that all… they were a great help. I think thats what I like in Second Life. The community is mostly helpful and friendly. So.. Still on the beta grid I made tons of test uploads to understand that all. Its crazy how hard the PE value can vary depending on the physical quality and the LOD (Level of Detail). Much much trys but then I was happy.. all my tests and I had all values.. yea a PE of 100.. a PE of 80… ohhh PE of 50.. but then.. look! Finaly I got a PE of 17! I was now pretty much motivated and happy. I think PE 17 means this mesh is equal to 17 prims. Im not sure how others would judge at this point. But I reduced the PE from 100 to 17 and that made me happy.
I just was so happy that I uploaded it to the main grid then. I know there are sculpy staircases out there with maybe 2 – 4 prims or so. I still wonder how to make these with sculptys. But at least sculting is anyway not my favorite art. I always liked mesh applications.. IN fact I dont know how to make a staircase with a sculpty software but instead of that I know how to do it with my 3d application.. So yes! I am happy with 17 prims for this kind of spiral staircase and I probably will use it in many new projects. Im not new to mesh but I am new to mesh import to second life.. so who knows.. maybe I can still improbe that PE someday.
I am just happy that mesh has finaly arrived and that I now have a new playground and new posibiltys. Even if I need to improve my workflow 🙂 Hope some of you have also fun and some excited hours with Second Life. Greetings 😉
Just a short News to anybody who still dont know:
So as you can read in the Linden Labs Blog Post… Mesh has finaly completely arrived.