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Key: MISC-1495
Type: Meta Issue Meta Issue
Status: Open Open
Priority: Normal Normal
Assignee: Qarl Linden
Reporter: Qarl Linden
Votes: 78
Watchers: 16
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4. Second Life Misc Issues - MISC

SURVEY: vote here if you'd prefer for LL to work on improving existing prim modeling tools over mesh import

Created: 23/Aug/08 10:01 AM   Updated: 25/Nov/08 01:14 PM
Component/s: None
Affects Version/s: None
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hey all - i'm trying to gather resident feedback for an internal LL debate. the question is - do residents want LL to spend more resources on A) allowing mesh import or B) improving existing modeling tools. sorry for the vagueness here - mainly i'm trying for a general feel for resident sentiment.

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Qarl Linden added a comment - 23/Aug/08 10:02 AM
see MISC-1494 to vote for the opposite.

Aminom Marvin added a comment - 23/Aug/08 10:16 AM - edited
Existing tools. I fear that SL is not ready for mesh importing, and sculpts are a great middle option while SL's infrastructure and bandwidth catch up enough to allow such. Also, let's not forget conventional prim modeling and tools; a lot of SL's creative allure is that someone can create something collaboratively with others, or create something in front of someone/very quickly. Also figuring in are the needs of those who do not know 3D modeling programs or have the time/desire to learn.

Hypatia Callisto added a comment - 23/Aug/08 10:26 AM
I personally can do things with more efficiency with low resolution mesh than I can with a sculpt, especially those items which are few polygons and hard edged. Mesh import would be a good thing. Geometry is more compressible than textures, and a specific geometry format such as COLLADA could also have animation/rigging information and custom UVs, which will make better texturing possible.

my only caveat is that people will try to upload anything, and care none for optimisation. How to get around that, good question.


desdemona enfield added a comment - 23/Aug/08 10:36 AM
Improve existing tools...

To be specific, I would like to have a tool that would create a sculpt image from the exterior surface of a union of a linked set of overlapping prims. This would warp to follow straight edges and adjust to surface curvatures. with the proviso that the sharp edges could be adjustably rounded to elimate the Phong shading artifacts.

I saw this idea mentioned long ago on the sculpt wiki discussion.


gearsawe stonecutter added a comment - 23/Aug/08 11:32 AM - edited
The sculpt has come a long way. it would be nice to fine tune them a little more. Such as LOD limits. such as allowing it to only go up to a 16x16. Or options like Hard edge faces or smooth edge. If you use a 32x64 sculpt map the mesh would be 16x32. But things like this can't be change now. So the next best thing would be being able to choose the Mesh size for s sculpt. in ranges of 1,2,4,8,16,32. Allow any type of mesh even with limits of the number of Facets could really hinder the rendering speed of SL as it stands. Optimization is something many people really don't understand. And Sculpts to an extent sort of enforce small amount optimization. Much more could be done to make them more efficient and client friendly

Vincent Nacon added a comment - 23/Aug/08 01:40 PM
It's kinda unfair to go by votes because NOT everyone is a professional modeler that understand what can cause general lag in the viewer and bandwidth if people were able to import models that they didn't make or a very high polygons count.

If you decided to go with import mesh.... for the love of god, please set a polygon limit.


Hypatia Callisto added a comment - 23/Aug/08 02:09 PM
I've decided to vote for both issues... because I want to see the inworld tools improved as well. Some things are better suited for parametric modelling due to their complexity as polygon models.

(TREEESSSSSS)

Yes, I'd like to see an inworld tree and plant modeller, like the one that's been built for 3d Coat, for instance.

http://3dbrush.kriska.hvosting.net/forum/index.php?showtopic=1003

see, just one dude did that!

yea, I want my cake and eat it too... no surprise


Aaron Edelweiss added a comment - 23/Aug/08 02:20 PM
Hypatia, why vote for LL to do that, when you could use the very tool you mentioned and import the result? The viewer is even open source, meaning people like that developer would have the opportunity to build tree generators into the client.

Hypatia Callisto added a comment - 23/Aug/08 02:22 PM
the reason is that i would rather it stream as fractal math, which is FAR smaller than the mesh geometry, and no... you cant build it into the client, because the SIMULATOR isnt open source.

Could do it in OpenSim, though.


Hypatia Callisto added a comment - 23/Aug/08 02:25 PM
I have trees which I've made that once dumped to mesh rather than being pure math, end up being oh egads... many many many megabytes. NOTHING you'd want to upload, trust me

I like the 3d Coat idea... its using sprites/billboards as the leaves rather than geometry, that face the camera. (similar to particle systems) Megasavings on geometry.


Logan Bauer added a comment - 23/Aug/08 06:22 PM
I realize it's a general question but think it would help to know what particular improvements would be considered... Does this mean adding new prim types or new prim parameters? Add/subtract intersecting prims? Flexi prims with multiple and/or movable anchor points? While I would take mesh support over any of these, there are other things (like removing the 10m size limit) that I personally would give a higher priority to.

Strife Onizuka added a comment - 24/Aug/08 01:17 AM
If Mesh can be done in an efficient and sane way I'm all for it but I would really love to see continued advances in the client build tools.

What ever happened to Ventrella's projects?


TaraLi Jie added a comment - 24/Aug/08 08:39 AM
I found the opposite JIRA entry first, and the comments about it are exactly why I'm voting for the opposite. I'd like to see some more prim types, and possibly more parameters on some of the prim types (such as moving the center of hollows, hollows on each axis, and not all the way through, or generated meshes from unions/intersections/joins of two prims).

The comments in the other entry are mostly about using professional tools - and that creates a barrier the regular user has to creating content that they can feel competitive with. My other objection to this is that this is one more thing that moves users back out of SL. In some ways, even though I sell on it, I think SL Exchange has harmed SL itself by bringing people out of SecondLife itself, back to their web browser.

I remember using POVray, and enjoying the rich array of primitives available there.


Hypatia Callisto added a comment - 24/Aug/08 09:47 AM - edited
Pro tools? XSI Mod tool is like, free. You can learn it and use it to model for any game for exactly zero money. Its a free version of XSI Essentials, with only a few limits (polygon limit and a max 512 render). Which is enough for SL. It is FREE mental ray. Srsly.

And it will export COLLADA, so no worries.

http://www.collada.org/mediawiki/index.php/XSI_6_Mod_Tool

Cant think of anything better to animate with. Forget about Maya.


Lex Neva added a comment - 24/Aug/08 11:58 AM
I'm voting here. For most people you ask, I think this is going to be a throwaway question with an obvious answer: of course tons of people want mesh imports. It sounds great, and there doesn't seem to be a downside, so you're basically asking whether someone wants something "okay" or "great".

However, I don't think that SL is ready for general mesh importing. The system already has a lot of load on it, and this would add more. Plus, this will put more strains on the client, and SL will get an even worse reputation as being "laggy" because of slow framerates.

I was actually somewhat against (and not much for) sculpties when they were announced. They're great and people are doing a lot of cool things with them, but they also showcase the unwillingness of most SL content creators to consider the load impact of their content on viewers. All it takes is one person with a monstrous quad-core nvidia whatever spewing out a ton of sculpties that "work fine for me!" and you end up with a laggy sim. Most of SL is already pretty laggy because people don't use any restraint with the features we already have. Think the old-school phenomenon of "torus hair" lagging up an entire venue, or the current way people stick hundreds of flex-prims on a single avatar, all of which end up rendering at 1 FPS or less because there are so many on-screen. Entire builds are made with sculpties, so when you teleport in, you're surrounded by a bunch of grotesque spheres and ovoids for a few minutes until the sculpt textures load in.

It would be great if LL managed to do mesh import in a sane way, and I might come around to it. But you have to consider that people WILL overuse it. Entire builds will be made with it, and you have to consider the worst-case scenario. Be careful how many ways you give users to shoot themselves in the foot, because they shoot the rest of us too.


Saijanai Kuhn added a comment - 24/Aug/08 05:47 PM
Before I'd vote for this or its opposite number, I'd like to see a VAG (Viewpoint Advocacy Group) get together with current and former LIndens, realXtend, openviewer, libopenmv, etc developers and discuss the issues as part of a general OGP/AWG thing on graphics protocols. Avi Bar-Zeev, the guy who wrote the original primitive code way back when, posted this a while back:

http://www.realityprime.com/articles/volumes-of-reading

I gotta think we can do better than what LL does right now, but doing it without raising the bar on the system requirements for the SL viewer is an important consideration also.


TaraLi Jie added a comment - 24/Aug/08 11:00 PM
Hypatia Callisto said at 24/Aug/08 09:47 AM - edited:

> Pro tools? XSI Mod tool is like, free. You can learn it and use it to model for any game for exactly zero money.
> Its a free version of XSI Essentials, with only a few limits (polygon limit and a max 512 render). Which is
> enough for SL. It is FREE mental ray. Srsly.

> And it will export COLLADA, so no worries.

> http://www.collada.org/mediawiki/index.php/XSI_6_Mod_Tool

> Cant think of anything better to animate with. Forget about Maya.

Or you could use Blender, or I'm sure there's some tool out there to convert POVray models to whatever your favorite format is. You're still getting pulled outside of the SL environment.

Heck, I'd like to see some tools for working on textures within the game - nothing on the scale of PhotoShop or CorelDraw, but something would be nice.

BTW, "Pro" doesn't have anything to do with cost - it has to do with the tools those who do this kind of work for pay use.

The only way I'd really want mesh modelling to be put into SL would be if you could do it in-game, grabbing a vertex and stretching it, or splitting a face down the middle to generate two new faces - things like that.


Masami Kuramoto added a comment - 25/Aug/08 01:35 AM
Complaints about mesh import "causing lag" or "adding more load" really have no base in reality.

Prim-based modeling always results in redundant geometry and requires more polygons/vertices than necessary. Take a look at other computer games and ask yourself why they look so much better AND run at higher frame rates than Second Life. It's because of two things: Mesh-based modeling and normal-mapping.

The big advantage of mesh-based modeling is that only visible surfaces need to be included in the model. This reduces the load on the graphics engine. In the long term, mesh import will also open the door to custom avatar meshes. These will be much more efficient than standard meshes with dozens of attachments.

Of course prim-based modeling in SL will not go away. Of course there will be reasonable limits on the number of polygons per custom mesh. But unlike sculpted prims, the number of polygons in a custom mesh is not static and can be much LOWER for simple irregular shapes. Furthermore a custom mesh can have any topology, not just cylinder, plane, sphere and torus. All these things will bring the number of polygons DOWN and rendering speed UP.


Hypatia Callisto added a comment - 25/Aug/08 01:52 PM
Tara, only BUILDERS want to be mollycoddled in this way. I'm sorry, but, meh. I have to use a program OUTSIDE SL to make textures, its the WAY IT IS. I'm not like most builders who buy from texture artists in SL, I buy sources outside SL and develop for a more unique look using a 3d program. Which by the way is the same way I work on the AVATAR.

Clothing artists arent crying because they have to use a gasp, graphics program, many times even, bigger gasp, a 3d program! to make good clothing textures. Fashion designers arent crying because they have to use Lightwave or Zbrush to develop properly seamless baked clothing textures or sculpted items to accent their clothing designs. They were using outside programs already and =always have=. Probably why so many jumped right into sculpties so well.

Animation artists have been using mocap and programs outside SL such as Poser for quite a long time. In fact this is one of the things that should have been INWORLD for a long time. People should be able to interact in the environment more naturally. Yet that work by Ventrella was all put aside. I'd like to see that taken back up again.

Only "builders" scream they need to "remain in the environment". Only "builders" want to be subsidized.

No, I am realistic. There are things that math can do better than mesh, but mesh can do better than prims on a host of other things. This is why I voted for both. I want the CHOICE to pick what works best for the project at hand.


Ordinal Malaprop added a comment - 26/Aug/08 11:24 AM
We have far better building tools inworld than tools for any other asset creation - and, not entirely coincidentally, the standard of building, including attachments, is much higher than the standard of animation, sound processing, texturing, scripting and so on (in my opinion, clearly, but I am not speaking entirely from ignorance here - it seems to be far, far easier to find good builders than people good at any of the others). Even as a professional I do not think that professionalisation of SL tools is a good thing; it increases the barrier to content-creation entry.

I don't have anything particularly against meshes if they are something that would work properly in SL - it sounds rather like a lot of work on the back-end, but I am no expert - but there should definitely be an inworld tool to manipulate them as well.

Also, I would agree with Lex Neva that it had better be absolutely bulletproof in terms of lag. Casual and widespread use of sculpts is starting to become a problem now.

(As well as this I could name you half a dozen things that I would put far before either of the options given.)


Csven Concord added a comment - 26/Aug/08 01:12 PM
While I voted for the other, I did so from the perspective of improving SL's overall reputation within the 3D community because I think it's important at this time to start considering them. Personally, I'd rather the in-world 3D tools be improved - and, as mentioned, 2D tools be added - because I'm more interested in the data coming out than the data going in.

But as Ordinal says, the implementation needs to be bulletproof. That's why I could see a number of serious limitations on uploaded meshes. Among such potential limitations, I'd suggest the following be considered:

  • high upload costs*; staged to polycounts
  • automatic asset IP tagging/tracking* (with a searchable catalog so IP-owning 3D modelers can more easily flag violations)
  • phased-in ability to "Copy"; starting off with "No Copy", proceeding through limited duplication and eventually ... when bandwidth is less of a concern ... to unlimited.
  • phased-in rezzing limitation; first non-Mainland and then the Mainland

If we can't implement mesh uploads in a highly controlled manner I'd rather LL focus on providing more capable in-world modeling tools.

*Note: I've always wished an "asset removal/refund" system was in place for items which haven't been duplicated and could be wiped from the system.


Maklin Deckard added a comment - 26/Aug/08 01:59 PM
After reading the other thread, and noting the names of many 'artist / content creators' I am forced to vote for inworld tools and against meshes.

The other option seems mostly self-serving...people with expensive tools/relevant job experience/infinite time to learn meshes wanting to corner the ingame market as it were, with LL's help. Their skills already put them over most creators, but that apparently is not good enough and they must CRUSH the non-pro builders in the market.

Rather than a mesh import system geared to giving pros the market, give us some simple things that were in VRML 10 years ago for christ sake'....say allow overlapping a prim and joining them into one 'object mesh' ingame OR overlap two prims and subtract one to make a custom shape. or let us build something out of prims and have SL turn it into a mesh object. The pro would STILL have an advantage over the average builder, but not crushingly so.

Some of the artiste' types in the other JIRA should realize once they have driven all the inferior creators who make 'junk' (as one pro poster referred referred to prim builders) who use the money they make off THEIR content to buy OTHERS conten or to pay for landt, who's going to be left to buy their ubersnazzy mesh content? For my part, LL should stay true to 'your world, your imagination' on building, rather than 'your world, content by pros only' and keep as much of the tools as possible INGAME and accessable to all of varying skill levels.


Hypatia Callisto added a comment - 26/Aug/08 07:08 PM - edited
Most people don't make content, Maklin. And overwhelmingly, I'd say most people make textures for clothes. They are in fact the easiest things to do well, the easiest things to sell, and are therefore more represented by content makers than anything else. Skin makers are still the biggest money grossers in SL, despite the fact that the market is flooded with them. They are not easy to make and are the item that is most ripped off.

I see it over Fashcon which is an excellent barometer of what people are making. Yet nobody is screaming that good designers are all using Photoshop of whatever flavour. Which is a pro tool used widely by non-pros. Nobody has been arguing to GIMP them.

Arguments for hobbling SL will only help tremendously whatever world competitors that come along to crush it (the response for mesh import is obviously overwhelming), and helps those who run Opensim grids tremendously as content makers will eventually need to go elsewhere to places that are willing to innovate. Don't fear mesh import, fear what will happen to SL if it doesn't keep up with its own competition just to placate some people who don't want to learn.

And no, I'm not a pro from some pro school professing the wonders of Maya when they can barely operate the program and just want to import meshes out of lazyness (which I admit are a significant amount of people who ask me questions, and I ignore them by now), I am self taught in 3d from a 2d illustration background, and a perfect example of what people can do if they are persistent enough. And I use midrange 3d software which is easily affordable by the enthusiast rather than a pro.

I would prefer if people looked at this from not a monetary but a purely performance perspective. As the average user and the average landowner is not a businessman but uses SL for their own pleasure, they dont care nearly as much about the plight of builders business as they do bad performance.

Meshes, if implemented, need to have limits on polygon sizes. I want meshes to exactly create those very small size meshes that do not have a quad based topology (using triangles) - this is very difficult with sculpties and extremely wasteful from a performance perspective. Hobbling me doesnt stop me from making hard edged objects with few faces, it just takes me longer as I am forced to use a topology which doesnt work well for the task, and prims are even more wasteful resourcewise to create such objects which should be a cinch to make in SL.


gearsawe stonecutter added a comment - 27/Aug/08 05:45 PM
One little issue I see with meshes is a script can only control so much of it. What I want to see more better client side things. We have flexi and rotation thru TargetOmega. How about a TargetDelta? Or ability to change the object rotational offset. Or change the mass of an object.

I really am having a hard time make this choice I welcome and fear mesh all at the same time.


Saijanai Kuhn added a comment - 30/Aug/08 07:06 PM
In-world tool suport would be nice, but with things like libsl and python-based pyogp, you'll be able to hook professional level content creation tools into the viewers anyway within a few months to a year.

As I said before, the REAL issue for nice appearance in SL, as far as I know, is network bandwidth, not vertex-count. And, Qarl just added the upload/display support for the new x by y sculpty textures. Before I'd support new types of meshes, I'd like 1) to see what can be done with the new sculpties, 2) to see what the original programmer left out of the primitive set and options that SL currently supports, and 3) see what the bandwidth cost of supporting new meshes will be like. Oh, and better caching of textures would be a good thing to implement first, as well. Not to mention better animation support for sculpties, and stitching support for scultpies of various sizes and shapes.

My guess is that for the kind of virtual world Second LIfe is (arbitrary content used by arbitrary individuals in arbitrary simulators), ad hoc geometry like scultpies and primitives will ALWAYS look and behave better until everyone using SL has a direct T1 connection all the way from the sim to their home computer.

And no, in this case, the fact that YOUR mileage may vary doesn't matter one bit: it's the average case that matters, not the extremely fortunately few who currently have such connections.


Hypatia Callisto added a comment - 30/Aug/08 07:26 PM - edited
Vertex count is directly related to mesh size which is directly related to bandwidth. We should not have the ability to import large meshes into SL, end.

Performance in the viewer is a combination of vertices viewable on the screen (directly impacting frame rate) and bandwidth considerations.

Small meshes will be highly useful for NON quad topologies, something that is not very feasable with sculpties and prims. (not impossible, just very prim AND polygon intensive if you use a prim to draw each triangle, or highly annoying and not very high quality to do with sculpts in comparison to using the actual meshes.) I have done them ALL, and so I can compare. When you have done them all and can compare, then you are in a position to talk about it.

I do a lot of this kind of modelling, so I am very MUCH in a position to comment about it from a point of experience. I'd like to be able to use my own gemstone designs in SL. They are VERY small meshes. I can't very easily. This annoys me to no end.

I was the one who posted the edge stitching and sculpty skinning animation JIRAs. I still want these improvements to sculpties to enter SL. Sculpties are highly optimised for NURBS and subdivision surface modelling - they should continue to be improved. And let us use something else for hard edged low poly objects with non-quad topologies. (using triangles instead of quads) Sculpts were NOT designed for this kind of modelling - its trying to fit a square peg into a round hole to keep on bothering.

Use a hammer when you need a hammer, and a drill when you need a drill. Let's stop using a hammer when we need a drill.


Hypatia Callisto added a comment - 30/Aug/08 08:51 PM - edited
VWR-5189 and VWR-5191 are the edge stitching and sculpted prim rigging jiras, respectively.

I read Avi's article, and again, he makes the same point many of us make when supporting low poly mesh. Prims are not automatically better from a performance perspective as they are wasteful with polygons. This problem impacts frame rates in the viewer.

"The downside, of course, is that these pseudo-solid volumes are not as efficient to render as arbitrary hand-crafted polygons, since there are lots of overlapping and hidden surfaces (which take time to render, even if you don't see them) and require lots of tiny state changes, including simple changes in position and orientation, each of which takes a small-but-cumulative amount of time for any 3D hardware system to set up and work through."

http://www.realityprime.com/articles/how-sl-primitives-really-work

This is the program I use to make gemstones - I have used it for years. (way before SL)

http://www.gemcad.com/

Note its not a "3d modeller" per se. It is a lapidary simulator, for cutting gemstones. Most users of this program are not 3d modellers... they are jewelry designers. Most of whom are not very computer savvy. (I've spoken to many when showing my 3d renderings made with this program)

Here's some of my work from way back in 2004, when SL was just a fledgling.

http://www.flickr.com/photos/hypatiacallisto/2812253153/

The center diamond is a replica of the Hope diamond. Want to know how many faces it has? A whopping 96 polygons. Tack on a few more when triangulating the table facets, so if brought to SL, would maybe be... oh, 110 ish or so.

That is ALL.

A sculpty is MUCH larger than this! The OBJ for just my Hope is 25.5 KB. Tiny. A sculpt texture is both much larger in texture and polygon size, as it has to define the placement of 1024 vertices, not the 88 vertices which is all this model comprises! Prims inworld are also much LARGER than this!! It's very hard to get a sculpt to do this kind of nonstandard geometry accurately, and with gemstones, ACCURACY of angles is PARAMOUNT when you are doing replicas of actual stones for a jewelry design.


Domino Marama added a comment - 01/Sep/08 02:33 AM
I hope "improving existing modeling tools" means adding the rest of the prim editing features such as end cuts, hollow, taper etc to sculpties. That opens far more possibilities than an inworld sculptie modeler. It'd also be comparatively simple to implement. Using end and profile cuts to limit a sculptie to part of it's map allows oversided maps to hold multiple sculpties (with common edges if needed), and thus goes a long way to doing full mesh imports and gives selective LOD management. A complex model built this way uses more prims, so resource tracking isn't the issue it would be with mesh imports.

As altering the end / profile cuts would trigger a mesh update, it's also the ideal way to implement sculptie animations as film strip sculptie maps could be changed to the next frame just by updating the cut positions.