LL Snowstorm/Opensource-Dev, To stimulate SL growth and accessibility to the mainstream, one or the collective SL Viewer developers and/or decision makers ought to think & design universally.
If mesh becomes a standard in SL, a basic mesh editor ought to be included by default. The ability to plugin with existing professional tools such as Photoshop, Gimp, Blender, Max, etc. is essential for high-end content production and advanced SL users. However, to deny a new users who are discovering either 3D Second Life or the 3D Web for the first time a complete basic set of content creation tools for the 3D world they are introduced to (of which would include a mesh editor), may seriously discourage them; along with potential opportunity for regular influx of new & emerging content creators within our community from Low, Medium, and High End. SL Viewer Mesh Editor doesn't need to be Maya, it just needs to be 'there' and 'basic' to encourage new content creators to create and feel that they begin to learn and participate without significant barriers. We must try and avoid any situation where a New User in SL feels disadvantaged or unable to create before they start. Regards, DMC Zsigmond-Jurassic Science Fiction. -----Original Message----- From: opensource-dev-boun...@lists.secondlife.com [mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Stickman Sent: Tuesday, October 05, 2010 2:48 PM To: Frans Cc: opensource-dev@lists.secondlife.com Subject: Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase plugin capable? On Mon, Oct 4, 2010 at 1:38 PM, Frans <mrfr...@gmail.com> wrote: > I really hope LL is not going to add a Mesh Editor in the client. That's > just going to be so bloated. I think it's a terrible idea for LL to try to recreate tools that teams of professionals have already been working on for years. Photoshop, Gimp, Blender, Max, Maya -- there are specialty tools out there, many of them free, that already do a much, much better job than LL ever could, simply because that is their only job and they have years of a head start. What I would like to see is a better connection with existing tools. Being able to have SL work with other programs easier, better conversion and import support, to cut steps out of the design workflow. For example, texture work often involves modifying a texture, test it out, modifying it again, and repeat forever. Having SL "watch" a texture, model, or other file for a change and automatically update it in SL so you can see exactly what it will look like would cut out a lot of steps. Even if it was only a local view. Heck, even if I had to pay for every single time I hit the save button in Photoshop or Blender. Though I'd prefer it be integrated in a way that all people could see what I was working on, then I hit "finalize" and it does the final upload. Having said that, very simple editors that are not designed to have fancy features but be as basic as possible would allow people to create things without going to an outside source. But it must be clear and planned that they will never evolve beyond a basic level. A simple whiteboard-style application for textures, being able to push vertices around on a model or sculpty. Nothing fancy, but enough to create something simple or touch something up without starting up an external program. That's my opinion. I know it's not universal, but it's my view based on my limited experience as a content creator. Stickman _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges