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14 September 2010

 
Mesh
LL has blogged about mesh again, keeping us aware of their commitment to collada meshes in the near future (by the end of 2010 Philip said). It's an exciting development that is sure to have major repercussions. Unlike the addition of sculpties, there won't be such a huge downside to meshes so there will be a greater impact on the economy, however there may be a correspondingly huge but gradual positive impact on fps. Although I'm grateful for sculpties (couldn't've made my waffle arena without them!) they are frustrating at times to make and render slowly or badly for many people. I'm excited about being able to create directly to mesh.
I wonder:
  • Will someone make something like Prim Oven that can take a linkset and turn it into a mesh?
  • How much already-made mesh from places like 3D Warehouse will tumble into SL and clog up the works?
This will mean a new age of avatars - we have always had every kind of avatar but made by sliders and added prims. Now an avatar can be one mesh and formed exactly as the (single) creator wishes - but we'll have to see exactly how much less individual user input affects things. You won't be able to just, oh, move the ears back anymore. How will clothing fit? I am not sure how it will be, but I think it's good to change and grow. My ancient idea for content was to "flush" after X amount of time - well, LL is doing that with it's XST revolution, and with mesh. I can't complain.

posted by - 4:34 PM

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