The Coming Mesh Revolution in Second Life

Second Life took another step towards adding mesh support by lifting the NDA on the closed mesh beta. What that means is that they like the results enough that they are committing to its development. Considering that the vast majority of 3D games out there use nothing but mesh for their content, its a big deal.
They have chosen the collada as the import format. This is as expected as the files tend to be smaller than OBJ files, and there are plenty of converters to collada. What has yet been decided are the rules: How complex can the models be? What is the size limit? What will it cost to import?
Not only will you be able to import mesh objects, but also mesh avatars. That’s right, you will be able to replace parts or all of the standard SL avatar with new meshes.
A lot of people are treating this as just a new feature to go along side prims, flexis, and sculpties. I think not. I think it is a game changer that will affect SL at every level, especially economically.
Consider that sites like the Google 3d Warehouse has thousands of free collada models, most of which can be imported right into SL. Instead of spending months to build your prim replica of the Eiffel Tower, you can just download it and import it in minutes (assuming you have the land for it).
Consider that tools like 3D Ripper can piggy back on Open GL and capture all 3D objects in your Second Life view and convert them to OBJ files that can be converted to Collada files then imported back into SL. Its harder to use than “copybot”, but you don’t have to worry about those pesky permissions.
Consider the economics: Prefab houses built in Sketchup are faster easier and look better than the prim variety. Mesh hair will quickly replace prim hair as the style of choice. Mesh clothing is a possibility, forget the crappy looking SL skirts or prim skirts. Hats and other accessories will look a lot better, too.
I suspect there are going to be some really amazing looking regions to explore built mostly of meshes.
Will mesh work on third party viewers based on 1.25? How fast can Open Sim implement this? I believe Collada support is one of the key missing pieces for wide Open Sim acceptance.
Lots of questions, and lots of changes are in store. Some will no doubt be negative, but I’m staying positive. This may be the needed kick in the teeth to reinvigorate SL again.
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And don’t forget, http://OpenWonderland.org supports COLLADA meshes *today*.
OWL’s functionality supporting collaborative work (shared web browsers, shared XWindows applications, shared VNC desktops) is richer than that found in SL and OpenSim, although its other capabilities (avatar animation and rendering and object scripting) are still evolving and not yet as sophisticated as SL-tech VWs.
It’s free and 100% open-source and written in Java. If that sounds appealing to you you should check it out.
You are right to say that 3D mesh import will have a huge impact on SL and its economy.
However, I don’t expect free models coming from repositories such as Google 3d Warehouse to be a major factor. There are a number of things to consider about importing free 3d models:
- Import fee: how to deal with massive imports of free 3D models has been considered during the closed beta test. To deter it, a fee will be applied to 3D models imports, with a monthly/yearly flat fee for content producers. Details still have to be defined.
- Scale: most free 3d models are not scaled right for SL avatars. They would require extra work in a 3d modelling tool.
- Interiors: many free 3d models such as vehicles or houses are just facades without interiors. You wouldn’t be able to enter them and even if you could you wouldn’t see the model. Doors wouldn’t open, they would have to be made separately and scripted. Vehicles wouldn’t have moving parts and they would have to be scripted as well. Again, this would require extra work in a 3d modelling tool.
- Proper mesh: there are factors to consider when making a mesh for SL. A model for SL will require a collision shape and 3 mandatory LoDs. Some free models wouldn’t even rez properly in SL because of designing issues.
- Prim cost: the way the model will be designed will affect its prim cost. Prim cost can vary greatly from a few prims to hundreds of them for the same model. There will be some tricks to learn in order to have a highly optimized, low-prim-cost model.
As for ripping models, unfortunately that is not any different to what one can do today.
You can find the answers to some of your questions here – http://changingworldsbuildingdreams.com/the-status-of-mesh-support-in-second-life
There are two issues; broadband connection and 64-bit support. 32-bit is already proving to be somewhat limited in various render-engines when it comes to size of scene-files and complexity. Viewport issues like graphic cards etc. are not a primary concern as the viewport can be adjusted in ‘low’ complxity mode like in many computer games.
Will loadtimes increase as the numbers of users unique avatars use mesh increase? Yes. The same with textures, and I think another thing users want is animotion (speech and facial expressions). Those aren’t huge files, but they aren’t easy to create for a newcomer.
In all this import of mesh is going to snowball into including other things as well. Unforeseen consequences as the G-man said in HL2…
According the Hypergrid Business web site Opensim has had support of meshes for over a year (Modrex, Naali, RealXtend). According to OpenSim core developer Justin Clark-Casey, the OpenSim team will adapt the OpenSim server software to work with Second Life-style mesh support.
See here…
http://www.hypergridbusiness.com/2010/09/opensim-to-have-mesh-soon-after-second-life/
i wonder how many people are going to rip off unaware residents and sell FREE models for a lot of lindens.