Going right down the line...
From: Little Ming
I wasn't talking about the ability to import outside builds x_X I meant the ability to manipulate mesh on prims IN GAME o.O
I realize that. However, this is probably the closest you're going to get in the current timeframe, because true mesh editing is more of a long term deal. Since it would require a (major) rewrite to the content streaming system, very likely being added above prims at some point, it's still a ways off. We're still having trouble with how assets are streamed to the
current client.
As technology improves, 3D mesh manipulation of some form is all-but a certainty. My guess, however, is Second Life will provide import support as opposed to a raw editor. This would keep overhead down, because there are
plenty of good, free tools out there. Not only that, but 3D content creators, like myself, are typically more familiar with their native environment than coping with a completely new interface.
But again, this is long term.
From: Eggy Lippmann
I would settle for editing a 2D spline that would then be extruded along the face of a prim.
I would be happier if they just gave us real-time bump and normal mapping. Unfortunately, the surface calculations for these aspects would need to be accounted for in the physics system... which is another reason why we don't see more advanced support for this stuff
yet.LL still needs to get on top of current projects first.
From: Tiger Crossing
The editing of a meshed object wouldn't not be a problem, and could be done in-world more easily than in a window. It is the large amount of data it would take to describe such an object that is the problem. That data has to be sent to every client that comes near it.
I think the jury is still out on in-world editing at this level, and just how much of a benefit that would (not?) be. It would require a pretty large commitment on LL's part to incorporate an in-world system, though a lot of what's needed is probably already in place. Most pointedly, though, bringing the current engine "up to par" with current industry methods of rendering would be a HUGE money and timesink, and that's just not something that I see LL being able to commit to for an extremely long time, if at all.
From: Tiger Crossing
The obvious solution is to use spline-based surface desciptors. Then the data to define the mesh is just a few spline points and handles, and the clients can build the mesh on their end from that. Added bonus: faster machines can render the mesh with greater detail and smoothness, while slower machines can simplify it for faster speed.
Of course, manipulating spline paths in 3D is a bit more of a challenge to make accessable to the general public...
Just so we're on the same page... are you talking about
NURBs here? If so, I agree - NURBs rock as far as fluid geometry is concerned.
But again, we're right back to square one. As you mentioned, how would we make that user-friendly? The simplest answer is this - many external tools provide algorithms that will convert mesh behavior to NURBs. Asking LL to add such an algorithm would only increase overhead, and again I feel this is less of a necessity.
In closing, I know (from the feedback to my importer) that many residents and Lindens alike would like to see 3D mesh-or-NURBs based models in-world. However, until that becomes a reality - your best bet would be to either learn to love the existing system or, if you feel a mesh would be more appropriate, use a tool not unlike the one I developed for imports.
