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3D Apps IN Second Life?

Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
05-27-2007 13:27
A thought occurred to me last night: If these 3D programs such as Maya, Wings3D, Blender and so on, use OpenGL and Second Life uses OpenGL - Then whats preventing us from having something like that IN-World??

I wouldnt expect to see a SL version of "Maya", but maybe some UV Coordinate settings, Vertex editing, etc.
Peggy Paperdoll
A Brat
Join date: 15 Apr 2006
Posts: 4,383
05-27-2007 13:44
Oh no no no!!! You're asking LL to write a program that would fit in with the SL program.........for pitty's sake, they have a hard time getting the group notices to work!! Something like that would kill the platform completely.
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
05-27-2007 14:09
Why would you want to have something like that in-world?

Would you like having an avatar bouncing around your model and asking you "What are you making?" while you're trying to work in 3D Studio?.

How do we benefit from having in-world build tools?. I'd be happy to see all the build tools ripped out of Second Life. Building and socializing doesn't really mix.

Although voice may help to alleviate some of the problems that come from trying to socialize and build at the same time.
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
05-27-2007 14:58
From: 2k Suisei
Building and socializing doesn't really mix.
I take it you've never played primtionary?

Being able to demonstrate a technique or idea, comment on others' work, and build collaboratively in real time are all extremely useful.
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
05-27-2007 15:33
From: Seifert Surface
I take it you've never played primtionary?

Being able to demonstrate a technique or idea, comment on others' work, and build collaboratively in real time are all extremely useful.


Those reasons seem pretty trivial.

Real-time collaborating sounds good in theory, but pretty useless in practice. Besides, we can still collaborate on a build without in-world building tools. We don't have to collaborate on every single primitive that's rezzed. Instead, you just make your designated part of the build and upload it.

I hear LL are planning on making an in-world sculpty editor. I seriously doubt that it'll be able to compete with an external editor and there wont be any way to bake lighting and detail onto them. So I reckon that the majority of people will continue create their sculpties outside of SL.
Groom Hyde
Registered User
Join date: 8 Dec 2006
Posts: 4
05-27-2007 15:34
Just because the damn game runs on OpenGL doesn't mean you can make it a complete 3D modelling application just like that.

For example, Quake2 runs on OpenGL, guess what? no damn in game 3D modeller mod where ever made. SHOCK!
Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
05-27-2007 15:39
um ask your self this: how long does it take to render one frame in Maya wings or blender?
in SL im getting 15 frames a second or better i dont think that those modelers can do that
-LW
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
05-27-2007 17:59
From: 2k Suisei
Those reasons seem pretty trivial.

Real-time collaborating sounds good in theory, but pretty useless in practice.


Wrong.

Extremely so.

I do it almost daily. It's been a major facet of almost everything I've worked on in SL for the last three years.
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BloodDoll Lulu
FIX Inventory Issues 1st
Join date: 9 Jul 2005
Posts: 152
05-27-2007 21:27
yeah there's a couple engines i've been working with in real-time w/ collaboration with actual meshes for a few years now, and it's actually easier sometimes. It would be nice to see some sort of click prim edit->polygons or mesh and then edit the verticles a bit. I'm also using max 9 and I can't get any of that in SL yet. No 9 tutorial or anything. In unreal editor people I've know have made some detailed stuff using subtraction and intersection with mere brushes and the editors 2d editor, then they select the whole set of brushes and convert to static mesh. I'd like to see something like that in SL. With that people could go back over all the amazing content created over the years as well and get is as one mesh. Of course you'd need some option for exporting it out and collapsing a few verts here and there then importing it back into SL.