We are getting closer to hands on. The Oculus Rift is to release in the first quarter of 2016. At this point I think the first round of pre-release technical challenges has been met. So, any possible delay would be from manufacturing and supply problems.
Now that the Samsung Galaxy S6 is in production the supply of display screens for the Oculus should be adequate.
Unity and Unreal, game engine platforms, are both announcing support of HTC RE Vive. This means game developers can move away from having to develop support for the various VR headsets and use the support provided by Unity and Unreal. This saves developer’s time and means new games will move through the development pipeline faster. Continue reading →
The question asked is, don’t the Lindens have a limit on the size of mesh uploads? Well, yeah. They do. But a body is often 3 items, the hands 1 or 2 more items, the feet also 1 or 2 items, and the head another item. So, while it isn’t easy it is possible to get to 2 million faces without exceeding the Linden upload limits per mesh part, just make lots of parts with lots of materials. Continue reading →
Those into sculpties will or should know the name Gaia Clary. Gaia makes sculpty tutorial videos and runs the Machinimatrix.org blog. Gaia also makes JASS, Just Another Sculpty Studio.
Gaia has a new, and to me surprising, tutorial up. This one includes how to export your avatar from Second Life and get it ready for other mesh work.
The tutorial is for those making mesh avatars and clothes. Plus it is a way to export your custom avatar for use in Blender or 3DSMax. It goes on to cover attaching the mesh to the avatar armature and weighting the mesh so it deforms correctly with joint movement. Continue reading →
Gaia Clary has opened a thread in the SL Blogrum for feedback on the Mesh Upload Process. You may know Gaia from the video tutorials about Blender and SL sculpties and meshes found on Machinimatrix.org.
Today S20(42) was released. A couple of days ago I was wondering what was up with the (42) release I saw come up in my RSS feed. By the time I got around to looking at the blog the article was gone. Today Kirsten explained what happened, basically a change of mind. Kirsten decided the version was too buggy to be out.
We are also warned that this release is likely to be buggy. This version, while not appearing dramatically different, is a big change. The entire viewer has been stripped down and redone as a combination of the Mesh Project Viewer and the version 2.5.x viewer code was incorporated. Continue reading →
The mesh upload interface has been revised in the Mesh Project Viewer and the upload reworked. One can get the latest Second Life Mesh Project Viewer and check it out. I think the layout is much nicer. (Also this link should always point you to the latest Mesh Viewer.)
This version is likely the user interface that we will have at Mesh rollout.
New Mesh Dialog #1
Lots of people want working fingers, which requires the addition of more bones to the avie. No word if that is going to happen. I personally have my doubts, but may be down the road.
Custom Animated Skeletons
Currently the only usable skeleton in SL is the avie’s. But, having other skeletons that could be animated would make things like dragons, horses, and dogs much easier to animate. Whatever, they will not be part of the initial rollout of mesh. However Prep Linden is working with them. Continue reading →
There is a good example of what can be done with mesh clothes in a thread on the SL Forum. Several pics of the AV in different poses. The Sitting poses show some of the challenges with short skirts. They are still much better than what we have now.
The minutes from Mesh Office Hours Meeting are out. This time they were placed on the blogrum as well as the Wiki. See Mesh Office Hours 10-25-2010 for the full transcript. I’ve covered the parts I think are interesting. Continue reading →