By request, here’s a partial transcript of tonights mesh studio class. the learning aids are still rezzed out in front of the academy, i will pick them up tomorrow.
Mesh Studio class transcript
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[2012/07/24 19:00] Mosseveno Tenk: so has everyone here tried some sort of mesh program out?
[2012/07/24 19:00] Jimmy Branagh: Yeps
[2012/07/24 19:01] Scottie Melnik: Yeah.
[2012/07/24 19:01] Vic Mornington (victor1st.mornington): meeeeeeeesssssssssshhhhhhhhhhhhhhhhhhhh
[2012/07/24 19:01] Edward Pearse: You missed an s
[2012/07/24 19:01] Jedburgh Dagger (jedburgh30.dagger): more like Freddy Mercury
[2012/07/24 19:01] Vic Mornington (victor1st.mornington): :D
[2012/07/24 19:01] Mosseveno Tenk: Good news is that the mesh studio folks have released some documentation, and i imagine more wil be following as the system gets more popular
[2012/07/24 19:01] Jedburgh Dagger (jedburgh30.dagger): MESH! AH-AH!
[2012/07/24 19:01] Mosseveno Tenk: https://sites.google.com/site/tamaproducts/home/mesh-studio
[2012/07/24 19:01] Vic Mornington (victor1st.mornington): LMAO
[2012/07/24 19:02] Mosseveno Tenk: if you’ve got mesh studio, you know it has 2 scripts
[2012/07/24 19:02] Vic Mornington (victor1st.mornington): yeah cause the instructions that come with it….well…there isnt any basically LMAO
[2012/07/24 19:02] Mosseveno Tenk: object 2 mesh
[2012/07/24 19:02] Mosseveno Tenk: and object 2 joined mesh
[2012/07/24 19:02] Jimmy Branagh: hehe
[2012/07/24 19:02] Ethan Paul III (lifedancer): Im still green with mesh
[2012/07/24 19:02] Mosseveno Tenk: the poker set here shows you both results
[2012/07/24 19:03] Mosseveno Tenk: the JOINED script gives you a low prim result with fairly good resolution. but, you only get at most, 8 textures
[2012/07/24 19:03] Mosseveno Tenk: the other script gives a heavier result. it was 9 prim earlier, now its 18
[2012/07/24 19:03] Edward Pearse: Is it just the cards or the tables too?
[2012/07/24 19:03] Mosseveno Tenk: the object still acts like the original prims
[2012/07/24 19:03] Vic Mornington (victor1st.mornington): ouch….yeah wont be using that script then
[2012/07/24 19:03] Mosseveno Tenk: just the cards right now, we’ll talk about the tables next
[2012/07/24 19:03] Edward Pearse: Righto
[2012/07/24 19:03] Mosseveno Tenk: notice i could resize the cards, i could also use as many texturs as i wanted to
[2012/07/24 19:04] Mosseveno Tenk: but i’m not sure why i would want to use that yet.
[2012/07/24 19:04] Mosseveno Tenk: *shrugs*
[2012/07/24 19:04] Mosseveno Tenk: satu, could you do me a favor and turn off the AO, it distracts me.
[2012/07/24 19:04] Satu Moreau: Sure
[2012/07/24 19:04] Mosseveno Tenk: thanks
[2012/07/24 19:05] Ethan Paul III (lifedancer): can you change your textures after converting them to mesh
[2012/07/24 19:05] Mosseveno Tenk: yes
[2012/07/24 19:05] Satu Moreau: /me digs up Yang’s much calmer ao instead
[2012/07/24 19:05] Mosseveno Tenk: lets look at the good poker set
[2012/07/24 19:05] Mosseveno Tenk: there are 4 textures on it, the chip, the card back, nad 2 cards
[2012/07/24 19:05] Mosseveno Tenk: so i’lll pull out a randome texture and apply it to ONE of the card backs, and you can watch want happens
[2012/07/24 19:06] Edward Pearse: What’s on the edge of the chip and cards stacks?
[2012/07/24 19:06] Mosseveno Tenk: its the card back also
[2012/07/24 19:06] Edward Pearse: /me nods
[2012/07/24 19:06] Mosseveno Tenk: all the card backs changed,
[2012/07/24 19:06] Mosseveno Tenk: because this is abstract geometry
[2012/07/24 19:06] Mosseveno Tenk: this is an object with 4 faces
[2012/07/24 19:07] Mosseveno Tenk: the faces were defined in my model by how i applied textures. all similair textres were grouped
[2012/07/24 19:07] Mosseveno Tenk: i could have used at most 8 textures
[2012/07/24 19:07] Mosseveno Tenk: you can squeeze more out of that by using zoned textues and clever offsetting.
[2012/07/24 19:07] Mosseveno Tenk: so that’s that
[2012/07/24 19:07] Mosseveno Tenk: any questions so far?
[2012/07/24 19:08] Mosseveno Tenk: lets look at the tables. me and vic are on opposite ends of the viewer specturm
[2012/07/24 19:08] Mosseveno Tenk: he experiences almost no lag
[2012/07/24 19:08] Vic Mornington (victor1st.mornington): :D
[2012/07/24 19:08] Mosseveno Tenk: i am on a mac with a memory leak and struggle
[2012/07/24 19:08] Edward Pearse: Bastard
[2012/07/24 19:08] Mosseveno Tenk: to see my world, everyone turn your LOD down to .5
[2012/07/24 19:08] Vic Mornington (victor1st.mornington): LMAO
[2012/07/24 19:08] Mosseveno Tenk: which is the default for a bad mac
[2012/07/24 19:08] Fire Broono: he’s a hack, we all know that.
[2012/07/24 19:09] Penny Dreadful (gothicmuse): /me laughs
[2012/07/24 19:09] Mosseveno Tenk: in advanced menu
[2012/07/24 19:09] Mosseveno Tenk: debug settings
[2012/07/24 19:09] Mosseveno Tenk: type rendervolumeLOD
[2012/07/24 19:09] Edward Pearse: Eeewww
[2012/07/24 19:09] Vic Mornington (victor1st.mornington): CTRL P and go into graphcs tab to turn the LOD down incase folks dont know :)
[2012/07/24 19:09] Mosseveno Tenk: and change your number down to .5
[2012/07/24 19:09] Vic Mornington (victor1st.mornington): well….for firestorm anyway
[2012/07/24 19:09] Jimmy Branagh: Good lord, I’m blind!
[2012/07/24 19:09] Mosseveno Tenk: yeah… maybe you can, i gotta fish for it
[2012/07/24 19:09] Mosseveno Tenk: yeah
[2012/07/24 19:09] Mosseveno Tenk: ok, look at the tables
[2012/07/24 19:09] Mosseveno Tenk: and pan your camera back
[2012/07/24 19:10] Fire Broono: the left table is messed up nao
[2012/07/24 19:10] Vic Mornington (victor1st.mornington): squishy table
[2012/07/24 19:10] Mosseveno Tenk: these tables were all generated from the same model
[2012/07/24 19:10] Mosseveno Tenk: you might noitce the middle tables turn into a different design (look at the legs) from a distance
[2012/07/24 19:10] Fire Broono: /me nods
[2012/07/24 19:10] Mosseveno Tenk: now since tables are usaly only seen from inside, LOD is not a huge issue
[2012/07/24 19:10] Mosseveno Tenk: but, suppose these wre my decorative bits on my clocktower
[2012/07/24 19:11] Mosseveno Tenk: or a chimney!
[2012/07/24 19:11] Edward Pearse: The doors on the Academy are doing funny things for me too :-)
[2012/07/24 19:11] Vic Mornington (victor1st.mornington): :D
[2012/07/24 19:11] Mosseveno Tenk: something that is going to be seen from a long way away
[2012/07/24 19:11] Mosseveno Tenk: i don’t want that to collapse and look crappy!
[2012/07/24 19:11] Satu Moreau: /me doesn’t see any difference with the setting changed
[2012/07/24 19:11] Mosseveno Tenk: i want it to be like the table on the right, that one does not decay at all
[2012/07/24 19:11] Penny Dreadful (gothicmuse): I don’t either, Satu
[2012/07/24 19:11] Edward Pearse: Zoom out Satu
[2012/07/24 19:11] Penny Dreadful (gothicmuse): I did zoom out, huge
[2012/07/24 19:11] Jimmy Branagh: I’m 20m back
[2012/07/24 19:11] Sky Melnik (sky.netizen): I had to zoom out and in a few times.
[2012/07/24 19:12] Gabrielle Anatra (gabriell.anatra): Yea, the one on the right degrades a lot slower.
[2012/07/24 19:12] Mosseveno Tenk: if you don’t see it collapse, you have magic graphics cards
[2012/07/24 19:12] Mosseveno Tenk: now i’ll show you why thee are different. it is in how they were uploaded.
[2012/07/24 19:12] Gabrielle Anatra (gabriell.anatra): In fact, I’m out over the wall now and it’s still fine.
[2012/07/24 19:12] Penny Dreadful (gothicmuse): Well, you were going to burn me as witch for mine once, if I recall correctly ;)
[2012/07/24 19:12] Edward Pearse: Toggle your LOD while you’re over the wall
[2012/07/24 19:12] Mosseveno Tenk: the table on the right, the LOD was mostly generated
[2012/07/24 19:13] Mosseveno Tenk: er, the left
[2012/07/24 19:13] Ethan Paul III (lifedancer): can we put it back to default?
[2012/07/24 19:13] Mosseveno Tenk: and the one on the right, had the orignal file loaded into all 4 levels of detail
[2012/07/24 19:13] Mosseveno Tenk: the ones int eh middle had a simplified version loaded into the LOW setting, and if you look at the land impact, you can see the results
[2012/07/24 19:14] Mosseveno Tenk: i decided i liked the second table for the best compromise between LOD and impact, so i chose that one
[2012/07/24 19:15] Mosseveno Tenk: these were the models i made to make the table (razzes oriental prim models)
[2012/07/24 19:15] Mosseveno Tenk: it has 2 textures on it, the wood, and the iron on the little spike
[2012/07/24 19:16] Mosseveno Tenk: if you make simplifed decay models, your decay models have to have the same number of textres as the original, or it will not be accepted.
[2012/07/24 19:16] Edward Pearse: Nice wood texture
[2012/07/24 19:16] Mosseveno Tenk: you can see the iron texture was put on the inside of the leg
[2012/07/24 19:16] Fire Broono: yeh, nice wood
[2012/07/24 19:16] Mosseveno Tenk: i think that is a TRU
[2012/07/24 19:16] Mosseveno Tenk: i haven’t managed wood yet.
[2012/07/24 19:17] Mosseveno Tenk: you can see a set of decay models on the staircases over on the right also
[2012/07/24 19:17] Mosseveno Tenk: i am really sick of mushy sculpted stairs. i’ve repalces most of the ones around town iwth that one.
[2012/07/24 19:17] Vic Mornington (victor1st.mornington): :D
[2012/07/24 19:17] Mosseveno Tenk: the first one is loaded into the HIGH , the second one is in MED and LOW
[2012/07/24 19:17] Mosseveno Tenk: and the last one is used for LOWEST
[2012/07/24 19:18] Mosseveno Tenk: and its also my PHYSICS model
[2012/07/24 19:18] Edward Pearse: I suppose the added advantage is you would also no longer need the invisiprim underneath the stairs
[2012/07/24 19:18] Mosseveno Tenk: so i got a walkable staircase for 1 prim
[2012/07/24 19:18] Ethan Paul III (lifedancer): nice
[2012/07/24 19:18] Mosseveno Tenk: this is not something folks were able to make easily before!
[2012/07/24 19:18] Ethan Paul III (lifedancer): would it work with spirals?
[2012/07/24 19:19] Mosseveno Tenk: yes
[2012/07/24 19:19] Ethan Paul III (lifedancer): :))
[2012/07/24 19:19] Mosseveno Tenk: you’ld use the elongated torus for your physics model.
[2012/07/24 19:19] Ethan Paul III (lifedancer): Im loving it
[2012/07/24 19:19] Mosseveno Tenk: so lets pause for questions, and then victor is going to set himself up and continue with a discussion of the physics uplaod
[2012/07/24 19:19] Fire Broono: no shimmers either
[2012/07/24 19:19] Mosseveno Tenk: i wanted to bring this up now
[2012/07/24 19:20] Mosseveno Tenk: becuase i am concerned about poor LOD getting into the skyline
[2012/07/24 19:20] Mosseveno Tenk: if yuo have a high end system , you prolly don’t even see this, but some people will.
[2012/07/24 19:20] Fire Broono: hmm good point
[2012/07/24 19:20] Tosh Harker (toshiro.tigerauge): ive learned you need to take your vid settings to low to check your mesh stuff
[2012/07/24 19:20] Mosseveno Tenk: mac users especially hav a hard time of it, i have to manually turn up my LOD evry time i log in
[2012/07/24 19:20] Jimmy Branagh: I keep rendervol high
[2012/07/24 19:20] Edward Pearse: External bits upload at high LOD, furmiture, at low LOD
[2012/07/24 19:21] Mosseveno Tenk: right,
[2012/07/24 19:21] Jimmy Branagh: I’ll have to check all my stuff now lol
[2012/07/24 19:21] Mosseveno Tenk: make a judgement call about where your object is going to be seen from, and if it needs more resolution, spend some more on it
[2012/07/24 19:22] Ethan Paul III (lifedancer): the more complex the slower on the load too
[2012/07/24 19:22] Mosseveno Tenk: i need to redo all my doorframes with simplifed decay models because i don’t like how they all have daylight gaps around the doors from the next lot over.
[2012/07/24 19:22] Fire Broono: i find mesh loads the fastest for me
[2012/07/24 19:22] Mosseveno Tenk: yes, mesh has priority on buildings, vic was talking about this
[2012/07/24 19:22] Penny Dreadful (gothicmuse): I could really use a class in absolute basics – how to tweak LOD, what a physics prim is, the differences in the upload options, et cetera
[2012/07/24 19:22] Mosseveno Tenk: and sculpts have been pushed to the back of the line
[2012/07/24 19:23] Penny Dreadful (gothicmuse): a lot of this is greek to me, and I’ve been working in #D for 20 years
[2012/07/24 19:23] Fire Broono: /me nods
[2012/07/24 19:23] Penny Dreadful (gothicmuse): 3D*
[2012/07/24 19:23] Mosseveno Tenk: lets everyone get thier media up
[2012/07/24 19:23] Ethan Paul III (lifedancer): tenk is there a limit to how many prim the convertinger can handle in an object?
[2012/07/24 19:23] Mosseveno Tenk: for sound
[2012/07/24 19:23] Edward Pearse: Yeah I noticed sculpt were taking ages to load during RFL
[2012/07/24 19:23] Mosseveno Tenk: i don’t know, Ethan.
[2012/07/24 19:23] Mosseveno Tenk: i have not hit it yet.
[2012/07/24 19:23] Vic Mornington (victor1st.mornington): ohhhhhhh im up?
[2012/07/24 19:23] Jimmy Branagh: Me too Penny
[2012/07/24 19:23] Mosseveno Tenk: i would imagine its the limit of a linkset
[2012/07/24 19:23] Mosseveno Tenk: yep, your turn, mornington
[2012/07/24 19:23] Tosh Harker (toshiro.tigerauge): Mesh studio is 256 prims max
[2012/07/24 19:24] Vic Mornington (victor1st.mornington): ok folks, swtich yer music stream on, im gonna be taljking through this one…
[2012/07/24 19:24] Mosseveno Tenk: http://orange.neostreams.info:8127 if you gotta use an outside player
[2012/07/24 19:24] Edward Pearse: 256 is still the max number of prim linkages isn’t it?
[2012/07/24 19:24] Tosh Harker (toshiro.tigerauge): but frankly youll never get that if the model is complex, youll need to break it into sections it can manage
The rest of the class was done by Victor Mornington using his voice stream and a join.me video conference so we could look over his shoulder at his desktop, which was quite surreal.
And here’s the easy-to-read version
http://tenkism.blogspot.com/2012/07/consider-these-four-tables.html