I've been hearing the word "mesh" thrown around the
Second Life community for quite some time now. I'm no dummy, so I have a pretty decent idea about what it is and how it works. Essentially it is a modeling tool that allows creators more flexibility when it comes to building in Linden Lab's sandbox. Mesh creations can seem more realistic, flowing, and smooth when compared to much of their prim counterparts. But I'm getting ahead of myself already and now need to explain what a prim is.
I decided to get some help from
Bernhard Drax, known in
Second Life as machinima artist Draxtor Despres. He works with
Bytegang, a group responsible
for Flufee and the first series of fully-mesh avatars in
Second Life. Even with his explanation, it won't be easy for me to explain mesh, but let's have a go at it. Mesh is important to understand because it represents a huge shift in not only how
Second Life residents build, but how they play as well.
Mesh really clicked for me when I watched the older video that is embedded below. If I normally want to build a house, rocket pack or tank, I would need to build those objects by using sets of basic shapes called prims; short-hand for primitive shapes like squares and tubes. If I built a dagger, for example, I might use a tube for the handle, a rectangle for the hand guard and a curved prim for the blade. I then apply textures to everything using
Second Life's built-in tools. I can even add scripts to the object to animate my avatar, create sounds or to interact with other objects like another player's shield.
Second Life is a brilliant, relatively simple and easy system for the creation of three-dimensional objects. If you can name it, you can build it in
Second Life. Even someone like me who generally has the scripting ability of a third grader finds ways to make weapons, spacecraft, underground homes and even remote control toys. I taught myself over the years and even took a few classes in world.
Mesh is more complicated. Mesh creators use fancy programs
like Maya -- programs that professional three-dimensional artists use to create characters and effects in movies and television. Those programs can be expensive, but there are free versions as well. Even then, learning to build something in mesh is not just a weekend project. It takes time. What results are objects that can have a more flowing, natural feel to them These objects might even be easier to download as well. Any
Second Life resident knows about the pitfalls of performance, so hearing about faster load times is always a good thing.
I have heard about a resistance to mesh designs from current
Second Life creators. As someone who has seen MMOs change over the last 13 years, I know that generally any change will cause
some stir in a community. I have heard examples of players who complained about changes that, by all accounts, were nothing but positive. It goes with the territory. In the case of mesh, though, players who create in
Second Life using only prims have seen mesh as a slap in the face. According to Drax, it's not as though prim support or prims themselves will be going away. Prim building allows for real time, collaborative building. Thanks to prims, I can literally log into the world with some friends and build an entire structure or object
with them, in real time. Prims are instant, easy to learn and familiar. It would be hard to imagine a
Second Life in which three-dimensional modeling programmers outnumber the "normal" folk who don't have the time to learn such programs.