Animation, Scripting, Building, etc
So, the last few days I haven’t been able to focus on any one thing…… the whole grid being down knocked me out of my productive streak, and my whole 30 animations in 30 days thing was not likely to be reached since 4 or 5 days were more or less unavailable. However, I’ve been spending some time creating silly animations, just practicing various tricks of the trade….. timing, smooth motion, etc. I’ve made a few sillies ranging from a spinning head to a forward flip, to a cartwheel ending with a round house kick to just floating in the air. Each one, helping hone my animation skill down even further. Sometimes, just playing around and trying to achieve nothing at all will help further skills along than attempting a goal……
Although, I do have a goal.
I want to have a complete set of marketable skills.
Right now, my top skill is scripting (by far)…… followed by animation. Once I’m done refreshing and skilling up in animation, I’ll tackle building which is probably my least capable skill. If Second Life were more like 3D Studio, I could do a fair bit better because I could shape and texture anything I can imagine, but with additive 3D, I can’t picture how to get the prim shapes I have into the prim shapes I want. With true 3D software, it’s easy…… I can directly manipulative vertices to the shape I want, no matter what the form. In this aspect, Second Life is very….. limiting.
I don’t know why SL doesn’t allow actual mesh objects….. they say it would be “bigger”, larger to download data…… but then I have to ask. Is one mesh larger to download than say 250+ prims twisted tortured to form one specific object you *could* build with one mesh (especially considering the number of hidden faces and vertices often included in this type of complex object). You could also directly UV map the whole object in one TGA file, which means less textures to download as well. Sculpties are nice, but really….. I don’t think an actual mesh would increase the load on Second Life. One mesh is certainly far more efficient than 250 prims. If they were worried about people uploading huge objects to grief…… well, add a L$ X fee upload for Y # of vertices. Anyway, enough ranting about that!
So building….. yes, it’s the one skill in Second Life that I really am not proud of. Generally, I hire trusted, high quality builders to do builds for me while I concentrate on either scripting or animation. The time it would take me to build something significant….. it’s just far more efficient for me to hire someone and get it done 20x faster. Mind you, I don’t hire builders for *everything*…… just the really complex or detailed stuff. Even if I have uber building skill, chances are, I’d still out-source so I could achieve my goals faster and more efficiently. Sometimes, it’s not a matter “If I can do it, I should do it” but a matter of, “I can do it, but someone else can do it faster”.
Anyway, I’m skilling up! Releasing products and animation sets along the way…..