This is my final Blog post covering my completed second life build How it turned out i will be covering four major points throughout this blog those being
- How it turned out
- did it meet the requirements
- did i meet my goals
- an overall reflection
How it turned out
Over all i believe the object has the desired effect in that it is definitely uncanny and fits the archetype i was after. unfortunately the actual pieces as a head don’t fit together that well on the final version due to a lack of precision from so many linked objects, a peculiarity in the way that linked objects behave with movement scripts and finally me not putting them together very well in the end. in defense of poor placement it was my 8th attempt at attaching all the pieces to my head and was done with the largest linked sets of objects so far.
i’m not sure if it is because objects are changed in some way when attached or that rotation is set in a strange way on rezzing an object to attachment point. the latter can be frustrating as attaching objects to a point starts them at an odd rotation that wasn’t aligned to the axis very well meaning that i had to alternate between touching x y to try get them properly set in the right position.
the change goes every 13 seconds and lasts for 3 seconds and whether by lag or by some strange quirk of the objects themselves they aren’t synched up which is a happy acccident as i like the look of it more that the simultaneous expansion.
overall i am really happy with how it turned out does that mean its perfect? no could it be executed better? yes. is it a little bit ulgy? yes. Do i think it looks great when its animated? absolutely. will it look shit to second life veterans probably but i hope they can see the novelty in it and think that at least when its animating it looks cool.
in addition i have the giant head which has more pieces than the little one as there is a limit to objects one one attachment point that head i think is pretty cool as some kind of animated sculpture and like it in its own way. but its not really the kind of thing you hang on your wall.
Did it meet the requirements
This section will be a check list so here goes.
- A minimum of 50 and a maximum of 300 prims used in the construction
yes. mostly meshes. only ten or so meshes used on the core
- At least three different primitive types (i.e. Sphere, Torus, etc.)
well i have spheres flattened cubes and a lot of meshes
- At least four different forms of prim manipulation (i.e. Cut, Twist, etc.)
none of those as i achieved tapering twists and cuts mostly through vertex manipulation
- The use of different textures and colours throughout the build with consideration given to using appropriate textures, texture repeats, offsets and rotations
not too many as i wanted it to be striking in the difference between the grey and the other textures. the core has 6 textures throughout.
- At least two different texture manipulations (i.e. Glow, Shininess, etc.)
i have shininess on the center, temporary glow and transparency.
- The appropriate use of multiple textures on a prim
this one wasn’t really achieved unless you count the texture switching core i just didnt see a time where it was appropriate. some of the orbiters have blank sides and textures on only the front and back
- The appropriate scale for purpose both in construction and texture use
i think so. i don’t have much experience i assume you guys can tell me
- A scripted change in colour
on all sides of the face every 13 seconds
- A scripted change in texture
on the core of the head
- The use of at least three textures with transparency
the particles and orbiters are 3 different transparent textures
- An instance of a prim with Light
the core emits light
- Prim movement through scripting
every thing but the core moves
- An appropriate particle system
the core emits energy to make the expansion more dramatic
Did i meet my goals for project
whilst i feel i met most of the goals above this section is more difficult as isa pointed out earlier in the week when i asked if i could essentially stop before i was done. my learning goal was a bit of a cop out as i picked a goal that fit the project i wanted to do rather than the other way around. my first blog said
i want to improve my skills in modelling and navigating and creating within a 3d environment and i think that building a complex organic shape in a restricted development environment. will help with that
now the thing here is i definitely became a better modeller, just not in second life. i feel i have a good understanding of blender now at least at a basic level. and i had to learn a lot about normals and how they work to load my meshes which was definitely a learning curve. navigating i did in droves both in second life and out so many small pieces flying every where was a hassle for sure and near the end i stopped thinking about what keys i was needing to press to move the view camera and was just pressing them.
now that’s all well and good but i do specifically mention a restricted environment for 3d development. i did give building in viewer a good go but in the end i don’t think what i was trying to achieve was possible within that time frame or at least not with that schematic. the issue is the low poly face picture i used as refrence was build in 3d modelling software i drew a front view based on that and then tried to make it in SL. the issue is SL building isint for imitating other 3d modeling sofware. its for creating objects for a 3d space.
over all i met the goals i believe but feel like i could definitely have pushed myself earlier and achieved a better final result
continuing on from above procrastination definitely set in for this but i think in the end i spent 30+ hours in blender and SL trying to get this to work. I think the final result looks good and if i continue in SL this will be my avatar for good (unless i find a nicer suit). i think i have learnt a lot and my view of SL changed i still an not truely part of the community but i can see the sense of happiness/ catharsis from seeing something you built realised in an interactive enviroment.
i have also learnt enough to know i could redo the project in like a 10th of the time knowing what i know now… ah well
harry, obelus toast.