Mesh clothes don’t care if you’re tall or short, thick or thin. They care about stretch of bust-waist-hips

Sept 18, 2015 Edit: Obviously fitmesh bodies are the clothing made for them are an exception to this. As to regular fitmesh on the default avatar – for some reason I have as yet been unable to find any that actually fits…

I keep seeing this over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, again… 🙂

Something like this:

The […] standard sizes are ridiculous. Oddly, they seem to have decided that [large are fat][small are skinny][etc]. I wonder if those who created the “standards” ever [assorted complaints]

This is because the person concerned is reading a word the way say, men use it when they shop in the real world.

Mesh clothing works a little more like a lot of T-Shirts do, and a lot of women’s cloths. Where a size small means you’re skinny, and a size large means you really don’t need to stop at Burger King on the way home tonight.

Think of it like this, using the standard sizes:

XXS: Michael Jackson would have done a concert to feed you.
XS: You look thin
S: You’re fit.
M: You shop in the plus size section.
L: You have reserved seating at the local Fried Chicken joint.

And just bump those one position for men, since male STandard sizes go from XS to XL. Male XL is basically female L.

You could still be taller than Abe Lincoln, or Shorter than Mini-Me. It just don’t matter.

Look at the standard sizes program, notice how it only seems to care about a few certain dails:

Body Fat
Torso Muscle
Breast Size
Love Handles
Belly Size
Leg Muscle
Butt Size
Saddle Bags

Body Fat
Belly Size
Torso Muscle
Love Handles
Leg Muscle
Butt Size
Saddle Bags

Notice what’s not in there?

Height. Having T-Rex arms or legs. Your neck. Your head. Your ‘thickness’ dial.

Why? Cause mesh doesn’t care. These are scale dials, or for the head – would not be important unless you wanted to buy a mesh ski-mask to go rob the local stop-n-rob in Bay City (hey I own that shop…)

There are only two dials that matter for mesh that are -NOT- in the lists above; Breast Buoyancy and Cleavage. If you don’t know why – you’ve never touched real boobies… 🙂

So if you’re tall and thin, and you looked at Standard Sizes and thought “this is broken”… go try the XXS or XS size. That’s probably you.

Mesh fits a -LOT- more people than some think. Many who feel it doesn’t fit them are in fact within the zone of commonly used settings.

The deformer won’t help these folks. If they grab a ‘large’ mesh and deform it to their tall but thin avatar – it will be a mess of nasty triangles poking out. They need a small mesh, because they’re thin.

Some folks waiting for the deformer, will be in an EVEN WORSE MESS once it gets here, because they “never read the manual.” These folks just need to learn what mesh does effect, and then they can find existing items that are close. And the deformer will just take that close and get closer. It won’t turn a circle into a square folks – it will take a square and bevel it.

Mesh scaling to reduce prim cost – smaller scale in SL really is better now

Today’s blog gets right to the core of all the debates about scale in Second Life.

The ‘Resource Cost’ of mesh items appears to be directly connected to their -size- and not just complexity. The smaller the item you rez, the less it will cost.

This is something I’ve been noticing the more Mesh objects I get on my land.

From houses to furniture to plants to… whatever… the trend seems the same. I’m going to illustrate it with a dramatic example.

The LAQ Decor 100% Mesh Cottage:

I took this house and scaled it down to work for a ‘to scale avatar’ – making the doorway entrance 2.2 meters in clearance (the prim says 2.3, but it clears 2.2). Fitting a 7’2″ person.

Standard door size in the USA is 36″ x 80″, or 2.03m tall, so this new ‘smaller scale’ is still big. At 7’2″, it is basketball player breezing through in comfort.

Originally the house was 76 prims:

And that doorway was a good 3 meters. Fit for a giant at 9’10”. Just to give you an idea, that is -TALLER- than the Na’vi in the movie Avatar.

Scaling it down reduced the cost to 45 prims:

That’s a savings of 31 prims. NOT a trivial amount. One tiny corner of the floor went phantom, so I had to add one prim more in by putting in a floor. But convex hull linking that floor prim to another prim on my land got its cost right back (In fact 4 prims linked in a convex hall for some walls and platforms, came to 2 at convex hull).

This makes a POWERFUL argument in favor of scaling down builds in second life, and by extension, scaling avatars down to a ‘to-scale’ size, to take advantage of these smaller builds.

Those 31 saved prims can fit a lot of furniture. I could fit my entire mesh living room into that budget 3 times.

Especially when the mesh recliner chair given out by LAQ Decor -also- reduced in prim cost when I scaled it down to a human-sized avatar.

In scaling this house there were two problems. Two prims had a face at a size of 0.01 – the smallest allowed in Second Life. I had to find them (individually selecting every prim until I knew which ones were this size), and then make that one face larger (I chose 0.1 arbitrarily), and then rescale. They were transparent prims so them getting distorted was not an issue. Normally when I do this after rescaling I go back to those prims and make that one side 0.01 again.

Here they are:

(I need to rescale these images, they’re kind of big…)

This scaling down of course will only work on mod items. So make sure to avoid no-mod mesh if you want to be able to manage your prim cost.

Really you should never buy no-mod items anyway. Especially for things rezzed on your land that you will likely want to edit and adjust over time as you gain experience in Second Life, and a sense of personal virtual style.

The LAQ Decor house had to be mod, it was in a rez-box. If you pay attention to my screenshots above you’ll see I was selecting 4 objects. The house is not all liked up. This is common for houses – a smart buyer can ensure a mod-able build by buying things sold in a rezzing system like this.

To resize it I selected all of the prims and just chose the stretch option, then stretched it down with my avatar standing in the doorway until it felt like the relationship between the two resembled me and my RL doorway. Then I walked inside and stood next to the windows. BUT my avatar is 5’4″ or 5’6″ – not 8-feet like some you’ll see in SL. It helps to scale down your avatar first, so you can then eyeball everything else for your chosen dimensions.

Breaking news: For February only, Daz Studio Pro, Bryze 7, and Hexagon 2.5 free from daz3d for February – giving SL mesh creators a powerful suite of apps to work with.

Breaking news: For February only, Daz Studio Pro, Bryze 7, and Hexagon 2.5 free from daz3d – giving SL mesh creators a powerful suite of apps to work with.

The ‘scoop’ for this one was broken over at the My Black Rose blog, which I learned of from Living in the Modem World (does anybody still have a modem? 🙂 ).

Daz3d Studio is a tool for taking prefab models from Poser or Daz or Renderosity, and such, and making beautiful art from it. Long before I knew of SL I was a digital artist via Poser, and Daz. In fact I learned about SL from the Poser 7 launch party in 2006.

Daz considers it IP theft to use -any- of its models, no matter how modified, in SL. Period. End of your sued off butt’s discussion. 🙂

So why is this at all news for Second Lifers?



Hexagon is a full blown 3d modelling application that is usually very low priced. Its something Daz bought years ago from a small company that was folding, and then kinda sat on not knowing what to do with. It went from the ‘promising darling of the 3D hobbyist world’ to forgotten almost overnight. But in the process Daz put it out on the cheap and I scooped up a copy.

Now its free. For February.

Get your butt over there and get it, before that changes.

Hexagon at one point tried to become -the- sculpty making tool for Second Life. During all the Second Life hype, it added tools specifically for modeling Sculpties. They’re a little confusing, but they are there. So there’s one benefit right there – a sculpty modeller that is made to ensure your result will be within sculpty limits.

But it doesn’t export to collada. So, with Mesh on the rise… and so many ways to make sculpties… who cares?

Well that’s where Daz Studio re-enters the picture. Daz Studio can import .obj, which Hexagon does export, and save it to collada.

Why care when blender is out there?

Hexagon is just more polished, with a professional UI. Not something put together by and for tech geeks with obscure menus that are only understandable by people who speak binary as their native language… Hexagon was one being considered for mass market, so its UI can be used by actual humans (and nekos).

Furthermore, Blender is dropping official support for Collada. Soon to be left to ‘3rd party addon makers to patch back in’ – meaning an unknown horizon.

So here it is, a free and easy to user alternative. If you get it within the month of February.

Oh, and there’s Bryce too. Its one of those apps with a ‘click here and get art’ button. Not bad, in fact its a GREAT application. Get it, but you won’t be using it for Second Life. Unless you use it to make posters to sell to SL people to decorate their homes. 😀

Just consider it an added bonus for now. Once you’ve got some free time, you’ll see why this is an amazing deal for you, even if you never master using this stuff for Second Life.

Meshify your world from inside of Second Life – to save on prim cost of houses and other objects

EDIT: Someone’s contacted me saying doing this made their house phantom. If this happens to you and you’ve figured out the details of how / why / what parts – how to control that… let me know so I can add some notes. Going to try and cause it if I can and figure out details. Its a tricky process, results can vary – and takes a lot of fiddling to get to the goal.

A short blog today on a new ‘open secret’ some of us have found since mesh hit the grid.

The idea seems to have been publicly outed by Ciaran Laval.

A lot of mesh content is now getting out there in SL. Not everyone can view it yet – the new viewers have some bugs that are still keeping some folks out, sadly enough. Some of those bugs are mesh, but some are just other bugs… Hopefully that’ll clean out soon and we’ll all be able to see this stuff because some of its plain amazing.

Making mesh though, is another big hurdle. People will tell you to go download Blender and just ‘learn-2-model-noob’. Well that’s not so easy. Nor is spending 10-grand on Maya much of an alternative.

Learning Blender isn’t impossible though… but if you’re like me and not yet there, its not the end of your ability to take advantage of Mesh creation.

In fact, the little secret, Convex Hull – works by turning your prims into ‘mesh prims’. Now the truth is that everything in SL already -IS- a mesh of some kind. Its all polygons and giant files full of weird variables (open up a .obj file someday, they’re text-readable, and pretty scary to try and human eye read. Long ago I had to edit one to find a problem in an art project).

Convex hull means your prim is counted using the new Mesh Cost equations rather than as a 1-for-1 prim, the old “grandfathered in” way.
Two Prims as Prims
Under the features tab there’s a pulldown to change a prim to a convex hull. That turns any prim into a ‘mesh prim’ (there’s a third option called “none” that I have not tried).
Two Prims as Convex Hull

– You can use this to make your own homes into Mesh homes. This is worth considering because if you learn the ‘energy flows’ of ideal prims, you can cut the ‘resource cost’ of a build by as much as half – taking say, a 60 prim building down to 30 or so.

To do this, unlink all the prims, and then experiment with different linksets – convert two linked prims to convex hull, see their cost, add another, see the new costs, and so on. Removing any prim that takes the cost up by than 1. Many will add zero to the cost, others will add 1 on their own or round you up to the next prim cost.

Two basic rules: You CAN do this with sculpties and prims that have scripts in them. But doing so can take a single prim and make SL think its over 100 prims… That’s one of those ‘do not try this at home’ things. Try it in a quiet mostly unused sandbox for the lolz. 😉

– Because if you blow past the prim limit, your item gets returned on you, and you might have trouble rezzing it again if your limit won’t let you…

As for the ‘art’ of finding the ideal linksets that save prim cost; I call it the ‘energy flow’ because if you look at which linksets work best together and which end up expensive, it looks a lot like Feng Sui energy patterns…
– if the lines flow in similar ways, they’ll save you prim cost. If they move about disruptively, meshing them can cost dozens of added cost.

Looking at some ‘mesh houses’ on the market, it looks like they are actually prim houses with this done to them, whereas others look like imports from a 3D application.

Its a good trick to try. Here is the top portion of my house in Ironchurch:

And the same piece, as prims:

But note that the two prims linked above in the first screenshot, when used as a floor in my home had different results:

Curiously I toggled the color of these two to red and white a few times, and that made their prim cost drop to 1. It stayed 1 after I changed the color back to white. I have no idea… I thought it might be because one of them used to have a script in it…

But I applied that script to the two prims in my sky platform, seen in the first screenshots, and that only toggled them between 1 prim without it and 2 with it (treated the scripted ones as if still prims).

In a further complication, see the stairs next to those 2 prims? Well in walking up them a few hours after making this blog post I discovered something else – the bounding box of a cut convex hull is not the same as what is visible. Apparently some of that hollow area was ‘solid’ – I was not sure if I had a mesh problem or a ghosted prim, but by toggling them back to prim, I was able to finish walking up the stairs.
– So test your converted builds to make sure they still work as intended.

So my description for this is getting more and more “its all Feng Shui.”

It very much seems that, as I told a friend; “it you move it so the north wind blows at you, that’s bad. But if you align your corners with the south wind, armies will advance in your favor and the sky monkeys will grant you prims… O.o”

Experiment, until you manage to get your prim costs down.

Also keep mindful of calculation delays and errors. If a value seems off, select something else and then reselect the item. Often values will “correct” after doing this. I’ve seen them jump up double when converted, only to drop down a few moments later. That works both ways. In making my screenshots, I ended up with one showing the 34 prims I had selected, set as prims, with a value of 25. Reselecting them changed it to 34. I know the 34 is correct because I originally grouped them up selecting one prim at a time. In Convex Hull Mesh, they cost 17.

As one more major bonus, non-mesh viewers can still see convex hull prims. I went to my house here using v1.2.3 on my old PC, and everything looked normal.

Shop at Irie Vibes

Quicky cause its late for me, bed time. 🙂

Just set up a shop at Irie Vibes, the popular Reggae club:
Zion Kitty @ Irie Vibes
Noted it on my SL FEED as well.

Looks like I didn’t get the best screenshot there. I’ll have to make a better one and edit this. 🙂

This is the first time I’ve done rental spots in SL, since coming to SL originally in 2006. Always owned land, never used malls, not even club malls, before now. But it seemed like a good idea for exposure.

They used to have signs at Irie Vibes talking about Reggae and Rastafarians – but no more. I’m going to have to make some and put them up in my shop here and on my own land… 🙂

Updating my info for my shop in Bay City – Morton, one piece at a time

Outside my Shop in Bay City Morton
Piece by piece, I’ve put my shop together in Bay City – Morton.

Left my Zindra location a while ago. Bought the lot in Bay City even earlier, back in July or so. But failed to actually build the shop for it until early November… Yeah, I left a lot nearly empty for -that- long… well, not empty, but full of ‘Under Construction signs and boxes I’d rezzed for textures.

I had this idea of a broken down part of the hood for a shop, with ruins and junk outside, and products mixed around. But in the end I simplified down to a run down gas station, added some graffiti, and put a second ghetto building off to the side. Things which normally seem blighted, can have a certain appeal in the right context.

The gas station holds my builder products; sculpty maps, scripts, height meter, and some basic skins, alongside premade skyboxes. The ghetto-themed storefront building holds my Rastafarian art and fashion line. Some political art is on display on a wall outside, and some information boards along a wall between the two buildings.

Outside my Shop in Bay City Morton

TOnight I finally updated all the entries on Marketplace to point to the new shop, along with assorted Picks. I still need to do that horridly grueling task of putting new landmarks into every product… Something for tomorrow I guess… 🙂

PS: Yes, the lot I had in Isabel, next to the infoHub, did sell. The new owner is still using my logo in About Land and the description / name still has my entry… 🙂
Now I’m trying to clear out of half my lot in Honawan – my deep water boat rezzing land, I had a second parcel there for prims, on the hill, but ended up filling it with decorative stuff… Looked it over and realized my boat lot was big enough for my prim needs, so it’s time to lose the other spot:

Lot I need to sell in Honawan

I just can’t figure out what to sell it for… Only half want to get rid of it…

Note my neighbor next door selling their land, in 2 split 512s… The same neighbor owns the building in the background and the bus stop on the linden land across the road, I think. Or used to.

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