Posted by Bettina Tizzy
On Saturday, artist and creator Hern Worsley logged into Second Life® and joined 7 others for an in-world class on Autodesk Maya that he deemed “really excellent.” It was to be the first of three sessions for which he paid a total of $L16,200.
Maya is a powerful and expensive ($4,995 US dollars for the Unlimited version) and - by most accounts – intimidating software package given its robust and multi-layered/complex nature. It is considered by most creators I know to be the rockstar program for creating and exporting sculpted objects.
Importantly, the courses are focused on developing content for Second Life. “It was my first real experience with education in SL and it is exactly what I needed,” explained Hern. “The prices are not terribly expensive but reassuringly not cheap, if you know what I mean,” he added.
The courses are provided by Xenius Revere who worked with metaverse developer Electric Sheep for 1 ½ years as their resident Maya expert and also taught Maya for 3 ½ years at the University of Buffalo, NY.
Xenius, photographed by Xenius
Xenius has founded Xeniversity (teleport directly to their headquarters from here). 
A tree at Xeniversity
At this point, Xeniversity offers two courses: Maya 101- An introduction to Maya modelling for Second Life at $L5,400 per two-hour session and $L16,200 for the full course; and Maya 102 – An intro to Maya texturing for Second Life at $L10,800 per two-hour session and $L32,400 for the full course.
Xenius shared that he built a business model that supports his costs plus allows for expansion. Also in development, a course on scripting for Second Life artists. “If you pro-rate out the cost of taking a class in a state university, versus Xeniversity, you are getting an incredible deal. Plus, all sessions are geared directly for Second Life content creation,” he said and added, “Second Life is a messy aggregation of a whole bunch of tools.”
“I think it does help if you’ve had some experience already with Maya. It is about technique and seeing someone doing it makes everything much easier. It is so obvious when you see it done, but you’d never get there so quickly by trial and error, and it’s like getting access to all the secrets,” continued Hern. “I’m very cautious about new things. I kind of need my hand held.”
Classes are conducted in-world, in voice and via the 2.0 web.
Monday, July 20, 2009
Attend Xeniversity in-world and learn Maya
Posted by
Bettina Tizzy
at
11:14 AM
4
comments
Labels: Autodesk Maya, content creation, education, Hern Worsley, sculpted prims, Second Life®, SL, Xenius Revere, Xeniversity
Thursday, June 25, 2009
I was at the Hair Fair...
Posted by Alpha Auer... :-\
Like most other females on the grid, all year long I live in joyous anticipation of the annual Second Life® Hair Fair. I am also experienced enough to know to detach every single prim on my body before I venture forth. Same this year. And not only did I divest myself of every attachment that I had but I also took Laynie Link's hair fair tips on avoiding lag at the location posted on the dedicated Hair Fair 2009 blog to heart and reduced all of my Graphics settings as well.
None of it helped. This was quite simply the laggiest Second Life experience that I think I have ever had. After arriving and realizing just how horriifyingly stuck I was, I also disabled all the render types from the advanced menu. All that I could, including rendering the sky! So, there I was painfully groping for prims to which I was getting stuck, completely unable to move, surrounded by a largely gray landscape which when it eventually materialized I was seeing with no shaders, no volume, under a pitch black sky. Granted I did manage to get about with the usage of the red locomotion boxes provided by the organizers but why would I even have wanted to move given that hardly any shop contents rezzed themselves? Nonetheless, I tried, I really did. I have lost count over how many times I crashed, but I was determined enough to log back in every time - until I eventually gave up...
I ran into several acquaintances while I was out there. Chatter was pretty much impossible due to lag but I did contact them subsequently to ask them how it had been for them. The answer was unanimous: Worst lag experience in Second Life to date.
I am writing this because I think I may have identified one of the reasons of the problem and maybe my two cents worth of input might help the builders of these very large scale locations which attract vast crowds of visitors, should they stumble upon this post: I believe the lag at the hair fair this year was due to an over abundant usage of sculpted prims. As I said, it was too laggy for me to be able to inspect the prims, the information as to who their creators were simply did not rezz, so I have absolutely no idea who the designers and builders of the 4 sims are. I am in no position to comment on their output either, given that I really did not "see" it. All I saw was a specter of a landscape devoid of all shading and volume. But I did manage to identify the presence of hundreds if not indeed thousands of sculpty prims through their highlighted contours when I right-clicked on the structures that they were embedded into.
I realize of course, that many of these sculpted prims were used repeatedly and that it can be argued that once one sculpted texture rezzes all of them will have done so. But, as far as I could tell, there were still enough individual shapes present to seriously undermine the overall rendering process. And also, even though in theory it holds true that once one texture is rezzed all identical textures in your location will also have done so, for some bizarre reason, in practice I find that this is not necessarily always the case.
All in all, I am wondering why far more minimalistic design strategies do not get implemented at locations where the primary objective is providing an easy access to the goods displayed therein. An excellent example of such a location are the Hairspray sims (as it turns out a particularly appropriate example in this case, given that our primary area of discussion here is in fact hair ;-). These sims are the epitomy of the maxim "form follows function", the function here being the showcasing of "hair" with no further obstructions from the surrounding environment. Indeed I would suggest that their huge success as a design system and their ultimate beauty lies in their designer Damien Fate's having diligently followed this very fundamental design tenet first coined by the great architect Louis Sullivan.
So, my dear friends, I did not really get to see the hair fair at all this year. From the isolated few stands, the contents of which I actually did manage to rezz (and where what I saw captured my attention), I have obtained landmarks and will be visiting their main stores in due course.
Posted by
Alpha Auer
at
2:39 AM
5
comments
Labels: Damien Fate, form follows function, Hair Fair 2009, Hairspray, lag, Laynie Link, Louis Sullivan, sculpted prims, sculpties, Second Life®, SL
Tuesday, September 11, 2007
Vlad Bjornson's morphing sculpture
Seifert Surface alerted us to NPIRL'er Vlad Bjornson's appealing vid featuring his sculpted prims.
Slurl: Caledon Highlands
Posted by
Bettina Tizzy
at
9:49 PM
0
comments
Labels: morphing, Not Possible IRL, NPIRL, sculpted prims, sculpties, sculpture, Second Life, Seifert Surface, Vlad Bjornson
