UPDATED: Easy Sansar Content Creation Using Microsoft Windows Paint 3D

Some Second Life users have complained that Sansar is an elitist virtual world platform because it requires expensive and complicated content creation tools, such as Maya and 3DS Max. For example, here’s the current Canadian pricing for Maya:

Maya Pricing KaChing!

Ka-CHING! 

Some Second Life users say that Second Life supports amateur content creation with in-world prim building tools,  but that Sansar locks amateur creators out. Here’s a direct quote from someone on the SLUniverse forums, which is the largest and longest running community site dedicated to Second Life:

Looking at the sticker price and …more importantly the training and art background required to use those tools, it’s clear that Sansar isn’t going to be a platform for amateurs or tinkerers.

Bullshit. BULLSHIT.

They’re wrong. In fact, there’s already an excellent “prim building tool” for Sansar! The trick is, you have to use an external program. But it’s a program designed just for amateur content creators.

Paint 3D is a free app that you can download and install from the Microsoft Store. You must have Windows version 10 to use Paint 3D (it won’t work with any earlier versions of Windows).

Paint 3D is sort of the 3D successor to Windows’ venerable (32 years old!) original Paint program. The program is so simple that a child could use it!

Remix 3D is an online community full of 3D models, integrated into the Paint 3D app. You can find characters and objects to use in your own projects, upload and share your own portfolio of 3D work, and get inspiration from other 3D creators. You can do a keyword search for models to bring directly into Paint 3D and use as a starting point. Here, I did a search for 3D models of flowers:

Daisy from Paint 3D Remix 3D 12 August 2017

I wanted to see just how easy it was to export an FBX-format file from Paint 3D and upload it into Sansar (FBX is the native file format for mesh objects in Sansar). Previously, I had had a little trouble importing objects I had created using Oculus Medium and Google Blocks (both programs require a VR headset),  so I wanted to check that the workflow process for Paint 3D was indeed as painless as other people had told me.

I chose the daisy from the Remix 3D gallery above, clicking the little eye icon. A 3D preview of the daisy appeared, that you can use the mouse to look at from various viewpoints, with a bright purple button underneath saying “Place in project”. You click that button, and the model is loaded into Paint 3D for you to work with. Here is what the loaded file looks like in Paint 3D:

Daisy from Paint 3D 12 August 2017

I didn’t bother to do any editing of the object; I just wanted to test the exporting feature. So I chose Export File from the Menu button in the upper left-hand corner of the screen, then pressed the “3D – FBX” button. The standard Windows Save As window popped up and I gave my daisy a filename and chose a directory to save it in. That’s it!

I was able to upload the saved FBX-format file into my Sansar experience, then drag it from my Inventory into my scene, position it, and resize it. After saving my work and rebuilding the scene, I went in-world to Ryan’s Garden to check out my new creation!

Daisy from Paint 3D in Ryan's Garden 12 August 2017

The best way I can describe using Paint 3D to someone from Second Life would be to say that it is prim building for Sansar! You can start out with simple 3D shapes such as cubes, spheres and cylinders, colour them and connect them together and build from there! It’s just so easy!

So don’t let anybody tell you that Sansar is an elitist world for content creators. It’s not true!

Update August 13th: As I often say about the beta testing process, “The pioneers are the ones with the arrows in their backs.” It turns out that there are still a few problems with Paint 3D and the whole process of importing the files it creates into Sansar! One problem is that the objects it creates are HUGE in Sansar, even when rescaled to the smallest possible size. Here’s a sphere I created and decorated in Paint 3D, resized to the smallest possible size using the Sansar edit tools and placed into my unpublished workshop experience:

Giant Sun Ball Made in Paint 3D 13 August 2017

Hmmmm…..

Also, I have discovered that you can only import single objects right now. You cannot import linked objects. For example, when I created a sphere and a cube and grouped them together as one object in Paint 3D, then exported it as an FBX file, then imported that file into Sansar, only the sphere shows up in-world.

So there are still a few bugs to work out. However, objects you select from the Remix 3D gallery, such as the daisy, do seem to work out okay in Sansar.

Bjorn Linden/Laurin Talks in Second Life About Sansar

Vanity Fair at Bjorn's Talk in SL about Sansar 11 August 2017

I am currently in-world reporting on Bjorn Laurin’s talk about Sansar to the Nonprofit Commons in Second Life (Facebook link, Google+ link). Bjorn is Vice President of Product for both Second Life and Sansar at Linden Lab (LinkedIn, Twitter).

(Notice that I am pimping my blog in-world! I am truly shameless.)

Bjorn says that the goal of Sansar is for users to create, own and share their own social virtual world experiences. He added that Linden Lab is working very hard to provide the same features for both desktop (non-VR) and VR users. For example, currently desktop users cannot pick up objects, but Bjorn says that that is coming.

Yes, Linden Lab will do a Mac Sansar client. Mac in an HMD (i.e. a virtual reality headset) will not work until hardware manufacturers support it, but it is coming. It is on the roadmap for some time within the next year or so.

Animations for objects (e.g. vehicles) will be available within two weeks. You will be able to right-click on something and sit down (Double Yay!) Bjorn already has them working on his machine. One of the most exciting things Bjorn is working on is the opening up of a fashion market. (Yay!)

Why you cannot run or fly in Sansar? Linden Lab is working on two platforms simultaneously (desktop and VR headset). Flying in a VR headset is not a pleasant experience, Bjorn describes it like being on a rollercoaster at full speed. Yes, Linden Lab will definitely have flying in Sansar, when it works for both desktop and VR headsets. Same thing with running. Sansar had running, but Bjorn asked to have it taken out of the client because it was very confusing for people in a VR headset. Running will come within one or two months.

They plan to have a feature where you can charge people to get into a Sansar experience (like an admission charge).

More on the avatar fashion market: Obviously, that is something they want to bring to Sansar, and they want to do it right. They do intend to have full body sliders for avatars, and they also want to have tattoos etc. They are working with teams both internally and externally to create clothing. They will be using tools that everybody is familiar with. He promises that we will not be disappointed with avatar fashion when they launch that feature!

Text chat: there is currently no text chat for people in a VR headset. Bjorn says that they are working hard on community social features and Linden Lab will add features like forming groups, setting up bigger meetings, adding people as friends, and meeting people, just like in SL. This is very high up on their list.

How does Sanssar co-exist with Second Life? Bjorn said that Linden Lab sees them as two separate platforms living side-by-side, “for a very, very long time”. Linden Lab is not going to de-prioritize Second Life at the expense of Sansar. Nothing has slowed down on product development for Second Life.

Every Sansar user can create three experiences (up to 4 km by 4 km) for free.

There’s no World Map in Sansar, but there is an Atlas. There are no plans to implement a World Map feature in Sansar.

One of Bjorn’s goals in the next six months is to be able to have up to 100 avatars in a single experience in Sansar (which would be a vast improvement over Second Life).

Bjorn says that not a single line of software code is shared between Second Life and Sansar. They are not using an external game engine like Unreal or Unity, they are building their own game engine. This is to avoid having to fix things which break when external game engines update, things that Linden Lab has little control over. Bjorn says that Linden Lab’s Sansar engine will be on par with external game engines “soon”. (That seems a little ambitious to me.)

Sansar avatars are being designed to be one of the world’s most advanced virtual world avatars. The face of the avatar alone is over 125 bones!

They will add accessibility features in Sansar, they want to support as many people to use the platform as possible. It’s definitely on the roadmap! They want to add voice command features. He wants to hear feedback to see what people want first. Bjorn asserts that Linden Lab does listen and respond to both positive and negative feedback.

Collaborative creation is something that they are definitely going to have in Sansar. Linden Lab is working on a supply-chain economy for Sansar. For example, if you buy the parts of the car from different creators to make a car and then place it for sale on the Sansar Store, the creator of the tires will get a cut of the sale when that car is sold. As to when people can create experiences together, Bjorn reports that they are working on that now. He cannot say when it will be available (hopefully, within 6-12 months). He says that it will definitely happen sooner rather than later.

Hopefully, in the next release, Linden Lab will add in Shoutcast support for streaming audio.

The Sansar client software is updated on a monthly release basis. Each release has an extensive list of new features posted to the Sansar web site. Bjorn encourages users to post to the user forums on the Sansar web site.

Bjorn invites users to contact him with questions and concerns. He can be reached both in SL (Bjorn Linden) and in Sansar (Bjorn Laurin).

Whew! My fingers are tired from all this transcribing of what Bjorn is saying! Now I am going back to pore over the official SL chat transcript in-world to see what I might have missed…

Sansar is not only for HMDs like Oculus. It also runs well on PCs and they will be making it so features will be in both. Linden Lab sees a bright future for both platforms living next to each other. Bjorn is running it on a 4 year old Mac running Windows [emulation software]. Of course, if you want the higher visual experience, then a higher system and using something like an Oculus [Rift] will add to that experience. But you do not need the most powerful PCs [to run Sansar].

Bjorn has about 500 to 1,000 tentative features [in a] list and has to sort which ones to tackle first.

Sansar knowledge base and forums are here: https://help.sansar.com/hc/en-us

Sansar forums & documentation are here: https://help.sansar.com/hc/en-us/community/topics

It was a great talk! Glad I could be in-world to bring it to you 🙂

Sansar Basics: Atlas, Desktop Mode Movement, Chat and Friends

Inara Pey has written another excellent blogpost on how to use the Sansar desktop client software, complete with helpful tables and diagrams.

Sansar Newsblog: The First Fifty Posts

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(Photo by chuttersnap on Unsplash)

Well, my WordPress software informs me that I have made 50 posts to my Sansar Newsblog. Time to break out the champagne! Here’s the Top Ten posts that have been the most popular (the most visited according to the WordPress statistics) so far:

  1. Avatar and Camera Controls for Desktop Users of Sansar
  2. Outfit Outlay: Astronaut
  3. First Sansar Book Published
  4. 444 Experiences and Counting…
  5. Sansar Creator Interview: Agustine
  6. Linden Lab Staff Talk About Sansar
  7. Mac Users and Sansar
  8. Sansar Creator Interview: Maxwell Graf
  9. Having Fun with Avatar Attachments
  10. Outfit Outlay: Highlander

Thanks for stopping by, and I hope you like what you read, and that you keep coming back. 🙂 Onwards and upwards!