The Render Pool Hotel | MML | Building for Otherside

Recorded: March 3, 2026 Duration: 3:21:26
Space Recording

Full Transcription

So it does not need forever.
Do you have an idea?
Make a house.
Yeah, make a room.
An apartment room or a hotel room for our sake.
Make a small hotel room.
Then he wants to do the whole hotel, I think.
Just a single room is fine.
Make a small house.
Let's do it like this.
Not too detailed.
Then he basically thinks a lot.
Problem is with geometry, AIs are not that good right now.
So he always irritates, irritates, irritates, till he is happy with it.
But that's why I have this fast, so it cuts off the AI.
Thinking after 15,000... Ah,000 okay he was fast and it's not so bad but we don't like for example that we can't
go in I can't go in and she says I was waiting for verse the land yeah I can For Wyrstaland. Wyrstaland, yeah. Wyrstaland. Wyrstaland, yes, yes.
I can show you.
So you also have to wait here, not leave the window, otherwise it stops.
But in fast, it's actually fast.
That's nice.
Because when he is writing code here, it means he already updates the code now.
So he's finished with his syncing process.
And that's a good sign sometimes he really thinks like
10 minutes which is quite annoying but he's not making the door so it's a good example
yeah let's let's switch out to this i made a basketball field that's also quite cool so I started basically with
can you make a basketball field so that's so good the balls is bouncing they're nice ready to go
you can also switch versions so you can see with the first prompt he generated this here yeah
hey guys could y'all go to my profile on x and retweet the
live stream that i just uh tweeted out um that way we can get more eyes in here since frosty's
showing this i think it'd be awesome to get people on x to check it out you know if they can't join
the discord hopefully they can watch the stream on x so uh yeah go to my account and please share
the stream thank you thank you okay continue frost stream. Thank you. Thank you. Okay, continue, Frosty. Thank you.
So you have your versions.
So the first chat prompt was this.
He made this field.
So he made a lot of mistakes.
Then I just wrote, can you make the field nicer?
So then it got out with, yeah.
Then he got out with the tribons and the latians and such stuff he still didn't got that this is not showing actually so then the line seems not to show
and i made a screenshot showed him then he made finally this so now now you could say the lines
are not correct because it's not a circle basically.
But yeah, so you slowly get to the results.
What do you think about that?
Like those are the questions I have sometimes is like, you know, I really, you know, as an artist, you know, I'm more on the art side. I really want to like dial in on like the design you know and and like do you think
you come in here and like maybe just kind of layer over your own assets or your own details
you know stuff like that um or you can do everything what you want but then you need
knowledge how to basically make this but you can here also see the, so he says roof left, roof right. So you can go to the roof right, then okay roof right, and then you can say hey I want
this a bit bigger than, okay that's higher.
I'm also not so good with MML if I'm honest and confused.
But somehow, ah here is this width height so you you can make it more width, so it gets a bit bigger.
Then we can also make the other side, the left, make it a bit more width.
So now it closes on the top a bit, but you can play them around on the own elements,
or on the code itself if you feel comfortable with.
But if you like not the color you can easy
switch here with a color selector so that's always some little extras which you can play around with
if you have a finished version where you see for example the e-struggles you can just then
play around with the elements and try yourself around but mostly the AI gets very precious.
Hey, first, can I have a question?
Is it possible to even put some textures on it right now or not?
What? Textures?
What do you mean?
Like texture, some bitmap on the wall or whatever, you know?
Like image textures.
You can do that.
Yeah, so if I will basically place inside the prompt some image, it can work, right?
So you can show this.
So I have this gallery made.
And what kind of language it is, like the model of AI?
Is it a cloud?
SumNet 4.6.
So quite expensive one, because that's the only one
which gets the results I want, basically.
So this is what you meant. So there you have this folder to the wall with pictures.
It's always tricky with other side, I was not able to load this in to other side because
it didn't support the pictures, so you need to check that the course policy where the
pictures are hosted can be accessed from the other side.
It normally should be the case, but on OS Wiki, so these are OS Wiki hosted pictures, we
have quite strict course policy.
So we don't pay for external traffic which doesn't belong to our website basically.
Yeah, I think that's also cool.
So you can also switch the day zone.
So if you're in this window, you just push N and then you have once the day sunrise.
So the sun is going down and the night. So you can then click on this url you can then i hope input you can
import it to other sites you just create an object there put the url there give it a name
and then you can put it in other side without any extra steps and if you have this live it always
reflects the latest code changes to this web socket.
So it should also update to other side.
But I saw it had problems.
It was not updating it live.
I'm not sure if this was an other side problem.
But if then I re-edited the object with the same URL, it was updating.
So I assume it's some other side problem, which was not fixed at that moment yeah this is not a problem because
i left uh he finished it cool now he opens the door wow so you can have multiple projects you
know basically list all the each conversation you have on the left hand side is a different
project than essentially exactly that's where all test stuff it also tells
me because click events are not possible click events doesn't don't work right now in other
sites so he opens automatically right now and closes it it's on the timer it's like just a
loop essentially exactly he made some yavascript loop here
JavaScript loop here.
He knows this all because I feeded it with the information what was available.
Once it's possible, then I will also update the system prompt it's called.
Do you, does it ever get too full?
I mean, you can pretty much prompt to your heart's desire here,
or do you have like a limit of stuff or like spot sizes or anything?
There is not really a limit.
We cut the thinking process, so that's the only limit what's sometimes happening.
He sinks forever, like here.
He's not like 10 minutes i think
he was not sure how to make the geometry so he still does it wrong because it's he's not good
with roller coasters it seems so basically have a device which drives up, then it goes down, boom, and then somehow turns around.
And these tracks are wrong.
So you still have some challenges.
Here you also see the ramp wrong.
If you know now how to make the ramps different, you could just change it yourself.
But it's quite complicated because he made everything in JavaScript here.
But it's quite complicated because he made everything in JavaScript here.
So you need to check the JavaScript code, what he does, and adapt it somewhere.
But you can see he's...
You're able to package Java into it, right?
Or how is that working?
Because I did read about including JavaScript,
but is it only for static things and not really dynamic MMLs at the moment?
That's not static as you can see.
So if you want to make something move and he always often creates objects with JavaScript
because he loops then through 20 objects not great each mml object because it's less less work for him just to make a loop instead of writing it down each so that's also basically a
bit an input prompt here he made an island wow yeah but it's sometimes bad how to get on some stuff but the result looks pretty cool
yeah collisions collisions are okay he didn't create collisions here that's but i fixed this
already he was over thinking that decorative items should have not collisions and that's all decorative and they told him not to do
that anymore so after this but i can also check what else did i do where's wiki shield maybe the
trees are in a gaseous states or something in there exactly you can walk through them
then i also have this live data you can fetch from so you basically get it from uh from a
yeah from an endpoint then you need to know the data structure and then you can display
it basically in the other side so it's a bit also specific because normally when you look on the back
it's empty or you see through it and the ai already knows now. If it's on display, you need to do it on both sides.
Otherwise, it's shit.
And there are lots of small cases
because sometimes it does also the overlay not perfect,
but he needs to add one pixel and such stuff.
That's all input which you give him with time okay that
was bad what was this here i had started to air looks a bit strange but but it's okay
but sometimes you also have to decide maybe to use a GLB object.
So just implement it then with a GLB object.
And that's better than just using MML code.
But this tool is basically only there.
He creates everything out of MML.
So as good as he can.
Yeah, yeah, very good.
The rocket is always cool.
My rocket when I MMLoded, was not that cool.
It was way simple.
But then again, I think you're using a more maybe robust plan.
What's your agent?
How are you?
Can you explain maybe a little bit the AI that you're utilizing here for it?
This was basically my prompt, just
can you make this rocket? So
I made, can you make this
rocket? Then I searched the picture.
I'm not sure which one, but
let's try with some, let's try
with this picture. So
I show it to you that you're a knight.
So we'll use this picture now.
Yeah, nice, nice.
Oh. Yeah, nice, nice. Oops. Yeah, and then let's do it standard and let's see what it is.
But in the back, it uses, like I said, Somnet 4.6, so which is the latest Clouder AI LLM.
cloud AI LLM.
We make requests to the LLM, tell them what it has to care of, and then we get the response
back basically.
So our plan was more that you don't have to make your own cloud input prompt and also
have everything in one hand so you can just enter text
get an URL
out of one hand without
I think the other process currently would be like
You open cloud have all MML objects as contacts so it understands what it can do
Then you have to go to this MML editor put it there
Then you can save it and then you can put
it in the other side and our process basically simplifies this just go here do what you want
get this whale and get it to the other side yeah and if you if you are saying you can just put it
to the other side how you know like i cannot show this right now because it's not live I can oh so once other
side says the world is live I think they will provide some instructions all right I cannot
open now the test environment because I think I'm not allowed to do that I'm not sure actually
yeah but it looks easy you can just copy the link and paste it somewhere, right? Exactly.
It really takes sometimes really long, so just open it.
Keep it open, that's good, because the connection to our backend needs to stay active.
And then you just wait five minutes sometimes, and then you get your response.
Also depends how complex it is, what he wants to do.
So also based on my experience it's better to start small, to do a football field and
then add stuff like a trip where people sit on, I'm not sure about the English word, and
there are some details what you want to add basically.
So not one big prompt with everything
because then he calculates everything at once and the results get worse so that was my experience
small small edits on the time and then you get pretty satisfying results in my opinion
now you see writing code so he finished his thinking you should provide me code soon nice nice and once the code yeah look yeah it even flies away this time
hey it's flying bro we're good i think it's taking off yeah let's get the sun down yeah
you can you could tell him now he should make light effects here. So now it's just...
He's leaning us behind, yeah, it didn't pick us up.
Now let's make the huge joint.
Oh, look at that.
There's some transparency on those cylinders for the exhaust.
You can't go through it.
If you have some scenes and have it live on other side you basically can edit here something and the scene restarts so as you
can see you can also stand here that's good but i can go through the the exhausting stuff
yeah so that's also way done from him because he knows this is collide force,
this is collide true.
Otherwise, you could not stand on it.
It's all small details,
which you actually have to learn otherwise.
So it's pretty cool in my opinion.
Yeah, yeah.
It's very cool.
It's very cool.
Yeah, very nice.
Would you say, like, I mean, does it do well for just like working in layers? You know, you start somewhere, then you like slowly build it up. Okay. Yeah.
Yeah, it works like this because it always gets the full context. So once you have code, we send the full context to the LNM again so it knows what exists not that he loses
something we also sent the whole whole conversation you had and that's actually
pretty good results currently on the issue we still get the full code always
back so we don't make small edits if you ask for small changes which takes longer so my aim is
actually that we make so that AI just give us feedback what to replace and we
do it our self-time which would be the best but it's it was buggy so I removed
it again because the eyes are not good with lines yeah and is it even possible to to export it to some glb file to for example
import to blender or somewhere um no that's mml so mml is this is the code which makes this this
is only the code right okay so this code you can use everywhere where you want but you cannot export it to one file so that's why we have this here then you have this well
and this is basically the export for other sites and our servers as long we will exist
this service will also work you could easily build a little import script for blender though for that
code because it is just using primitives and stuff so
for sure you can make a little import
addon or script to import that
no problem at all
oh okay sounds good
yeah yeah easy like I would even
just take the code to take any
of these NML codes to your
LLM and then just say
make me an import addon addon's better
than script so make me an import addon so then Add-on's better than script, so make me an import add-on,
so then you can just point it to a script.
You can download this, save it as text, or just as the NML itself.
And then just give that to your add-on, for sure.
Because it's all just primitive shapes.
It's just cubes and all the things that Blender already has access to.
Yeah, cool. Blender those 3 access to. So, yeah. Yeah.
Blender does 3D objects, or?
GLB files.
Well, this is
using 3D objects. That's what you've got there.
In that scene, it's using 3D objects.
It's just using what are called primitives.
That's why everything's made of cubes or
cylinders or spheres.
With only slight
scaling changes and stuff.
It's the same in every 3D software
has access to those primitives.
So it's really just a case of
you can see it in the code there it says cylinder
whatever you know.
So you just need to make a thing and Blender could
easily set this up
because it has access to all this.
I'm not sure how Blender works if I'm honest.
It's the same as the...
All 3D windows work pretty much the same.
It's just working on thick points called vertices or vertexes placed in 3D space.
So that's why in your code you'll probably have stuff telling it.
Maybe more of your things telling it the scale of the object
and all that, but it's used and all that stuff
they all work the same effectively, they just have slightly different workflows of how they do things
yeah, the tooling is different, but 3D is 3D
like a GLB and an FBX are, there's no
real difference for the data that it holds
and that's just information about the object, but a cube is still a cube if it's in a GLB or if it's in a FBX or whatever.
They don't even store it like that.
They store it as position data.
If you want to do this, I would go the other way around.
I would create a GLB file and then use MML on it.
Not because that's better.
MML is basically a bit of hacky language, in my opinion.
At least that's what I figured out.
It's limited to the...
I mean, its limits are that it can only use, you know,
like your primitives.
But, you know, the next strength that this will have
will be generate, I guess, you know, generating...
Instead of a cube, you generate a wall first
in the AI or whatever.
And then you say, okay, this is the wall.
Now build me a house, you know what I mean?
So that it has better objects.
It can do all that stuff.
It's cool.
Well, so what is like the back and forth you think of like yeah uploading your own custom gob files and then you know moving those around with code or in some sort of editor host
them first host them first if you host them and then you can but yeah you want to make sure you're
working to scales and stuff so you want to know that your wall is two meters by two meters and
then you can just and how thick it is uh that's all you need to know, though, is the thickness.
You need to know the pivot point or the origin point of that object because that's going to determine some stuff.
For instance, a door, you want to have the pivot point on the edge
because you maybe want the code to open it and just swing it open
because the code can't affect the objects
as in, like in Blender, you would edit something in edit mode. It does
things in object mode only effectively if anyone knows Blender. That's how the MML is affecting
things. So if you want it to animate that thing you need to make sure that point's in the right
place. But if you're working like I say if you're working to two meter by two or in one meter
increments with kind of procedural modeling and, then it should be able to use those
assets in a really meaningful way to move them around.
Now, it's going to take some time for you to work out exactly how you need to set everything
up, but that's the way you want to go for sure.
Model assets into a template and then have that thing scatter them based on that template.
The cool thing about things like GLBs and FBXs
is you can store custom properties and metadata
within those files
so that the MML or whatever language model you're using
can actually just pull all that information straight from the file.
Give me some time to work on stuff, and I'll build everything, bro.
I think that was my
most impressive stuff I did.
Wurstland was the best one.
It's so cool, bro.
It took quite long.
What's really interesting is the hierarchies.
It's clearly working.
You know like this ferris wheel.
You know these.
Yeah the geometry.
Yeah these like thing.
These you know these things are going around.
But they're staying level.
So they're attached to that thing.
So it understands hierarchy and stuff.
Which is really important.
Yeah it's really important.
Yeah, it's really good.
Super cool.
It took very long.
So it is not... I can imagine.
It started with this, yeah.
Finally, we went to this then.
What is this, a Ferris wheel for ants?
But yeah, let's slowly go to the results.
That's working better.
But also in the first prompt, he already got how to make this basically correct.
But yeah, he had some issues that this goes through the line here.
And yeah, it was super small.
But it was a long conversation with him.
Yeah, yeah.
So that's some example there, kind of going back and forth, right?
Like reiterating, telling it what you need, what you want.
For example, he made this wrong here.
Then you say
it should turn around but here it takes quite long to get that he got this right so
yeah it was a battle but finally you come to good research
sorry i just saw what honeybee said in the chat
yeah you see the strip quill you made with your
tool frosties i i saw it but um wait i can open it if you want like i can't wait to strip for us all
i just don't want to want to show everything what others do
what is honeybee this is the right glb I was I was gonna say though if we're
gonna be here for a little while I could even I'm pretty sure I could make a
little MML blender MML to blender add-on like whilst we're sitting here
dude we're chilling we're locked in bro yeah I'm gonna do it because I'm just
doing a quick render and then I'll then I'll do it and then maybe we got an add-on
at the end of this for everyone because I think that's the biggest strength is being able to, even something that works both ways,
where you can just model and Blender and export it as MML.
It's not description.
The only hard thing is you'd still have to host all your assets.
That's the kind of main thing you have to remember about that stuff.
So you'd have to set that up.
Can you talk about that for a moment?
I'm sorry. This this is this is it honeybee yeah oh wow i don't know man what's what's the cost to get at the door bro yeah there's one poll dude we know who that's for
like that's the you know we're the spectators here he said performing now cinema. Bro. I'm going to come back when you get a different dancer.
Nah, you know, I'm just kidding.
I'll hang out for cinema.
This would be a good start, but you would need to make some more prompts here that this should go longer and some more details than slowly.
It's something it can work with.
But I would still irritate a bit on some details.
You can also do it yourself if you're motivated.
So you can make this longer here.
It actually should not be so difficult.
But now I'm just in the share vision.
So people can share their creations.
So I cannot edit the code now.
So it's...
Is there a way to...
Like... Is there a way to view the editor,
like this 3D preview,
as the sort of editor and the code?
That way, like, if I want to grab that ramp
and push it closer to the platform,
you would have to kind of code that
or adjust the code for its position,
but could I grab it physically and just pull it over?
No, this is not possible. Okay. that or adjust the code for its position but could i grab it physically and just pull it over this
this is not possible okay that's that's would need a lot of changes and yeah that's a whole interface for like a 3d viewport yeah yeah exactly so that would be a challenge to do okay okay but
it would be cool i always thought about this sure there's a thought if we could use the MML editor, which they have this included.
But it's not open source.
So I could not just copy it.
And the problem is also when you have script, um, you cannot, you cannot, um, do
this with script text.
You can do this with the pyramid or with the Sphinx here.
But yeah, script is automatically generated based on syntax.
And yeah, that's I think all.
We basically charge what we pay with a 20 margin so we try to be fair it's not cheap
because the output tokens get sometimes massive because he thinks so long yeah and we just
forward the cost so we tried basically i try to improve this that he stops thinking all the time
I try to improve this that he stops syncing all the time.
But if you hard limit him, the results get pretty bad.
So you need a certain syncing budget that the results get good.
But yeah, just as a cost.
So there is a cost to use the tooling here like by by credits by credits you said exactly we have
credit here you can load up credits with a stripe card or with apecoin crazy look at that fam you
see that little apecoin logo right there amazing and then you just just click here basically then
he tells you how much apecoin sadly it's quite a lot because this is not so good.
Don't show that, click out!
Then you click pay and you get the MetaMask prompt and it gets paid.
Gotcha, gotcha.
Or if you don't want to pay with ApeCoin you just can put your card.
Also the cheapest is actually a subscription.
So you always see the credit
Okay. So if you want just...
Is that a...
So here we have a lot of more watching.
With those monthly costs or...
Yeah, okay.
Could do a monthly, yearly, monthly.
Okay, okay.
Problem is with ApeCoin, you need to manually renew it,
but you can also just upgrade it once, then run it out.
So you basically pay for this 150 credits
than just $20 with a rate of 13 cents.
So it's also calculated that, I can say this,
I think here that power users don't use the full credits, so otherwise we get cost negative.
So if someone books the Ultra Packet, we don't hope that he uses full credits.
But yeah, that's a bit of a calculation for me.
Frosties, are you going to come by tonight on the Chaos Trial Vibe Codas and show us some of your magnificent creations?
On the Chaos Trial? Where is this?
Yes, 9 p.m. tonight in the Vibe Code world.
Yeah, sure, if it's live.
Just need a bit of a break because I was working the whole day now
and bug fixing and now finally eating a bit.
But no, I talk already quite long I think so
time to drop the mic
but I will come
as you can see it's 9pm for us
so I'm not sure what 9pm for you means
but it's for sure
3am for me
or something like this
which time zone are you?
9pm east or?
yeah yeah it's probably only like 3 o'clock in the morning for you it's 3 a.m for me so let's see yeah that's nothing you know
you got this let's see i'm not sure i'm awake since nine o'clock so would be a long day
I've been awake since 9 o'clock so it would be a long day.
But yeah, maybe I can.
Get your naps in everybody, get your naps in.
Yeah, great thanks for the stage basically.
Dude, amazing.
Hope you like the tool.
Yeah, look at that, that's so cool.
Is that like a roulette table or something?
That's a roulette table.
That is a space station.
Ah, yeah, yeah.
I've seen two different things.
Yeah, no, that's good.
Yeah, yeah, that's good.
That's good.
I see you now.
Were those the lights on there?
How are emissive textures working out?
It's just changing the color, it seems.
Not lights.
So you can then check if you go dark, it does not light.
It just changed the colors.
So you're going from a brighter color to a darker color, yeah.
But you can tell him maybe put this in lights and not...
Because he made here, actually, pretty cool lights.
So you can see the Wurstverstand.
If you go dark, he mate, a cool light actually.
Finally, the Worstelstund.
With a pricing table.
This is a bit off.
Kese, Greiner, Bratwurst, Beer.
You gotta listen to everything.
And Ketchup and Mayo.
Ketchup, a beer nice those prices in ape coin or
in euro okay okay all right all right yeah
that's a lot that's a lot
That's a lot.
That's a lot.
It's a lot?
3 euro for a beer, it's a lot.
You know that.
He's making money here, right?
He's making money here.
For a Bristol stand, it's okay.
That's true.
But yeah, you can also see here, he makes the label again in the back and in the front,
so he knows already.
Great. I need to eat now yes thanks for the stage yes absolutely hey i appreciate you so much coming
up and sharing this uh it's a perfect place to share it um so yeah we appreciate you man
great tooling uh we can't wait to see it evolve and uh yeah as you keep working
and building on it so please everybody go give it a look uh you know consider uh a subscription
if you're very interested yeah you can make two free prompts so you can try it without
it costs something but you need to have a yuga nft or a heavy metal or legends of tomorrow nft in the wallet so if
you connect the wallet with one of these nfts you get 10 credits okay for free nice nice so
you can try it before you pay something yeah yeah yeah very cool could get some w's in the chat for frosties my man oh my god so good so good
yeah man very very cool very impressive we love it we love it uh it's just great to kind of clarify
some things you know obviously you know you're on the technical end of it and uh you know you can
see uh you see things that we don't and then you know there's also
people on the art side who see things that you know maybe you don't and like I was asking for
the 3d viewport thing and how to move assets more freely so there there is a sort of a kind of got
to meet in the middle here and find like the the best way to work with the tooling right that you have present in front of you um there is that like the mml editor right like mmleditor.io um that one has
like a little viewport that you can kind of mess with but it also has like a coding kind of you
know a prompt box below it so you can enter all your your code and it will visualize the assets
and like hypha was saying earlier a lot of this stuff was made out of primitives and simple shapes
You know simply put you could drag a shape into that to the viewport or you can just code the
The the shape out you know what I mean you could do like your m cubes and cylinders and so on and so forth
so it's gonna be yeah see a
Memo shared an image here. He put did a little agave plant i'm gonna i'm
gonna see if i can bring it up on the stream uh open link here you go i'm gonna put this on the
stream for people to see but yeah he went to the mml uh editor and uh uh prompted a, an agave plant. Very cool. Very cool. Getting the, uh, uh, the, the tequila vibes
going memo. Appreciate you. Yeah. You're welcome. I appreciate you fam. Yeah. We want agave fields
on the other side. Yeah. You need to do a whole like, uh, environment or space. Yeah. Like, uh,
just an agave field for us. That'd be man and your brand and everything we'd love to see it
um but yeah threw that up on the stream for people to see uh so you can see here there's all different levels you know there's really no wrong way to do it you just have to try
and see how it comes out in the other side agave apartment in the hotel
yes yes we need a we got to get the mingles branded hotel room bro we got it we got
to get memo up in that room real quick he'll he'll do something he'll think of something
yeah the mingles room yeah yeah absolutely
absolutely uh let's see let's see. We got Cinema.
Cinema came up.
Right now, I got streaming.
I got Cinema's article up on my feed here.
So if you want to take a look, we could drop a link in this chat right here real quick.
So if you want to take a look yourself.
So Cinema did a theater.
They've been uh working
heavily with mml trying to get some cool spaces up and of course as is in their name cinema they did
uh quite appropriately a cinema theater uh so super super dope uh i don't know if you're
available cinema would you like to come up speak would you like you like to screen share? If you're in game,
you can screen share your environment,
whatever you want to do,
The floor is yours.
If you want to say something,
show something,
we're here for you.
Can you hear me?
thanks for having me up,
I just came through to,
listen to this space.
yeah, I'm getting a lot of, in the And yeah, I'm getting a lot of,
in the DMs, I'm getting a lot of the same questions.
So I was also coming through to just see
if I hosted a space or something later today,
if people would be interested in that.
And if so, timing-wise, what works for most folks.
But I'm getting a lot of the same DMs.
And I think there's definitely some folks with a disconnect
of like how this process actually works so um i'm those people
big mac that's okay that's good man yeah yeah that's that's why that's why trop's got the
render pool that's why hypha is always sharing knowledge that's why we write articles like this
we can't just make these worlds for people that like natively get this stuff that doesn't that's
that's not a good approach so it's like we got to make this so that everyone can participate and
understand it so um yeah i mean i'm getting dms like i'm just waiting for the tools to be released and then i'll start
and it's like well the you know the tools are here like frosties has that great portal i think
frosties is probably the easiest place to start for anyone with no knowledge and especially anyone
with that's not even using an llm right you don't have claude you don't have gemude, you don't have Gemini. Frosties is like a great turnkey solution, it seems like.
But I think for me, like the message is like you can start now and you should start now because I think proof of MML is going to be required to get added to the whitelist for building in that world.
So like Memo, that's perfect.
So like memo, that's perfect.
Like your agave plant, I think, you know, whenever the announcement post goes live, I think you reply with that and you're going to get first in line for things.
So I think that's a key note for folks is like start.
Don't wait.
Like start now, either through Frosty's portal or, you know, the MML editor is free.
It's, you know, it'sML editor's free. It's, it's, you know,
it's a little quirky, but it's free. And just start in there, you know, even if it's just a box, like you said, drop, drag it in. Like you actually don't have to code. You can use it like
a lightweight 3D viewport. So starting with that is the key. Cause I think if folks want to hit the ground running, just because of the nature of the world, like you will have to kind of have sort of like, like I said, a proof of MML, like that you have some basic understandings of these concepts.
Yeah, you said it best, man.
I think, you know, even when it came down to ODK, right?
We've talked about that a lot. Like, people want, you know, access to these toolings and stuff, but it's like,
you just got to show some proof of work, you know what I mean? You just got to show that you're
familiar and your chances just go so high. Because, you know, it is, it can be overwhelming,
yes, you know, but that's the thing, right? ODK was this thing.
It's like full-on game development.
It takes a lot of work to get to a certain point.
But with this MML thing and the vibe coding,
it really is kind of lowering the barrier
so that people have an opportunity to introduce stuff into a game world
and feel like they're making a difference.
You know what I mean?
100%. Yeah, yeah. Feel like they're making like a difference you know what i mean like feel like yeah yeah like feel that and like part of it i i appreciate you are like baby
stepping people into 3d too because you're like you know you're like it's not you know like just
you gotta just jump in the pool right like it's so appropriate your render pool name it's like
you gotta like dip your toe in like, but for folks that just really,
really are just like, I'm not going to do this. I hate doing this. Like asset libraries are
currently being built. So don't fret. Like there'll be a link, I think with MML links that are,
that work that confirm are working, not having any bugs. And you'll be able to like grab those,
confirm are working, not having any bugs, and you'll be able to like grab those, add
it to your personal asset library and start placing things.
So there's even that at that level, there's even a like you don't want to do any of this,
but you want to build stuff like Legos like there will be that option for folks.
So that's like really great news, too.
Yeah, exactly.
It's it's the baby steps, man that's the uh it's the important part it's
people say like oh i jump in a blender and i'm just so overwhelmed all these things and i'm like
look these 3d programs have tons of tools but you're not meant to use every single one on day
one you know what i mean like it's not what it's about what is your what
is your mission right i like your mission is i want to place a cube in the world and move it to
the left like literally think in that terms right like you you you're not going to be like oh i want
to do a character like whoa whoa hold up hold up, right. You start with the base. Can I mold and shape this cube that I just placed in my environment?
That's where you should start, learning the tools and how to start.
That's the important part is getting familiar with the tools,
not mastering the stuff.
You need to have a starting point and set a super tiny goal for yourself.
That way, every time you accomplish a super tiny goal,
you feel so good.
You feel so good about yourself.
You did something, you made it happen,
and now you go on to the next thing.
And every time you're learning something tiny,
it's adding up.
It's adding up, right?
You mess with the cube,
you push the vertice this way
and edge that way.
You know, all of a sudden
you got a custom shape.
Is it something usable
in a game or something?
I don't know.
It could be,
but that's not the point yet.
The point is just to get familiar
with the tooling
so that later on down the process,
all this information
just kind of like comes together
and you can make sense of it.
That way you can, you know,
do something cool
but uh yeah and it's beneficial too because a lot of these things are universal across all
all programs like even the mml editor like if that's the first touch point for you using like
a viewport like even some basic stuff in there is helpful as you transition into blender or
unreal engine or whatever like just understanding
even what a 3d viewport is right with coordinates and how to move around and rotate and stuff like
that so yeah 100 percent um if i if i did host a space later is there like a time that's better
for folks i want to respect i know, what time does your chaos trial start?
9 p.m. Eastern, 16 p.m. Eastern.
Can you hear me?
Can you hear me?
Am I there?
Yeah, 9 p.m. EST.
But, you know, tonight's really about, you know,
I'm waiting for the world to go live or whatnot.
Because, like, tonight's really about, you know, the vibe codas,
everybody who's been in there making MMLs and stuff like that, just to go in there and take a peek and go as a community, have a little fun, check some things out.
And yeah, you never know what surprises might pop up.
Yeah, so if I did something closer to 3, is that 3 p.m. Pacific?
So that'd be like three hours-ish from now.
Is that something folks could make attend or
i would definitely be there and i'll help co-host with you or whatever you want you know i'm saying
okay yeah i think i think just getting some of those questions answered would be helpful um
and then just going over certain bugs like a good like a bug we discovered today was
uh and a good note for you mac if you are having like an experience or something like that in that
world you want to place objects in front of the people that are there because like for the theater
i made for example when people load in some people can see what's on the screen some people can't
but if i load that in when everyone's present then everyone can see it so that's just like
a little quirk that will get ironed out but on day one if you're placing objects glbs like anything
like if you're trying to show someone something you should wait till they're into the world and
into the world and then place it in front of them and you'll have the best results.
then place it in front of them and you'll have the best results so that's just like one little
So that's just like one little, little tip for today.
So I'll, I might try and do something later today if folks are interested in, and then
I'm also going to try and get out my markdown files which for folks that aren't familiar like i'm using claude
and for a lot of these models you want to kind of train it up front before even the prompting
begins on what the task is and what they're doing so i think part of walking folks through that
process is important so like for example you're already seeing this with frosties like frosties
has already tailored his whole model based on mml like he's he's kind of trained it specifically for that world and that's why it's
partly why it's doing so well and so if you're running your own model you want to do that too
even before you start making stuff so you know like I went on to GitHub and like fed the agent
all the documents and then said hey make a file that will help you understand what this is.
And then it made a markdown file, which is just a basic text file. That's all it is.
Telling itself, hey, this is what MML is. This is how you do it. These are the commands. These
are the things that don't work currently in the world. Here's the links of where the world is.
So you want to set that stuff up. and then i can kind of only speak to
claude because that's what i'm using but uh you can save that in in the project files for claude
and then it has that in its memory and every time you go to prompt it the first thing it does is
read through all those files knows where it stands and then it looks at what you're describing and so
that i think that's a a good thing to to get you better results right off the bat,
if you're just, instead of just cold prompting.
So I think that's a good thing for folks to understand starting out, you know.
Yo, yes, yes, yes.
I'm sharing your article on the stream, stream by the way i'm just kind of slowly
going through it letting people read it and take a look at it on my stream on uh well on on on
twitter on on x on x on x oh gotcha gotcha yeah yeah yeah just um we'll take a look at it there
and stuff yeah like so like that would kind
of be the point i think of the space is like that article is like very surface level so just like
digging deeper into that actual workflow um i think could be helpful i'm gonna try and get those
i'm just gonna try and get the markdown files i created and try and get them publicly accessible
too but in general like if you're new at this,
the best thing you can do is if you have a question is just ask your, your model, just be
like, I don't know how to do this. What is the best way for us to move forward? And it'll start
telling you, you know, like I'll say like, what do you want to know about MML? That's helpful.
And it'll say like, go to GitHub and feed me the docs. And then it's like, okay, here's the link
to the doc page. And then it's like, okay, let me read this page. And then it's say, like, go to GitHub and feed me the docs. And then it's like, okay, here's the link to the doc page.
And then it's like, okay, let me read this page.
And then it's like, okay, I think I understand this better.
I'm going to make a text file called, you know, mmlreference.md.
And then it makes that file, and you save it to the project folder.
And then if you're using Claudeod you should always be working in project
folders and not just chatting from like the general interface so you should be going through projects
and all your chats should be nested under that project so that it is very aware of what you're
doing and it's starting to create this persistent memory specifically to MML. So that's like a key element to that.
So, yeah, if you get stuck or you don't know where to start, just start talking to Claude like you talk to anybody in this space.
And it'll start walking you through how to set this up.
That's really the best way to start.
I don't know if I can get some engagement in the chat, but how do y'all feel about that?
Is anyone still kind of confused or trying to understand more of like vibe coding?
Like, what does that mean?
What does it entail?
You know, definitely say something in the chat.
Thanks, Angie.
Like quite literally, just the way cinema is saying, it's like you're having a conversation. So we keep calling it natural language. So it's like, how do I do this? What do you mean? Like, what does this mean? You know, like, I want this to look like this, you know, you have to describe what you want, speak to it, you know, and it'll kind of get you a result.
speak to it, you know, and it'll kind of get you a result. But, you know, it does take some back
and forth, right? You got to kind of speak to it in a certain way and get, you know, give it the
right insight. You know, also, like, you know, you could drop in some documentation. Like I did it
one time, it did something incorrectly. And so I fed it, like I said, Hey, look at this mml.io forward slash docs, you know, take a look at this one
more time, you know, and, and familiarize yourself with the code. And I gave it, I gave it the
documentation and read it. And sure enough, it fixed the problem I was having. It just kind of,
I don't know, it was in the context that absorbed something differently and did something differently. But after I kind of did a back and forth and like,
align yourself with this, suddenly it knew. So think of it in that terms, right? Like
you want to kind of massage it. You want to walk and talk through it so that it knows what to do.
And that's kind of the idea. So it's like a bit of kind of natural language
back and forth with the AI.
And that's kind of the way it goes with that.
So if that makes a bit more sense.
Angie, I just put in the text a screenshot of my...
So I'm using Claude's desktop app.
I know people have OpenClaw and all these complicated things.
But to be honest, like Anthropik's been updating this app constantly.
And it's getting to a point where it's pretty solid.
And everything I've been doing is just straight out of it.
Like you could definitely get crazier than this.
But I'm just, I'm keeping it simple.
I'm keeping it simple. And so the image I put in the chat is you're looking at the project window
inside of Claude. And there's a side toolbar. And in that side toolbar, it says chats, projects,
and this is the projects tab. And every time you work on something, you should create a project
specific to what you're working on.
And think of these agents like, I mean, think of it like yourself. If someone tells you too many things too quickly, you get confused, right? So the whole thing with Claude is keeping your
context window, which is your chat window, like your current open chat window. You want to keep
that simple and you want to keep it, you don't want it to get too long. If it gets too long, that's when Claw starts getting confused.
So every task I do, I open up a new new chat and it and I start fresh.
And you can even ask it like how how how full is this chat window right now?
Like and it'll tell you like, oh, we're at like 70 percent full.
So you should go to a new
chat because i'm gonna start screwing up soon so like you can even ask it things like that like
should i start a new chat or should i stay here and it'll be like stay here or start a new chat
and just remind me at the beginning of the next new chat what we just did or you know if you're looking at the screenshot I posted on the right
is the files that I've included in a project right so I have the reference files I have the
other side light paper dot md md stands for markdown just think of that as a text file
that's all it is it's just instructions I have the MML complete reference. That's another reference file. MML alpha is a doc I made based off of some stuff that you get sent out to the first folks that were creating stuff.
so all that's stored in this project so every time I start a chat it looks at those files before it
does anything and so that's like the big unlock at least for me and and please anyone else speak
up to this I'm in by no means an expert I'm just this is just my process so if folks have better
ideas please help me I would love I would love to at some point I would love to sit on a call
and give you, like,
I would say you're working with an arm tied
behind your back doing it that way.
You're definitely a level, a stage, like,
utilizing that project stuff is way better than
not using it, for sure, but
yeah, if you, like, there's
even better ways than that where you don't
have to constantly rebuild it and tell it what's happened in the last session.
It'll just automatically pick up from there, have different modes like planning mode where it'll create all planning documentation for you.
But it's automatically updating that project info and stuff.
Oh man, I only upgraded this like a few months back and
it has been an absolute dream like i didn't even know that i was working with an arm tight by my
back using their like well do you do you want to talk about this now or is it more uh i mean i
would just say to to no it's pretty i mean it's pretty straightforward but uh but it was it's
more like the minutiae of it and stuff it would takes some time. I don't want to, like, you know, we're all kind of having long talks today.
So I don't want to take too long.
But basically, I would go and download Visual Studio Code, BSC.
It's just coding software.
That's got a cloud plug-in, which you can just plug your cloud.
You can basically just plug your cloud straight into there and it opens a chat it's not
you don't have to work in the terminal or anything you can just work in a chat
feels very much like you're working now however it will create if you get it to
initiate cloud in just a folder on your computer then it'll do all the stuff
there for you it'll if you tell it please pull all the m square docs it'll
go as long as it has access to those things,
it'll go and just pull it all, chuck it in there for you,
and then it'll just kind of stack it there on your computer
so that you're not having to work within that window.
And it's going to give you a percentage underneath your chat.
Well, whenever you're over 50% of your usage for that session,
it'll show a percentage at the bottom,
but then as soon as it hits the end, it'll automatically start a new session straight away. Honestly, it saved me so
much time and effort and creating the project history and the backup knowledge and stuff like
that. It just does it all for you if you set it up correctly. You can tell it to use agents,
you can tell it to do all this.
It's actually ridiculous.
I've used it a few times now to build out entire narratives with whole wikis and all kinds of stuff.
I've got in one project, instead of only having a few files there, it's plugged directly into my Unity project.
It's directly also at the same time reading in the same project it can
see the website for that same unity game it can see all my planning documents for that same thing
all the the wiki all all the stuff just there at all times i don't need to rebuild it i don't need
to do anything i can just open a window in that folder and and chat and it has all access to
everything it's actually like an absolute dream.
So that's what I would recommend if you're working locally
and like to work locally, rather than like on some
of these online ways.
That's just how I find it.
How is VS Code different than like, so like if I switch
over to like coworker code, I can work locally as well.
Yeah, I mean mean i'm not
sure i've only really ever used vsc that's why i use it now like it's just got it what i prefer
and stuff but uh it feels like anthropic's updating it feels like anthropic is iterating
their app so that it is becoming like a vsc like experience because i think a lot of
what you're describing yeah um yeah I just prefer having
everything there because I can then go you know I've got all the documents there it's like in the
same place that I'm having it work on my it's where the agent is working on my website it's
it's also working on it can work on the unity side of stuff as well or it can you know I've had it
just the other day I was playing around with getting it to edit GLBs without even taking them into Blender,
and it was able to do that.
It was able to go in and delete specific,
obviously working with good naming conventions helps there,
but just going in and it was doing stuff,
and that blew my mind
because I do a lot of like bulk GLB stuff,
and I'll be honest, I'm a bit of a caveman,
so I like to go and click all the buttons myself
and do each other.
I don't make scripts for exporting, but this was the first time i was doing like a batch
edit and it was it blew my mind how how quickly it did all um and and yeah just it has not only
can it have context of the files you give it it just has context of everything there and then if
you've got another file you need it to point to you just copy the file path and it can go and shoot
off and grab that quickly and pull it in or go to the
internet and download
those documents
into a markdown format
so it's like
it's been an absolute dream
for me since I've done that. So that's what I would say
is to try and get into a position where
you're working directly in your files rather
than working through
their interface and have it deliver files to that because um it just yeah it's just like uh for me it's just been sublime
changing to that yeah i'm doing so with anthropic they have kind of a hybrid system where reference
files they'll have it locally and or uh not locally but like in the app which then is like across all your projects and then
you can have files locally um it's a little messy though it sounds like vs code is definitely
cleaner so it sounds like a little uh one night a little uh render pool jacuzzi night yeah yeah
that's what i was gonna say is like one night when it's not the render pool, we can sit and just like I can share a screen
and show you like a couple of the projects I've got.
I would love that.
I would love that.
Yeah, totally.
I kind of like I've been meaning to go down that road,
but I also kind of wanted to keep it at a base level
just because I know that even going down that road
is like already a lot for folks.
So like I've almost purposely constrained myself to like the most basic
forward facing tools there are just to see what that workflow is and what you
can do. But yeah, I,
VS code is something I've been on the horizon for me for a while.
Trap, I think what you were getting out of of like it like angie's like
saying huh is like that that feedback is the most helpful because we can all be up here talking for
days but if it's not getting processed or understood it's like how can we make this
more understandable is like the most helpful feedback because then we can just switch up our approach so like you know if anyone's listening right now and it's like i have no clue
what you're talking about like please reply or dm or like that's definitely like okay there you go
dippy's so confused um great not like this like not like this if you if you do want to know about anything like say
ask like ping me ping ping one of us at some point and ask just ask for a hi and we'll i'd
be more than happy to share screen and just actually show you know what how i go about
things and all that kind of stuff i'm not saying i even have the best workflow but um right but i
just you know i've i've gone through stages now of it and i'm loving how
things are working out now and even especially it's like just just the other day they had the
upgrade to the to uh to the uh opus or whatever the clod thing is um and then i was able to go
and just quickly run through all my projects and just say hey look over the project and go tell me
if you see anything you know like go run and run an audit. I call them audits.
I get it to run an audit on my
websites and stuff. And then it was making
even cooler updates and new suggestions
and, oh, it's brilliant because
it's the nice thing now that
anytime I open a folder
is that I just have all the, everything opens. All the previous
chats are there for that
project. It's all, ooh,
it's nice and contained. Anyway, sorry, I'll show up and we can continue.
No, no, no.
That's great.
That's great, Haifa.
Dippy, what are you using?
Or what's your current workflow?
Or if you don't have a workflow, that's fine too.
But what's your approach currently?
Yeah, so I basically don't have a workflow. i have not attempted to do this yet so i think that's
why a lot of what you guys are saying doesn't make too much sense to me yeah they're deep
yeah already they're deep into it already uh that's okay uh there's i mean i feel like frosty's
has got probably the most approachable platform.
Would you guys agree with that?
Like, it's a prompt window.
That's a great place to start, 100%. That's going to, like, and it's useful for blocking out.
It's useful for all this kind of just learning the structure, all these simple things.
Like, even in the OP.xyz, if you want to learn about, you know, applying textures and stuff,
go and use their, go and make a wearable through their thing
and chuck some skin on it or whatever, you know?
These things are great little introductions
to the deeper workflow.
But they're going to lead you in.
Just be careful.
They're caves.
They go deep.
If you're going to start anyways, like, with your own LLM,
you're going to have to have a subscription.
So, like, for Frosties to have credits,
like, there's no real difference there.
So you might as well just start there to see if you enjoy that or if it's making sense.
And then if you want to get to more of a customized approach, like how Haifa has, then that's when you could look into the Anthropics, the open AIs, the, you know, at a very base level, it starts with your
your LLM with which the most visually way to describe that is a chat window with with a large
language model. And then from that chat window, everything kind of grows from there. So that's
where it starts. That's where you would generate
the code, the MML code. And then you would take that code and then you would be taking that to
like an MML editor to just look at it. And the editor is just a 3D viewport basically. And so
you would take it there to look at it. If you're happy with it from the editor, you publish it. And all publishing means is it creates a link for you to copy paste. And, and they'll have,
when it goes live, I think it's going to be other side dot or slash MML or something like that.
And that is your personal library of assets. And so you just take that URL, you copy paste it in there, you call it whatever
you want to call it. And then when you're in game, you'll have a menu that has all that stuff. So
that's like at the most low level base level. That's the workflow. Frosties has built that
together, though. That's where his system is very cool, he has a chat window and he has the MML editor all in one and like that's that's pretty awesome to be honest so um I think I'd
start there if you if you like if you don't have an LLM that you use daily I feel like definitely
start there if you do then that's where you could start figuring out your workflow. Yeah, we'll get there.
There's some people who probably not even messed with LLM.
So I know you're asking some what their setup is, but there's probably some people here who have not even attempted.
So we're here for that.
We're here for that.
So we can simplify this.
You know, obviously we have people with different skill levels.
Some kind of understand the flow.
Some are still trying to understand
the flow and not ready to dip in yet. But we can help demystify all that, you know, with Frosty's
tool, right? Like, like cinema was saying, it's kind of this all in one package, right? Where you
could just talk to the AI there and get something out of it right away. And that's, that's the
beautiful part about Frosty's tool is that it brings it all together so that you don't really have to kind of do these extra steps.
Because even the video that I made, you know, like I tried simplifying things super simple.
But even then, right, I'm still using, you know, an arrangement of tools to sort of make something happen.
to sort of make something happen.
So, but Frosty's tool brings those things together
so that you don't have to kind of go back and forth between them.
You could sort of just like talk to this LLM, you know,
this large language model, that's what LLM means, or AI.
It's just an AI.
You're essentially what Frosty's tool is this kind of like AI-powered code
editor is what it is.
It's this editor you talk to with code, and you can use the AI capabilities to kind of speak to it naturally and get something out of it.
So, you know, that's a great place to start.
And if you end up digging deeper, then you can create your own setup, and everybody has their own.
You know, Cinema had his own setup.
Hyfe was probably, you know, utilizing his own setup or will, you know, use.
And then we saw Frosty's tool, which is their own setup.
So there's definitely different ways to tackle it and go about it.
Quick question.
Who here has seen, did y'all go through Cinema's article and like kind of scan through that?
Haifa with the, yeah, that's a setup right there.
Um, I thought your video was excellent too, drop like that. Visually, if you're not a reader, I think that video you put out is probably the best place to start.
Yeah. Again, different setups, different skill levels, different ways to kind of digest the
information. So, you know, if you're your reader you want
something laid out please please i linked it up a little bit further above but i can try to maybe
share it again but uh definitely give a look to the article and uh and just kind of see how they
did it and it'll kind of give you an idea of their setup their flow of how how they went about it i went ahead and linked it one more time
your your video too like perfectly hits the nail on the head of like large language model
mml editor and then other side ingest to your asset library so that's like it's like three
parts right yeah so yeah and you you nailed it on that um right on right on and
the great the great thing too is like when the world opens if you guys you know there's the
spatial audio so if you're having trouble just come run into someone and be like what do i do
and it's you know and folks will walk you through it yeah exactly exactly um I would like to play the video. I don't know, has most people here seen the video for MML? I could definitely put it up here if y'all want to watch it real quick.
Trapp, you gotta like clockwork orange them and like hold their eyeballs open. Place them in front of the screen. Yeah. Yeah. I'm going to go ahead and share my screen here.
Let's let's do this.
Back out of this.
Sure. My screen.
And then I'll bring the video up so we can take a look at it.
So we've been talking about Mml for a while obviously it's complicated
there's a lot of information uh i'll show this video maybe we could take a few more questions
and then i'd like to touch on the render pool uh stuff uh apologies if we went over on time
talking about this but it is packed with stuff so um you know we want to just get it out there
obviously you know other side is pushing MML.
We see Figgy and PM and a lot of people pushing MML.
We're pushing MML.
Everybody here is pushing MML.
We really want people to try to utilize it because, again, I'm of the opinion that I think this is the next best way to get people interested in game development and creating stuff for games.
Not everybody needs to learn how to model
and how to texture and all this stuff that's okay you'll get there right but i think it'd be fun to
utilize some tools to just kind of like see what it feels like to get something in the world uh
so yeah you know what i mean uh you know that's just the way i think we should go about it for now to get people comfortable
with like just games in general or game creation in general so i'm gonna share this can y'all see
my screen okay you see the video up here yep you're good all right all right sweet sweet so
i'm gonna go ahead and play this and uh yeah just kind of take a look at it one more time so you can kind of see the workflow that was featured from yuga itself hey voyagers with the public mml world from yuga labs coming soon
let's dive a bit into the process of vibe coding and mml to create unique objects and unique
environments the way you want let's go let's go over a few items you need to start mml vibe
coding first you'll need an llm enabled ide. First, you'll need an LLM enabled IDE. In other words,
you'll need an integrated development environment enabled by a large language model. Simply put,
an AI-powered code editor. For this walkthrough, I'll be using an IDE called Cursor. Head over
to cursor.com and download and install that IDE. Second, you'll need access to the MML editor.
Think of this as your 3D viewport and 3D programs like Blender.
Let's quickly go over some navigation. Left click and hold and then rotate your mouse to rotate the camera left, right, up and down. Left click and hold and press WASD to move your camera
front back side to side. Finally, use shift to move downwards and spacebar to move up.
Let's place some 3D objects into our scene. On the left hand side are a series of shapes,
programmable objects and compacted blocks of code
to help you quickly reach your desired goal with MML.
But the coolest part is a code window down below.
Here you can type out code directly
to then visualize shapes, objects, and actions
within your 3D editor scene.
We will use the cursor IDE to prompt our code
and then copy and paste those results here.
Third, you'll need access to your MML section on the other side website. Once we have vibe
coded with cursor and saved our scene in the MML editor, we can then copy the MML
link and upload that asset to our other side account. And finally, for good
measure, make sure to have a link to MML.io forward slash docs. We can use this
for ourselves to better understand what all the lines
of MML code mean, but most importantly, I found it good practice to feed this into your IDE so
that it can troubleshoot on the fly whenever you run into bugs. Okay, let's do a recap and
via code something interesting so you can see the whole process all at once. Head over to
mmleditor.com and create your account and sign in. Next, click on the create project button to
enter the MML editor. For safe measure, let's edit the MML document name for the
sake of organization. Select the info tab on the left, then click on the pencil
icon in the name category to edit the name. Let's call this my first MML. With
the new work area ready for us to fill, let's start vibe coding in Cursor to get
some content. If you're using Cursor, go ahead and create a new folder
somewhere on your machine called MML Creations,
and then open that folder with Cursor.
Inside Cursor, let's start interacting with our agent.
Let's ask it to inspect the MML documentation
to better understand the task at hand.
With our LLM updated, let's go ahead and start prompting.
Starting simple, let's go ahead and ask it
to create a single cube at the center of my environment,
rotating on its x-axis using Metaverse Markup Language.
Once complete, let's copy these lines of code and paste them into our MML Editor code space.
You should immediately see the object and its associated animation we vibe-coded along with it.
If you encounter any issues, go ahead and feed it the MML documentation once again so that it can search for any bugs.
If you're happy with the results, let's go ahead and turn this into an MML link.
Click on the static versions button at the top right, click on the publish button,
then copy the MML link in this window. Next, head over to otherside.xyz
slash MMLs so we can upload this object to our in-game MML inventory. Let's give our asset a
name, then plug in that MML link from our editor, click Next, and an object preview should appear
below. If all looks well here, go ahead and press the Add MML button below and a
prompt will appear at the top letting you know that it was uploaded successfully.
Alright, let's jump in game to test our asset. If you press the U key, it will
open up your mouse cursor on the screen. Now let's go ahead and press the M key
to open our MML inventory. Select the object to, it will open up your mouse cursor on the screen. Now let's go ahead and press the M key to open our MML inventory.
Select the object to equip it to your character's hands,
then left click anywhere on the screen to place it.
Repeat the process to set down multiple items.
And congrats, you've officially vibe coded an animated object
and placed it inside an other side public world.
Hopefully you can find some inspiration to build something of your own.
Follow through with this tutorial video, jump into the public world and put down some assets and see what you can find some inspiration to build something of your own. Follow through with this tutorial video, jump into the public world, and put down some assets
and see what you can make.
Have fun out there, Voyagers!
Perfect video, Trout. perfect video job that's my president
yo so these assets and stuff that like i don't even really really need to go into any of this AI stuff.
I mean, I can just make the GLB or whatever inside of Unreal Engine,
put it all together and save it as one asset
and drop it into the MML editor to create the URL.
Is that correct?
Yeah, effectively, yeah.
Okay, yeah, because the whole vibe...
But it won't work with... I don't think that will do collisions, yeah. Okay, yeah, because the whole vibe of it... But it won't work with...
I don't think that'll do collisions, though.
You would need to...
I would assume you would need to set up your own collision stuff with it, but...
Is there a way that this eventually is going to be like how it had...
I think it was Pauser who was doing it earlier.
It showed all the JavaScript, and you were saying,
look, it's all cylinders, it's all basic shapes and stuff
that all these 3D programs have instead of having that JavaScript is there a way to have it vibe
code the blueprints to drop into unreal engine like like the world I mean yeah that's kind of
what I was saying earlier like I mean I'm making it as speak, like a little blender add-on just to import that to Blender, because all these programs...
Oh, Tropical's back.
Are his videos playing again?
Yeah, I think he's lagging out or something.
Sorry, I had my...
Oh, you're back.
I had my vocals down.
I'm sorry about that.
You gotta host it too, right?
That's kind of a key part of that?
Yes, but the MML Editor does that for you. So when you upload
to the MML editor, it's like
publicly hosted there.
If I remember correctly, it's been a minute since
I used that, but I used that a couple times when I was
setting up some avatars in the beginning.
But I believe that will take care of that for you,
but that's not really a solution. You want to
have some kind of hosting thing
working there.
But yeah, you just want to
upload it to your
storage. It's basically
you have to have an online storage place.
It's pretty simple
but I'm working on something
to help out with this
with Hypha Labs and stuff anyway.
So Hypha, your
MML code would point to that object
in your storage, basically.
Yeah, effectively, yeah.
Yes, if you do it that way.
And yeah, so it's not then...
I mean, it depends.
So MD codes, you could, if you just built your object
out of cubes and spheres and cylinders,
the correct objects,
you could probably just export the code an mml code
and then have that uh you know pull into whatever thing you want and then it will work probably with
collisions and stuff like that and whatever else but yeah there's two there's lots of different
ways of doing it if you want to use your own models or if you want to if you want to stick
to just using those primitives then then you can do a lot.
You can get away with a slightly different workflow.
And at the end of the video,
Tropical was placing those rotating objects.
Where is that?
That's coming.
That's coming.
So that's the thing.
I'm showing these tools,
and that's what's about to be available.
So the MML editor,
or the uploading site for your personal inventory, you're going to get access to that.
It's going to be a website you log into and you take that link from the MML editor or wherever you vibe coded your thing.
You know, wherever you're working, you end up with an MML link for your object or your setup or whatever you're seeing, whatever you built up.
You dump that into the MML website where you can upload that to your like other side
account like quite literally you're like building up an inventory of objects you know what i mean
so if you have more than one object you'll see it there on the right you can have spinning cube a
spinning cube b you know things like that you can build it up over time is there a restriction on
how many like can i have thousands of objects in my inventory, or is there a limit?
100 objects currently is the restriction.
Per single MML?
Or in general?
You can store 100 assets currently.
Can I have one asset that's 5 gigs or something?
Like one MML with 100 objects in it?
I don't know how it works uh it's just a hundred assets so yeah you could have each asset with many like you can also think of mml as like it can be an entire scene it
doesn't just have to be one cube like tropical's whole pool environment that's just one mml right
like so and that's actually a better way to work because you don't
want to place all that stuff and then the biggest bummer is when someone crashes the world you got
to go in and replace everything so you should be thinking about bundling everything as much as you
can my bad yeah thanks honeybee yeah but my dead friends have you ever, when you're in the game,
when you go to, you hit escape and you go to the settings,
there's like graphics player.
Have you, have you gone to the player tab and it just says default?
So that will update.
You'll be able to drop that down and there'll be something called like
MML director or MML creator.
You'll switch to that.
And then a menu, when you come back into the world, a menu will be now on your screen.
And in that menu, you'll see your assets.
And then you'll use that to place your assets.
I'm not just placing assets in the nexus or anything like that.
Like everyone, is there like a public lobby or something?
Or it's this world, this vibe world is specifically for MML.
So that everybody's going to be this world this vibe world is specifically for mmo so that everybody's going
to be in the same vibe world yeah today i think i think everyone will have access to at least go
see it and then there'll be limited access to who can place objects okay yeah so one world
that everyone will get access to but you'll have a personal inventory where you can drop the things
that you've created into the world so simply put put, simply put, this is not the,
this is not other side, the swamp. Uh,
we've seen DC do some interesting things in those environments, but,
but they're going to give us a place to do exactly that. And,
and MML is going to power all that.
Cause we will use them to create the objects,
but then have that, um, inventory on our personal account to drop those objects in there.
Now those just stay there.
So like you go and like me and you are in the same world and you place an object.
I leave and come back tomorrow.
That same object is going to be there then?
If someone crashes the world and you send it back up, no.
Every time they do an update, no.
But technically, that could be done going forward.
They just have to have that.
It saves the position of those MMLs.
I don't even think that's too difficult to add in over time.
So you never know.
But this is really baby steps in the ODK and having your own ODK assets.
We'll be able to do that stuff, and you will be the only person that's able to place assets on that piece of land.
And I will share a video for the Renderpool Hotel right now in a moment that shows you a different side of MMLs.
Right. So like some of you have already seen the Renderpool Hotel video, but I'm going to play it one more time.
And MD codes and I utilize MML and just in a slightly different way but the
idea is the same you know what I mean we can use anything that was built up with MML and drop it
into a blueprint that exists inside the ODK that allows you to call MML objects into your scene
so you know yes right so so the MML public world allows you to call these MMO objects in a cool way.
It's in your personal inventory, you know.
But we utilize the ODK to call those assets, but, you know, using blueprints instead.
So here, let me close this out and let me play the video for us here.
Here, let me close this out and let me play the video for us here.
My dead friends, just for clarity, there will be a third world, a permanent third world.
So there will be the Nexus, the Swamp, and now this Vibe Maker world, just to clarify.
Cool, cool.
Yeah, I got it now.
I'm catching on to the whole MML thing, man.
You guys know that I've messed around in Unreal Engine and stuff like that, a little bit of Blender.
But the MML, I was at the site where Trop tropical was shown in the last video how he named it my
first mml placed it in there then it showed it on the secondary screen and stuff and had all the
coding at the bottom i tried to go in there man i got very confused very fast and kind of just got
a little i guess frustrated and was just kind of like i don't know what the hell i'm doing here
you know so that i kind of need maybe a little brush through you know what i mean to see what exactly
goes on there if i'm able to just take assets that i create inside under engine import them into there
to where it creates that url for me to upload i'm good you know so like that's kind of where i'm
gonna be my workflow if it works like that yeah yeah yeah you i'll play the video here and you can see how
at the end we do use a blueprint to call the objects but uh you know even then like the
blueprint we're using ended up becoming a custom one that md codes arranged so we took this sort
of mml document that wasn't in the odk right that already does this
sort of job but uh he was able to kind of manipulate it a bit uh md are you still there
would you like to give some words on like the mml document or how maybe you edit it
uh let's see if he's around maybe we can get some words yeah i'm here yeah yeah uh yeah can you just
tell us like quickly just like maybe how you created a custom document
or what was the goal or the aim of how are you using MML?
So the MML itself is pretty simple. It just uploads a GLB and we link to the GLB. And
in the ODK, we use MML loader and I added a mesh so we can see where we place the rooms.
So Tropical was able to build the hotel easily and just load the rooms in MML.
So, so it was really cool.
Cause like, other than that, the MML document is just like a little, like just an invisible
point in space.
You just see a little icon and I was kind of scratching my head.
I was like MD, like,
how the hell am I going to build up this hotel?
I don't know what space we're in or what.
And he's just like, yeah, drop this into the blueprint.
And we basically have like a gray box set up for the rooms,
for the hotel rooms.
And I was like, oh, that's genius, right? Because like now we have this blank gray template set up of the rooms for the for the hotel hotel rooms and i was like oh that's like that's genius
right because like now we have this blank gray template setup of the hotel room but it's the
exact measurements of the rooms that everybody's building and generating so it's perfect for me
right because we don't need any detail and i just need to know the space right how much room am i
working with i need to know the boundaries because I need to visualize it for my sake on the
art side. I need to be able to know what I'm working with. And so MD came up with this really
ingenious, simple thing of just like creating a custom blueprint and then being able to attach
some like base assets to it to give me a vision, you know, it looks kind of like a vision of where
the space is going to be at for each room and because of that i was
able to build out this little base hotel room that i will show right now in the video so let me get
this plane and you can take a look at the renderable hotel project that me and md have been
cooking up on the side what's up voyagers i'm excited to announce a new community art project
called the render pool hotel imagine designing and building your own personal space inside a world on the other side metaverse, your own piece of real
estate, and a giant evolving digital world. And the best part? Do it all alongside your friends.
My favorite part. Inspired by the Nakagin Capsule Tower in Japan, the goal is to create a tower
structure of diverse rooms assembled by the community. Think of games like The Sims or Habbo
Hotel, where you can design an interior for your very own virtual room within an
online space. Let me explain the process a bit so you can see how it's done. Once
you settle on a design for your room, let's jump into Blender and bring it to
life. With a bit of modeling and some basic material creation, you can create
anything you want to see for your own personal space. If you're thinking to
yourself, wait, I don't know how to use Blender, then it's time to lock in with the Renderpool Discord
where you can find tutorials, walkthroughs,
and guidance from the community.
But no worries, if you need some help getting started,
we'll provide a Blender template with base meshes
so you can spend more time designing your room.
With our meshes complete and textured,
let's export this as a GOB
so we can upload it to our world.
With the room file ready,
let's head over to the new and official website
specifically designed for this project, therenderpool.com. The landing page here displays
relevant information for the show, including dates and times and a link to join the discord.
Let's click on the hotel button to enter the community project page. In the overview page,
you can find a simple list of guidelines for uploading your work, like the room size,
software required, and the file type you need to publish. And if you need a bit bit of inspiration make sure to check out the explore page to see rooms from other creatives
this page allows you to toggle ceiling and wall assets to take a closer look at the room's contents
and the cool part jump into a first person view with the 3d experience toggle to get some
perspective on what other players will see in game let's sign into the website using our Discord account. This will
allow us to verify you have joined the Renderpool server in order to get access to the available
tools here for the community project. Once inside the My Room page, let's drag and drop our GOB file
to upload our room. Once the file loads, you can see your room in the preview window. Feel free to
toggle the ceiling and wall assets to inspect your room more closely and once again take advantage of the 3d experience to get a
player's perspective of your room. If you decide to update your room, no worries,
just make your changes in Blender, head back to my room page on the renderpool.com
and click on the update my room button to replace the existing file. And finally
for a little extra motivation, each time a creator uploads a room, FloatyBot will
push updates to the RP Hotel channel in the render pool discord inside our ODK
world we place a custom MML blueprint that calls the data for all of our rooms
each time you upload a room to the render pool calm it generates a custom
MML link tied to that room we place this link inside the details panel of our
custom blueprints load the the world, and voila!
Each MML blueprint transforms into a custom room designed by the creator.
And once we have enough rooms, we stack these up to build out the Renderpool Hotel.
So what do you think? Are you inspired to create your own personal space with everyone?
Catch me every Tuesday at 2 p.m. Eastern Standard Time in The Other Side or Discord to learn how to get involved.
Join us and help build up the render pool hotel with the other side community
all right there you go yeah so you could see there at the end uh that uh you know we were using uh
unreal engine and in this instance to kind of mess with MMLs So right here right so you can see I set down this like blueprint
You know, I drag it out of my editor here in unreal and I have this base gray mesh
Memo tequila room sign me in. Yeah. Yeah, man start thinking about y'all's rooms. You know what I mean? I'll spend the next like
You know a little while in here modeling and working in Blender.
So I know I've had y'all here for like two hours already.
It's been a lot of information.
So, you know, we'll get into like do a little bit of modeling and just hang out.
Up to you if you want to chill.
If you want to come back at a different time or try modeling something or building up a room at a later day, we can do
that too. But I'll be hanging out after this for like another hour or so and just kind of, you know,
getting into the template and Blender and showing you, you know, how to go about it. But yeah, so
we got the template here for the BP hotel room MML, this custom blueprint. And then literally inside of here,
there's this MML section with the URL.
And our website, so therenderpool.com,
you can see here's the website.
If you haven't visited the website yet,
please, please go.
Just check it out.
I said in the video, it's got dates and times for the show.
And just so you know, the show alternates.
So today we're in the Discord.
Next week we'll have a bubble.
Following week we'll be in the Discord again.
Following week we'll be in another bubble.
So it's discussion, process, discussion, process, back and forth, back and forth.
So, yeah, and then, you know, you click on the hotel section, go to explore.
Well, by the way, there is a little bit of like rules here and stuff for
just real simple. This is the amount of space you have. You have a 12 by 12 by four meter space to
build in. We're using Blender, so you don't have to do anything else. You just work in Blender and
export your room as a GOB file. So that's the aim here is just to kind of make it super simple for you
guys so you know we're not forcing you to use mml in this instance but i mean you know you could
dig in a little deeper right we're figuring out ways to let the community sort of do their own
thing uh ah yes yes yes so as an alternative i also create mml script that generates the hotel
it gets all the rooms from the hotel and automatically creates it.
Since it's full MML, it can be drawn directly in the MML vibe code world
while we wait for our own ODK world to be live.
Yes, so this is awesome.
I'm going to play this video here from MD in a sec.
But I have a tiny request for the website.
Can you have a download link for the template just in front of the update room
button? I couldn't find it. Okay. Okay. Yeah.
Definitely good requests there. Thank you. Thank you.
We can definitely make it a little easier to get to the template and stuff like
that. So appreciate that linkoid. But yeah, let me give you a quick question.
Yes, absolutely. Please.
This is so awesome. I'm loving. What's the file size? What's the max file size?
It ends up being pretty small. We were working with just low poly models.
And here, let me go to the explore page so you can kind of get an idea of what people are creating in the community right now.
So this page right here is what people have built out obviously we got some test rooms that we first uploaded because we just wanted to
see and then i have this render pool one that i created so you could see here the detail right
it's super simple uh it's uh it's low poly it's you know i'm not even using a lot of image textures
so the only ones i have here are images on the wall.
Here's a poster that TJ, the creator made.
Shout out to them.
And then the render pool advertisement.
So these are basic primitives and shapes.
I did do custom modeling on the couch here and the table and some other objects, the chair and stuff.
But, you know, I'm using basic, you know, primitive shades for just like simple things on the floor
you know rugs and carpets um the walls are basic primitive shades except some have windows and a
doorway cut out uh so it's how i know we had a max size at at one point but i know we removed it and
not worrying too much about it i don't't think anybody's going to overload it.
What do you think, MD?
What do you think?
Like so far, how's it been looking for the uploads and stuff?
Has anyone hit like a limit?
No, we're still far from the limit for now.
It's 50 megabytes, but it's just arbitrary.
So we can change that if you need.
Awesome. Awesome. Great. Thank you. it's just arbitrary. So we can change that if you need. Awesome.
That's very helpful.
You know, listen, I'm an opera diva.
I'm extra.
Tell me what the limit is.
Go right to it.
No, hey, hey, that's good.
That's good.
That's what we want.
No, we want you to push the limit.
Hey, look, honestly, there's no wrong way to go about this.
This is an experimentation.
And like Machiavelli said at the beginning, we're building in public.
We're building in public.
We want people to just experiment and have fun.
You know, nobody needs to feel bad about what they've created or like they broke something.
what they've created or like they broke something. Hey, this is just an experiment.
Hey, this is just an experiment.
We want to see interesting situations arise so that way we know what to do next, right?
Like maybe there's something wrong with the template, then I can handle something in that
side. Maybe there's something going on the backend, then MD can go in and see what's going on there.
And together, you know, we're going to there and together you know we're gonna kind of
you know uh try to make it work and easy for everyone to kind of be able to jump in so design
to your heart's content and uh and uh you know get with us if you have like questions or more
detailed kind of things like oh i want to put a poster on the wall how do i mess with the uvs or
something it's really simple you know you we can create like a plane drop an image on it there's
some things that are super simple that will make your room just you know uh more interesting um
you know so so one other question for you when's your what's your timeline for this like when
when are you thinking that looks so cool when are you thinking, that looks so cool.
When are you thinking to kind of put all these rooms together and create a build?
See, that's the thing.
I mean, we're working in real time.
So there's two goals.
And MD said one just a moment ago.
So our original goal was in the video was to create a game world in the ODK. So using Unreal Engine,
you know, we want to make an environment that's custom and our own that we could launch,
that people can jump in and enjoy, you know, they could upload the rooms, they jump into the game,
and they see their rooms in real time. So this is a bit of a long term goal now, I think, because it's going to take a bit of time to kind of build it up, get everybody's rooms.
And then, you know, there's an environment here, too, that's using one of the biomes from the other deeds from other side.
And I need to finish building that out, too, right, to kind of make it interesting.
You know, it could just be the hotel room, but, you know, we want people to walk around a little bit.
Maybe there's multiple buildings maybe it's some sort of like
complex of like you know different hotel rooms or I don't know maybe there's a
special project and someone makes a slightly bigger building or room or
something and they want to kind of show it off you know we are open to like
promotion and stuff like if you want to come in here and make a room for your project a room
for yourself for your identity um hey come you know go for it right so here's twixen's room
they did their own thing um we got uh onizanza's room look at this with the with the blue walls
it's taking a sec to load what if it's illegal per se i'm gonna stop you there jay dunk i'm guessing honeybee oh i
thought honeybees asked that yeah honeybees are gonna be your room for the hotel uh yeah you know
uh this is great right look at they oh there's a little otter in the corner shout out to the uh
to the otterful otters uh really really great character rightter in the corner. Shout out to the otterful otters.
Really, really great character right there in the corner.
We got some rupees, it looks like, from Legend of Zelda.
We got some other D posters on the wall.
There's a clock here. There's a flinger in the bot suit.
That's cool, huh?
Oh, there we go.
Let me see.
Oh, is this J Dunks?
Did you say?
Oh, Onizanza.
Yeah, he's got...
Oh, look at that.
That's cool.
Isn't that neat?
Then we got the Hyrulean Shield and the Master Sword.
Please give MD some grace and love uh don't max out your rooms entirely
first try uh he says he's hosting some of this stuff so let's let's be gentle
48 megs oh no if i see a gig room in here, I'm going to freak out myself.
No, not challenge accepted.
Oh my gosh.
Yeah, yeah.
You know, keep it simple.
Keep it low poly.
Image textures, yes, you can.
But just keep it to a limit, you know, for now.
Like, obviously, it's got something on the rug and some posters on the wall.
Hey, that's fine but i don't think everything needs to be like a 4k like you know uh i don't know just you know multiple
image textures you know like uh like game assets have a lot of that right they have like normal
maps height maps or uh roughness maps metallic stuff like that. We can just use Blender's built-in material system
just to give things color. And there's automated roughness and shininess, stuff like that.
So we can just stick to that for now. I think it'll be easier for some. But hey, look, if you're
comfortable and you want to use some image textures and you know how to do that, then go right ahead.
No, no worries.
This is Lincoid's Tavern.
Oh, this is so cool.
I like this because of how stylized it is.
I'm really enjoying the wood assets here and the shape and the form.
That's so good.
It's so cool.
You would see stuff like that in a stylized video game, you know, like in World of Warcraft or something.
You know, they don't really have straight, you know, wood props.
And, you know, you're not going to see a super strict, you know, straight piece of wood building, you know, for a building.
It's going to have character to it.
It's going to go like from thin to thick.
It's going to curve left and right.
The edges are super beveled
which i love this is really great low poly modeling right because like look how stylized
it looks from here you know compared to this looks amazing yeah it's really good compared to like the
base mesh that you get right i mean this is what you're getting uh but you you're allowed to go
a little bit out of the boundaries i i appreciate what what link
did because this is done in a respectful way it's not sticking out too far it's not like you're not
gonna jut out into your neighbor's walls or something too much uh you know we're gonna keep
these things a bit separate um but no that's okay because you indented right here linkoid
so you're still within that 12 by 12 meter space.
So look, if you want to have a balcony, because we will have everyone in corners, so you can have
a window and a balcony. So you can have an outdoor area. The walls, you can set up however you want.
So the walls can be, you know, you could have an indentation, maybe there's a hallway or maybe a
room that's blocked off. You could do anything like that.
And check this out.
Here's a super, super good thing I noticed as well.
Instead of giving us a wood texture, you know, like making this all look like wood,
look what they did.
They just slammed some of that same wood pieces down into the ground using the geometry itself
to create texture, right? So
isn't that neat? Like they didn't have to go find this wood image and make sure it looks good or
it's high res, which honestly adds more information, right? Because materials and textures are kind of
always a drain on games. You know, if you play Call of Duty or something, it's like loading shaders
and you're there for like 30 minutes, letting it do thing that's what it's doing it's loading all these like
materials and shaders stuff to like make the game look the way it does which it looks good it looks
great in this instance so we're just using some simple geometry and the geometry here is just a
wood plank that they modeled beveled on the edges and then gave it a brown color. So, you know, you did the same thing with these outside here,
but they have more detail.
They're beveled, you know, they got some shape
and form to it and character.
So now it looks really fun.
Look at that, I love that window, look at that.
That's so good.
And see, pushing in and out causes light to hit the models
in a variety of ways, which gives shape and form to the object. So it has great silhouette.
And then also has great form and shape to it. Right.
You see all of these different planes catching light in a variety of way.
Let's go. Dang. That looks cool.
I'm going to show this on the screen here. Uh,
setting this up. Oh, yeah yeah stuff with the walls and stuff
were like pushed using like the negative space of them where i've like pushed in them in a little
bit to create a bit more space in the room yes only a little bit but it helps no right but look
at that here's here right he not going outward but inward and creating this sort of like curved walls
that's so good that's so good and now this looks futuristic like right away like even just adding
the circle window you know you get that really popular cyberpunk you know circle window circle
window on the top of like some skyscraper looking out at the city that was very texan or southern texan got the circle winder i'm talking
too fast i'm talking too fast i've been talking it's been almost like what where are we at well
we're at two hours still but i'm going man i slept so long last night dude i crashed out so early i
was running on like three hours of sleep uh i was so excited i was able to give uh i gave a presentation
at this technical school in valencia spain and i didn't go there it was all just live stream from
my house but how did it go because i know you're excited about it yeah dude it went super well it
was a good class they were all very excited i spoke for three hours, bro, three hours. And it was all on other side, just everything from the beginning, you know, like the first trip, second trip, the Project Dragon event, the swamp, the launch of Nexus.
Then I went into like communities on Nexus.
You know, I gave I did a segment on to other games.
So shout out to them.
Honey B, Mac, Hype, G-Spot. on nexus you know i give uh i did a segment onto other games so shout out to them honeybee
mac hype gspot and i talked about i shared some videos of gameplay that they do you know a bunch
of pictures um you know i talked about render pool render pool hotel um and then i went into the odk
then uh mml vibe coding it was a lot of information man, but it was a good variety of technical people here, there at that school.
And so there was like game devs, there was like 3D artists, game developers, right, that, you know, just kind of ranged between different things.
Some people are interested in blockchain.
Some have no idea about blockchain.
So it was cool, man. And what was interesting was at the end of the event,
we actually got everyone to jump into the other side.
And I took them to one of the challenges by the temples.
And we got them to do one of the challenges and run through it.
And then at the end, they claimed a badge on OP. Let's go's so sick yeah it was a lot nice man it was a lot of dude i was the whole
weekend i was just typing and recording footage and getting that presentation ready but it lasted
three hours uh you know it was in spain so you know there was mainly spanish speakers so did the
whole thing in spanish but you know some were able to understand english so a lot of the videos i shared were in
english like the satoros and instructional videos that i made uh so i had to explain a little bit
along the way but it worked out fine um so yeah yeah super good super good so cool thanks for
sharing that hi for awesome looking no worries yeah. Yeah, that's beautiful. Very, very cool. So you could see you could you could be a little more high poly. I would argue this is still pretty low. It looks good. Yeah, but it's low. Yeah, yeah, it can go it can go higher for sure. But it's it's low enough. So I'll well because I like to have high and low poly and then bake the high poly down to the low poly so it just
looks a little nicer and and we can it's also kind of modularly yes yes yes yes yes those of you out
there who speak klingon will understand yeah yeah yo mdf dude thanks so much for hanging out brother
appreciate you for coming by thanks for chilling thanks Thanks for the questions and for coming up and asking stuff, bro. That's super cool, man. I don't know if they hear me still, but they're
going. All right. All right. But yeah, yeah, that's the idea is you can get pretty detailed
and still, you know, low poly doesn't mean it's like, it's not a bad word. Doesn't mean like,
oh, it's not high poly. It's not good. No, low poly is just a style an aesthetic it can be seen that way
but it's just a way to describe something that has you know a little bit less amount of polygons
and shape to it like um uh or just the polygons the the the flat surfaces that make up the model
there's less of them and that's when we consider something a bit lower poly a high poly would be
something with a lot of polygons a a lot of faces, and that can get
really complicated quickly because we want to keep things lower poly.
So it's not a lot of info for us on the website.
Yeah, we can go through some more rooms.
Dunk's room.
Let's see, J.
Time to put you to the test, bro.
We're going to inspect.
I hope you're ready.
Everybody, everybody, one through ten.
Let's rate J. Dunk's room. No, I'm kidding through no i'm kidding i'm kidding okay don't do that uh oh you got oh i see it's like that game room okay you got the billiard table
nice nice oh what's this over here what's this let me go to the 3d experience take a better look what do we got oh look at you what oh i see
bro you're gonna get you're gonna get a suit dog this is copyright infringement
i'm just kidding nah you're good you're good for now you're good i'll let you know if pokemon
knocks on my door run run brother run as fast as you can don't ever come back
I'm gonna find you we're gonna chase J. Dunk down
Oops, let me shoot back up. But yeah, this J. Dunk Dunk's room. A little bit of a game room. Got a couch, a TV.
The billiards table.
Let's take a look at that.
Look at that.
Look at that.
Very cool.
Yeah, dude.
We don't want to get caught by Pokemon.
First other side lawsuit.
Yeah, yeah, yeah.
If we get a cease and desist letter we're gonna frame it and put it inside
of my render pool hotel oh smack that's too funny all right all right good job jj i'm i'm digging
this we're we're we're inspecting here very cool very cool i like it i like it now. Let's go. Oh otters room. Okay. See otter
Wizards of the coast IP. Oh, no. Oh, they're gonna hit us too
They're gonna hit us too fam
Keep it keep it keep it legal. Keep it a PG please. Uh, this is great. Wow
What? Okay, I haven't gotten a closer look at this one yet Keep it a PG, please. This is great. Wow.
Okay, I haven't gotten a closer look at this one yet.
Yeah, instaban jdunk. Instaban. There's the otter again. Look at this.
Wow, nice setup. Well, we got partitions. We got walls. Oh my gosh.
Look at this. Otterful Otters
Nice nice. What a lovely image. What a lovely image. Oh
Pokemon Pokemon
No, this is fine. This is fine. I think the logo on ash's hat is uh isn't it like open right here
or it's like it's not as it's not sealed or yeah we're good we're good we're good we're safe we're
safe very cool on the little cart man there's so many cool little like easter egg things i love
that 3d glasses for the win 3d glasses best straight taco all right we're cool we're good friends
enjoy me some tacos the otter again look at this logo so happy
got it artwork on the walls very cool very cool we got the bar otters getting their drank on all right i see you me look at these bean bags and i love
the little sand island on the floor and then some water around it uh that's so good i'm trying to
see how you did okay it looks like just a plane with an interesting shape on the ground yeah that's
good that's good yeah keep it minimal low poly you know, you might end up getting high poly, right?
Because you're trying to really, you know, you might get fixated on something, trying to make something work.
But you'll be surprised if the less polygons you start with, the easier it is to shape something out.
The minute you like add a ton of polygons to something and you're trying to shape it out.
Oh, man, you're going to be there all oh man you're gonna be there all day you're gonna run into headaches so keep it low poly shape out what you need and then you can get higher poly
from there you can add you can always add more detail always you can always add more detail
so sticking low poly first will just kind of allow you to oh my god this is good dang
he's uh he's just vibing in the water thinking deeply in this
infinity pool out here look at this otter down otter down man yeah this is really great really
great stuff otter very very impressive i love it love it where did it all go wrong yeah he's
thinking it markets crashed i'm out here as a dang dang otter on the 30th floor of this render pool hotel.
What's going to happen to me? So this is Dura's room. They got something going on here. We talked
about this. I think it pushed the, so we got a little bit of Z fighting there. That's all right.
We'll figure that out. looks a little bright i don't
know if it's a light or if everything has a white texture on it uh but i think they were using ai to
sort of get something together so we're in the process of figuring so i don't know md it's winter
bro it's just winter it's not a bit uh i'll maybe get md's thoughts on this, but maybe we can figure out prompts or something
that could help people if they want to use AI to build out an entire room or using AI
to build out assets.
Maybe we can think of prompts or a way to align and make it smoother for everyone.
Yeah, I'm not too sure.
I think we can find a way to improve that.
Yeah, we'll talk about it.
We'll talk about it.
I think we noticed this like today.
So this is fresh.
Yeah, this is fresh.
So yes, but hey, they're here.
They built something.
They're making something that is super cool
um and then finally here we have luigi's room is this uh looks like a similar setup almost
and it's also very bright it looks like the light here is very intense and i think that's what's
happening it looks like they have an emissive texture that's like shooting off very brightly
but you know we yeah we can see some shape and
form here they got looks like little like i don't know maybe it's like lily pads or something or
just like spots on the ground different shapes um just for lights if you're if you're exporting
lights from blender for use in these kind of web things just know know that Blender uses its own kind of system for lights, which is
different than these windows use. So you want to always reduce them by a factor of 10 or
20 or something like that. Really set them way lower than you expect. Just as a tip, if you want to upload lights
and have them work early,
it's a bit of a nightmare,
but there's no good translation for it.
You just have to kind of wing it.
And again, learning experience experience building in public uh oh here's some good information
otter's room is the heaviest for now at 50.3 megabytes you can see the loading is a bit slower
but works fine yeah so that that is uh the biggest so far. But and it looked great.
It looked great.
But I think it was maybe the image textures that probably drove it up a bit more.
But awesome.
We got a very good first start to rooms.
They're all super unique.
They all look, you know, their own way.
You know, everybody's got a different style or trying to
express something different um so it's great you know we love to see it there's no wrong answers
here this is not a competition this is not a test this is not anything besides your own process
and learning 3d and getting more comfortable with the tooling here right and and you know we're trying
to push you to you know just join us in the creative community to build stuff and and make
things happen you know so um you know we're learning blender you're getting more familiar
with 3D you get more familiar with 3D you can start vibe coding and maybe you know what kind
of shapes or assets or something that you might need.
Maybe you need to upload your own asset for some sort of MML thing.
Then you could do that too.
You can make your own, upload it, link it as an ML,
bring it into a scene and build stuff out with it.
So this is all just sneaky little ways to kind of get you to touch 3D and become comfortable with moving in a 3d viewport a you know 3d editor
and once you do that you can start messing with a bit more complicated stuff or veer away right
and do your own flow your own workflow whatever you want to do maybe you mess with blender you
learn stuff about 3d assets but then you're like okay i'm good i don't need a i don't need to mess
a blender anymore i just want a vibe code. Fine.
Okay, cool.
But now you know, right?
Like now you know.
There's shape gets loaded in.
It's weird or something's going on with it.
You know what to do to fix it or how to maybe use a different shape or rearrange something.
Though, you know, maybe other 3D artists in here could agree.
The one thing about 3D is you just don't know until
you're in that situation. It's like anything. How do I model a cup? You got to attempt it.
And once you've done it once, you say, okay, now I know. I get a cylinder. I can scale in the base
to make it tapered. So that way it's kind of more V-shaped. Then I take the top plane, inset it, push it downward. Now I got a cup. But you're like,
oh, shit, I don't know how to do that. But that's the thing. You got to just try it once,
edit an object. And once you've edited that object one time, you essentially have found a way to,
like, recreate that shape for something else down the line right so you you can uh find you
can use simple shapes to to learn how to create something more unique down the line and it's all
a matter of process and doing it over and over so you can know what to do for the next time
yeah apestrong no problem no problem yo mac you there
Yo, Mac, you there?
He got hot.
He came alive.
He came alive.
Wackabilly.
I think he's up right now.
It's all good.
It's all good.
Let me move to the audience just for a moment.
Come up and request again, Mac.
You didn't sign up for the ASMR, bro?
Just like alone in a room ASMR.
Machiavelli's life ASMR.
Yeah, you know, I know this is a lot of information today.
We're two and a half hours in.
I'm going to spend the next moment here just working in Blender, you know i know this is a lot of information today we're two and a half hours in uh i'm gonna
spend the next uh moments here uh just uh working in blender messing with the template uh if you
want to hang around look at me working in blender and sort of like learn a little bit about that
hey hang out with us whoever wants to hang out and chill for a bit i'll do it for the next like
maybe like 30 40 minutes or something uh and just do like a
crash course on blender messing with the template uh and you know just showing you what you could
do i'll probably just like model some random stuff so if you want to hang out and watch me just do
that and just vibe go ahead but if you have any questions right now please ask them uh you know
questions right now, please ask them. You know, we can answer whether it's MML, the Renderpool
Hotel, Blender, you want to see something being done, let us know, ask, and we will make it happen.
I'm going to put a thousand action figures in my room. As long as you're less than 50.3 megabytes were good
did you want us to limit updates at all or does it make much difference to you hosting them
md says no all good for now no worries yeah so again design to your heart's content
i'm you know i'll be honest i don't really think a lot of people are going to surpass it. There might be one or two who are going to like really load up the experience.
But, you know, I'm going to think most people are not going to pass this, you know,
max amount or anything like that.
So you're good. You're good.
All right. So for the next part, I've had you here for a while.
I have two badges for you to claim on OP.
I have two badges because last week I did not make a badge.
Last week I made the render pull announcement video and I totally forgot.
So I have two badges for you to claim. So if you're I'm gonna leave up the codes I'll probably put it in maybe one
of the render port channels here so other people who maybe had to drop out
couldn't stick around they can claim it later but if you want to get your badges
the first one is tropical 3d and that is for last week's badge tropical 3d so let me type this out
just like this so go to op dot xyz slash forward slash claim
just like that and get tropical 3d for that badge
Hit Tropical 3D for that badge.
And the second badge for today, that code is RPHotel.
So go ahead and claim both of those.
This is a freebie for you because I messed up last week.
It's been a crazy two weeks.
These past two weeks have been insane
presentation announcement videos MML walkthroughs oh man I'm I'm a little
tired but we we rockin we good yeah freebie love freebies yeah take it this
is the only time we're gonna get two badges in one day cuz I'm gonna try not
to forget from here forward.
I'm so bad.
I'm like, maybe I should just do a bunch of badges and then nope.
I just wait for like the day before.
I've made a badge like right as the render pool started.
Like the show starts and I'm in like trying to finish up the badge, upload it.
You know, you know how it goes.
Building in real time what what
was the second code sorry rp hotel rp rp hotel h o t e l rp hotel and the first one was tropical 3d
tropical 3d I'll give y'all a second.
But, yeah.
We could take a breather.
We could take a little five-minute break, if needed.
Meanwhile, I'm going to play this video here from Spin.
Let me lower this down a little bit.
I do just want to say, if anyone wants to send me one of their MML creations from that vibe coding wiki site
I'll... I've got the importer ready for blender to test if anyone has something to send it
nice nice yeah if anybody's messing with stuff I know uh cinema's in the chat here
no I think cinema balance directive's in the chat
look at this spend is over here by putting a platformer game of his own creation
yo sorry I was I was I was participating over here but uh yo but this video is really cool, man. I think Spen did a really good job
of, you know, creating some
simple obstacles and just, like, new features to, like, throw out there
that's just really, really cool.
Yeah, they're having fun.
Yeah, they're having fun with it, which is awesome.
Testing things out, seeing what they can create
yo did you get my my text message Oh yeah yeah yeah I did respond I did
respond yeah this is cool this is cool they did a good job that's awesome high first room yeah so right on guys now they got the badges again we'll just
kind of do a casual hangout but if anybody has any more questions you you
know please let us know you are free to do your thing but if you want to hang out
and just kind of watch me work in Blender, I can answer some questions if people got questions. Maybe I can go over to the poolside
chat instead. That way, if maybe everybody wants to just talk, we could. Unless I want to just
keep it here, we can keep it here. If you want to come up you can request that to talk if you have questions does anybody have
anything they want me to show them specifically or something or just like uh is anyone interested
in that like a kind of a 3d blender walkthrough uh how do we request uh i got you i got you
does anybody else want to come up and speak you know maybe maybe what interests me like how to
how to make some because because the the walls on the on the hotel is are they are separated right
yes like for for the blocks and and if i want to let's say do some graffiti on the walls i will need to like export the the textures or do the like the separate textures on
the on the walls or or can i do it somehow like at once yeah so so what we can do is like you're
you're allowed to manipulate those walls.
So actually, if you want to make it like one wall so that we could just kind of drop your image texture on it, you totally could.
So here, here, let me, I could even maybe share this file with you after I edit it or here, let me open a different one.
Let's get the blank one in here.
So I don't.
Or basically, even if you are want to put, for example,
poster, you are putting this as a plane or as a like the object
as a cube or what?
Well, here, here, let me open this one back up.
One second.
I could show you what I did.
So yeah, you could do it in different ways um but like for for me here
what i did let's solo this real quick so we can take a look at this post this is the one asset
and i i've essentially you know assigned the face this polygon uh i i assigned it this texture that has my artwork on it.
So I have this texture and I have the image of the artwork here on it.
And so I'm running that to the polygon, to the face of it.
So I basically select uh this face you know here and and and i
can like assign the uh the uh the the texture to that face um so yeah you can you can select it
and then like assign it essentially so i go to uv editing oh where am I here? Right there. Here. And so like in this editor here, you can see the
the artwork. And when I select this face here, I can hit assign and then I can assign it this
material. Since I have it selected here, I select the polygon like I'm in I'm in edit.
Oh, OK. Polygon. So your material can have an assortment of textures and things
right so i have wood for the wood outline but then i have this image texture for this face so
i can just apply wood to the whole thing right first just put wood on the whole thing no problem
but then you can come into uv editing up at the top uh go into edit mode select make
sure in polygon mode so you can select faces and not not you don't want vertices edges you want the
faces so you select that face select your your texture and you can assign it here with this
assign button and that'll get that image the render pull artwork onto that uh that plane or
that section that polygon that section of the asset itself
so that that's how i was doing it with that the other thing okay you could just easy you could
also just drop a plane and just kind of like manipulate that you know what i mean so uh you
know you could just use it or here i am you could just use the plane itself um to to drop an image on it. And if you wanted to, you could just kind of make it vertical and then, you know what
And place it on the wall.
Hover it over the wall.
My space is messed up.
But yeah, essentially.
Yeah, but I think your workflow is definitely better.
So that's why I asked, you know, so.
Yeah, yeah, yeah.
Yeah, that's one way to do it let's say you want to
manipulate one of the walls because you want like a really long wall so these are two meter corners
two meter corners this is a two meter wall this is a four meter wall but let's say maybe you want
like a maybe a four meter section and that's where your graffiti wall is. Well, let's do this.
Let's solo this real quick just so you can see.
Right now, I know this is four meters.
And you're going to want to maybe look this up because I did set my grid to meters, to one meter, right?
And when I go to my snap function up at the top, here's a little snap function.
And when I go to my snap function up at the top, here's a little snap function.
I'm snapping to the grid and it's snapping by the meters, right?
I could go micro and do like, you know, the, just like this tense here of the, the meter.
But, you know, if I go to edit mode, I select my polygon.
I select the edge right here.
I'm going to go back into the side view.
I'm going to hit a three here just to get on the side and you can extend this.
And as long as I'm in a snap mode on the grid, I can pull this and it'll snap on that grid.
If I zoom out a little bit, I'll just snap to the whole meter itself.
But if I want to get more micro, then I could zoom in and it'll snap to these lines.
You know what I mean? But so, yeah.
So let me zoom on just a little bit more just to get on the meter.
So that's two meters.
It went so right there, one meter, two meters.
So now when I back out of this, now I have a four meter wall or I'm sorry,
six meter wall, six meter wall.
And you can manipulate that.
So the, the the the walls here are
are just for you to uh you know be able to build up the room if you wanted to right so if i go to
an overhead view let's uh uh let's hide the ceiling and let's uh we'll keep the floor but
like you know maybe you want like some sort of like indentation or something so if i go
to transparent mode here i can uh you know bring this down uh you know maybe there's like a a
a different entrance here here's my two meter wall let's make a copy of it and you know i could bring
this up fit it there let's let's uh copy it one more time and then drag it over.
And you can see right now, all of a sudden I'm going to go back.
Now you have this indentation. You might get this Z fighting here, the faces if they're hovering over each other.
But, you know, there's no rules to this.
Right. So just manipulate it how you need to. Right.
So let's say I need to mess with these two walls.
I'm going to go to this solo mode and I'm hitting forward slash on my keyboard, forward slash to solo it. And now let
me deal with this, right? So like, I know I like this outer wall. Let's keep that. But this one I
want to mess with. So I'm going to go ahead and go into edit edit mode i got my polygon i'm gonna select this polygon i'm
gonna go overhead just so i can see clearly what i'm doing and still in my snap snap mode i'm just
gonna drag it down and put it right there and now when i come back around boom no more uh z fighting
no more uh bouncing of the of the of the planes trying to like battle.
Right. Because they're like literally on top of each other, like right directly on each other.
So they they do this thing called Z fighting where it's just like they're trying to fight to be seen.
So you're getting this weird effect. But if you go in there and edit the walls just like that and stick to that meter grid, you will keep it nice and clean so you're not like
like you know if if you know if i were to uh come in here and move it without the snap function
you know uh so let's get rid of this let's get rid of the snap and i'm just like oh i'm trying
to like eyeball it like maybe right here something like oh man you're you're gonna be there forever you're gonna get these little gaps in the wall that's just a no-go you know so if
you if you work on the uh on the grid you you end up like not having that issue of of these like
small gaps and things like that which kind of like yeah you know that's cool mess with your your process um
oh nice uh oh cinema was asking for some stills i was looking at these uh images that md was
posting these are great this is uh this is our uh our render pool hotel so far and inside of our odk unreal uh engine world we're using uh sans
biome which is kind of this like beach kind of looking environment um but yeah that's where
these images are from so very basic looking right now on the outside but hey with every room we
create you know we can have an interesting interesting interior and eventually build up a really cool exterior. So this is in game. So I was able to load the world to the other side
dashboard and me and MD codes have ODK access. So you could see here, there's two players in game
and it has all the functions of like the other side. So I have my voyager avatar md codes showed up in his gobs which is awesome gobs
there's robot gobs and uh you know we have like voice uh we have um uh emotes and you know the
feels all that the text chat everything is there because it's built up with the odk
um it's super cool i just want to show that real quick
so it's super cool i just want to show that real quick
uh all right just checking the chat but yeah so so that's how it go about it so if you want to
customize your room the way you want to that's what i would do i i would find uh you can look
it up but you you can uh you can set your grid to be on the meter, right? So all this grid is one meter.
I'm going to tell you right now,
Europeans, you're going to do just fine.
But anyone who's using imperial units,
whatever you want to call it, America units,
you know, I'm American,
but when I do 3D art,
no imperial units, none of that everything is a you know meters and
metric system okay yeah i do yeah i'm european so i'm fine you're fine you're fine brother uh americans
you're gonna have to kind of learn it or deal with it a little bit but i promise you ever since i
started in 3d i've been using metric and it's just it's just the way to go
it's just the way to go it's so much easier your your your life is going to be so much simpler
uh you're not going to be overwhelmed by numbers because everything is just like you know just
on on the grid to the t just like you know tens and stuff like it's very nice work setup so make sure to get your blender file
set up to to to to meters and that will save you so much the template file I
created that's on the website is set up in meters already I don't know if it
translates to your own workflow within your files you might have to set it up yourself but um yeah
uh definitely uh take a look um and uh you know see if you can uh set up your workflow in meters
i'm trying to see if i can search it here uh
yeah changing units uh of measurements and blender in 3d so okay so there's uh i forgot how i went
about it but here in your work environment so you can see right here unit system so the little
cone oh yeah on your right uh and uh yo mac i see it nice nice thank you for the heads up i'll
take a look right now um so yeah you yeah, you just get, go on the,
here on the right and go to this little cone thing it's called scene
properties. So that's what you wanted to mess with. Uh, you know,
you got Imperial here, but don't do it. Don't do it.
I please do not do it. I promise you, you're going to have a bad time.
Uh, just stick to metric and set this to a unit scale of one. Okay.
And that's where, that's where you want to be.
And once you're set up to, to that scale, you will be working just fine with the template
because all of this setup right here, all the walls and everything is all meters.
So we have two meter quarters.
And what I mean by two meter corners is this. Here's a two meter box right there.
So it's going two meters, you know, on one side, two meters on the other side.
And so it's, you know, we have a box.
It's perfectly two meters, but we're using this as a corner setup in our room.
Four meter wall.
We just created a six meter wall.
That's right.
Nothing wrong with that. Nothing wrong with that.
You just gotta be mindful, right? So it's like, well, maybe
you want all of this connected. Let's let's try that. Why
not? Let's do that. Why not? Let's say that I want all of
this to be one wall, even the corners, the corners and this
right. So let's do that so i'm gonna go ahead
and select this and i'm gonna go to my top view uh i'm gonna you know just for just for let's do
this i'm gonna select these two with the both of them selected i'm gonna hit forward slash on my
keyboard this solos the objects i'm gonna hit seven on my number, up on the top numbers.
Seven puts me right above my artwork.
And I can see where I'm at.
And the grid is perfect meters.
And so here we are.
This is the space we're trying to take up,
these meters here.
So I'm gonna go back down
and I'm gonna select both of these
and I'm gonna join them.
I'm gonna right click.
I select both of them, hold shift, select both,
right click. And I'm going to go to, to, uh, whoops. Ah, crap. I deselected it. One, two,
right click. And then select join. This turns these into a single asset. So now they are no longer
uh, a single or two different assets. They are one asset. And in order to join them, we want them to be one asset.
So now they're one when I go in edit mode, now I can edit both of them.
You see that here? I can select these walls. Okay. Yes. Right. So.
So let me take this.
I selected that wall and I'm going to with my snap on,
on the grid at the meters,
I'm going to push this all the way over here to that wall I can do that but first let me delete this wall because I I let
me so I'm gonna I'm gonna uh let's uh let's delete the face and I'm gonna delete this face too right
here so what I'll do is I'm gonna go to my edges to the edge mode here and i'm going
to double click one edge and as long as it loops it'll select the entire loop right so this whole
so if i double click this you can see here how it runs down the line right here selecting that yeah
if i double click this line it selects the top if i double double click this, well, that didn't work. But this one is a loop here perfectly.
So it selects the entire ring.
Now I'm gonna push it out.
So now instead of faces, I'm messing with edges
and I'm gonna snap that right there.
Boom, done.
It's, but they're touching, right?
But they're not one asset, they're not sealed.
So like I can push this right we need to connect them
so the next thing I'll do is I'm going to go to to my vertices mode but the top left I'm going
click that vertex button I'm going to hit a on the keyboard to select all my vertexes all of them
right so they're all selected and then uh what I'm going to do is i'm going to hit m on the
keyboard m for mom m for mommy and i'm going to hit i'm going to select this little menu pops up
and i'm going to merge by distance so essentially i'm telling blender like hey merge any points any
vertexes any vertices that are like super close by their distance.
And that distance you can see here, you can set it to super, super tiny,
or you can set it for really big, like a meter.
So anything within a meter.
So this one is a threshold of the distance.
So if I put this at one meter, it's going to attract anything within a meter
and merge it together which you
don't want to do you don't want it to be that big you want it to be small you basically want things
that are touching and on top of each other to become one you know that's the idea and so now
that i merged it i can i can go back to edge mode i can so I can double click that loop there.
I can right click and I'm going to go to dissolve edges to get rid of them.
And check this out.
Now we have a single wall piece, right?
So I can go to polygon mode or the face mode.
And look at that.
Now I have one singular wall, one face for the wall instead of having all those
sections i merged them into one right so there we go okay yeah that's that's nice and there is no
like option to bridge it between those two yeah yeah yeah yeah let's go back in time a little bit
check this out i'll show you let's let's go back back right okay first off
you do want to delete any faces that are there you don't want to merge two faces together exactly
on top of each other you're doing by vertexes because you'll have a polygon in the middle and
you know you just want to get rid of it so we want these to be empty right hollow so i can merge them together so check this out uh we could do like
you know select this face or this edge i'm sorry i'm in edge mode i'm gonna select this edge
select this edge and now i'm gonna right click and you can see here bridge edge loops
okay right right so let's try something i I'm going to double click, select those, double click while holding shift, double click, select
those and let's see what happens here.
Bridge edge loops.
So it's up to you.
There's multiple ways to do the same thing in 3D.
Yeah. Thank you definitely for the explanation. I really like it. Right on. There are multiple ways to do the same thing in 3D.
Yeah, thank you definitely for the explanation.
I really like it.
Right on, right on.
Yeah, yeah, no problem, no problem.
That's how I would go about setting up your own walls
in your own unique way, right?
And if you want a singular just wall here to go from edge to edge,
then you could double click hold shift
double click again select those edges right click go to dissolve edges to get
rid of them and there you go now you have a single face again right here and
there you go now you can fill up this whole wall with with the artwork you
know so yeah that's cool and now it means i will select the face and assign
the the texture to the to the specific face right yes then you could do that right so you can select
that you can come into your material um you can uh let's say uh let's create a new material. Oh, oh. Don't crash on me. Oh, what is it doing? Give me a
second. What happened? I didn't like that. Let's see what happens. I don't need to save the fall anyways.
Uh, what is going on?
Ugh, Blender's freezing on me.
Oh, sweet Lord.
All right.
Is there a way to assign a material to multiple object shapes?
Uh, shift click them, but it seems to only sign them to the first object I click
Yeah, yeah, I mean you can select your object and like create it, you know, you can come in here
to I don't have material set up here, but
you know, let's let's
Let's do this. I mean, let's make this like a red wall or something.
We'll go back.
And then I can sign.
I see it there.
It's a red material.
Let me see.
I have those.
Where's it at? Where's it at?
Where's it at?
Oh, I think I closed that one out.
I had it set up for the examples with that.
It's a test room.
Is this the one?
Let me see.
Yo, MD, dude.
Good night, brother.
Thanks so much for hanging out. I know it's super late for you man
but respect to you for chilling and sharing info with us man super kind of you dude and and again
everybody give a shout out to md man he's been working so hard on the website and stuff uh you
know would not be possible without them so uh major shout out to m MD if you haven't followed him yet MD codes on
on X give him a look up please and give him a follow we got some more great
stuff coming for the render pool so we were constantly working and it would not
be possible without this guy so thanks again MD appreciate your fam fam. All right. So, uh, yeah. So Lincoid, yeah. Essentially like when you select an object,
you can, you can see the material that's attached to it. Right. So like if I click on this rug here,
I see yellow brights. I click on the wall. I see green walls. Uh, I click on this rug here i see yellow bright i click on the wall i see
green walls i click on the floor i see this blue material so what you could do is if you want to
change this to a yellow doorway click on this material icon here and look up that material so
yellow bright i have multiples here and i didn't mean to but but if I select that, I can use that same material and
apply it to that. Is that what you kind of mean? Or am I thinking it differently? Is there a
assignment to multiple objects and shapes? Cause if you copy, if I selected all the walls, can I
do that? I don't know. Let me see. So I'm going to be real with y'all. I am still learning blender because I used to be a cinema 4d and like 3ds max
user. So, uh, there's some things I'm still learning little by little.
Uh, so if I have them all selected and I go back to the wall,
no, you either have to do it manually,
or there might be a faster way to assign to multiples. Um,
but maybe I could try to figure that out for you.
But at the moment, I guess like, yeah, you can come in here, select your object and assign that.
Oh, that's what I'm encountering.
Is it just dropping to the last selected?
Yeah, yeah.
But yeah, if you go into here, you can assign it manually.
So that's what I would do. And that
way you're using the same material. If you want to get rid of, so like, you know, if you accidentally
like maybe add something, you know, you can also replace, you know, you can add a different material
if, you know, like the way I did with this like Tropicals room, right? So I had this single asset.
This like tropicals room. Right.
So I had the single asset.
I added this green to it, but I added it.
I added one more material and that was tropicals room.
You know, just like the way I.
Added a second material to the floor here.
Actually, I'm going to go back to this.
I'm turning back to yellow.
But I have a second material there and I can,
you know, I can create a new one there and I can, uh, uh, you know,
I can create a new one and maybe we'll do like, uh,
just like blue green thing. I'm going to go to edit mode.
I'm going to go to face. I'm going to select the top face.
And then I'm going to select that blue and I'm going to hit assign.
And now I have two materials on one object.
You see that?
So you could do that same thing I did here.
I put the green on it.
Then I added with the plus button,
one more material created the material.
Right. So like I can go into uh shading tab and here's my image
for tropicals room right here's my picture this is the picture right here connect it now it's it's
assigned here to this material but then i go to edit mode go to Mode, select my face, select Tropical's room material, and hit Assign, and then it gets applied to it.
Now, scaling, though, that's going to be up to you because, you know, maybe you like, you know, maybe it's vertical.
I don't know.
You're going to have to squish it down or fix it.
You're going to have to squish it down or fix it.
You know, you're going to have to figure that out.
You know, you're going to have to figure that out.
You could also go into UV editing and look at your image texture and like mess
with the the UVs.
But this is getting a little, you know, it's getting a little a little out there.
But, you know, it is something you could do, too.
If I select that and I go into UVv editing you could see here uh so i
select it all that's my entire layout for the picture frame on the wall the image is right here
in the center so what i did was sort of like you know see how it's messing with it there
so yeah if i hit the if i'm in nice window and i hit a i can select all of them
if i go with my mouse and a click and select i can select all the uvs and then i can like bring
this up you see how it starts to kind of get multiples because it's really big if but yeah
but if i come down low on it nice and tight i can see just the image. You can squeeze this in different ways. So if I scale it,
let's get the scale tool. I can scale it upwards. Yeah, I could scale it on the side.
So if it looks squished and stuff, you could do this, go into UV editing and check the UVs like
this. But again, this is a little more complicated.
If you want to just keep it super simple,
you could just totally add mesh.
Let's see, just drop in a plane.
Let me solo this.
Let me add a new material to it.
And let's make that material the render pull art.
There you go.
Now, since this is just a plane by itself, this is what I would do.
You can make your picture frame on the wall, right?
And just turn it all one color or something and then get a plane.
Put your image on it just like that.
You know, you create a material hitting that plus and then you can once you have a blank material there you can come in here and select the one you want to to
replace it and then with the skill tool here you can stretch it out and you know get it together
where you want you could also if you know the dimensions of your image you could type that
kind of here like the ratio you could totally type it here and say oh well this needs to be like 210 you know and this needs to be 350. and now i know okay that looks better
and and so now you could just drop your image and it would it would look good it would look fine
so right so if i remove this i come back click new material come come in here, render, pull art. Look at that.
The UVs are doing just fine because that is the scale of the image itself.
And so now I know what I'm doing here is correct.
Thank you so much.
That's definitely helped me.
Yeah, absolutely.
Absolutely.
I know that was maybe a little more advanced we kind of lost some
people that's all right but hey you had a specific question linkoid had a specific question too
uh so so that's really cool um that way i can kind of just answer uh specific stuff and that's that's
that's what we're here for uh but yeah man so so, you know, you could definitely get away with, you know, messing with your walls, stretching them out.
You know, you can do I have the other blender file open?
There it is.
You know, so what we did here, editing, you know, stuff like that, the walls, you're more than welcome to do that.
You know, as long the only thing I ask you is to stay within this 12 by 12
meter space this floor does not change don't touch that leave it the way it is if you want a balcony
then bring your walls a little bit in this is your front door this is the balcony that'll be your back
area if you don't want a balcony that's fine just push these assets
to the edge stay on your stay on your meter right as long as you're on the meter right here you're
good to go and you can just keep building and so like okay now i got this two meter i need another
one so i'll fill it up you know right there and now boom you got you got it sealed off and then
you just keep pushing you know what i mean you can kind of stretch and then you just keep pushing. You know what I mean? You can kind of stretch this, whatever you want to do, fill in the gap,
you know, to, to close it off the way you want.
But yeah, that's cool.
Sweet, sweet.
Well, we're, we're hitting like three hours and, uh, yeah, I, I will leave you.
I'm, I will need to go sleep as well because it's quite late.
So, thank you so much for everything.
It was pretty nice to be here with you guys.
Yeah, man.
So, I hope I will join next time as well.
And we'll bring some ideas to the hotel.
Yeah, yeah.
Dude, I'm so happy that you that you joined us man that you're interested
in this uh you know i'm trying to make it uh simple you know for for different levels you know
everybody's different everybody's got different uh skill sets so um you know we have a template
here you don't have to touch anything you could just fill it up but if you're doing something like what pauser is doing hey they're getting a little more in depth
that's awesome that's perfect uh so yeah man so i'm glad you had questions i'm glad i could kind of
do a little model modeling run through so this was perfect man and uh yeah if you're designing
and you have another question dude just drop it in the chat, bro. And we can totally help you out anytime.
Yeah, definitely.
Thank you, guys.
Have a good time.
Later, Pauzer.
Take it easy.
All right.
So I think I'm going to end my stream on X.
I think we're good there.
Can I ask you a question?
Yeah, yeah. What's up? What's up? I didn't want to interrupt you, but... No think we're good there but ask a question yeah yeah what's up what's
up to interrupt you but no you're good I have a question so I've been posting
pictures of a room I've been making strictly out of the MML editor is it
something I'm able to do is export this into blender so that way i can then manipulate it in blender sorry i didn't realize my mic was on oh you're right so you want to put what into blender i'm
sorry i want to export like the object i'm making in mml and put it out into blender like can i
export it as a glb or can i import the nml code directly to Blender? I've been making an add on for Blender to do exactly that as we've been sitting
here. So give me sorry, I haven't been completely present.
Hi. No, no, no, no, no, I wasn't. Oh, no, no, no, no, don't take it like that.
I was just that's why I was laughing. I was like, that's hilarious that I've been
doing that and now it's relevant.
Like, yeah, yeah.
No. So apparently we have tooling for that coming very soon.
So yeah, yeah, it definitely is possible with some workarounds.
But with Haifa's tooling, if they're willing to share that with us, then hey, there you go.
We got something.
I mean, it's working.
It'll pull that in right now because it's just simple models.
Well, I'm just asking because
uh it was a curiosity question for sure no but yes absolutely yes and hopefully export
functionality as well so you can just then export it out as the same code code but the only caveats
to that would be that you would have to stay using uh primitives unless you want to host any objects that you want to export.
So you kind of locked a little bit, I think.
We'll see.
Well, I gotta say, I thought it was going to take me longer to build this room, but
you guys made this pretty easy, so I'm almost done with the entire house.
I'm not even going to be a room, I'm just going to make a whole house for the room upload
for your hotel.
I don't know if Tropical's actually there.
Yeah, that's just him saying, yeah, whatever, Jake.
Cool story, bro.
I think he's having
connection issues his stream is given an error just nice did happen other yeah
there he is I was trying to end the stream here on the live thing yo say
again sorry I was like well can I ask a question about the hotel thing you're doing on your main page for the render pool?
Yeah, of course. Of course. What's up? What's up?
So are people supposed to design just a room or are you just designing like entire buildings?
What's the idea behind that? Is it just to get people to build and upload?
build and upload?
Yeah, yeah.
So essentially it's like we're,
you would build something out in Blender
and then you would upload it to our website,
therenderpool.com as a GLB.
So, you know, I'm gonna sign in here very quickly
so I can show you.
So I'm gonna connect.
Nice authorize. There we go. Now I'm signed in.
So if you're in the render pool discord, we're using that as your form of login and identification,
right? So this is close to our community. So you're logged in using your discord account.
So you go to the hotel and you can go to my room. And if you don't have a room yet,
and you can go to my room and if you don't have a room yet you'll just have a kind of blank space
here uh you can update your room it'll look like this right so when you first get here there'll be
nothing here to look like this you could drag in your glob and then once you it loads you'll get
this 3d preview and you can click in here and look around stuff like that and there's
your room you can name it here which i have just tropicals room uh there's a template there dang
look at the md code just dropped that while we were hanging out dude that's the new download
template right there so if you want to get started download the template yeah yeah linkoid yeah the
button is at i'm telling you man this dude is fire bro md is on it brother he's just listening and just working that dude's
a beast um i have another blender question if we have our avatars and other sides of gobs can we
give them a post stance as like static statue in our rooms yeah yeah there's people who have added
yeah the otters you know the otters have been placed in the room, stuff like that. So, yeah, no, 100 percent. You can totally do that.
But yeah, yeah.
So, right.
This is the idea.
You upload your room.
And then in the render pool video, there's two points to this. You can, you can, we can use the MML information to upload it to this new
MML public world that's coming soon. So if you want to share your room that you made in that
environment, we totally can set you up for that. But the long-term goal, that's a short-term goal,
right? Just waiting for this public world to go live. You can take in your MML files in there.
The long term goal for us is to do a whole Unreal Engine game,
like using the ODK.
So you can upload your room to the website.
And if I share this video,
it can just share the whole process all over again.
So take a look at this.
MML blueprint that calls the data for all of our rooms each time it's existing file.
And finally, for a little extra motivation, each time a creator uploads a room,
FloatyBot will push updates to the RP Hotel channel in the RenderPool Discord.
Inside our ODK world, we place a custom MML blueprint that calls the data for all of our rooms.
Each time you upload a room to the RenderPool.com, it generates a custom MML link that calls the data for all of our rooms. Each time you upload a room to the renderpool.com, it generates a custom MML link tied to that room. We place this link inside the
details panel of our custom blueprints, load the world, and voila! Each MML blueprint transforms
into a custom room designed by the creator. And once we have enough rooms, we stack these up to
build out the renderpool hotel. So what do you think? Are you inspired to create your own personal space
with everyone?
Catch yourself.
I'm sorry, I didn't realize you made a video about this.
Yeah, yeah, I played it earlier.
This is something I shared in last week's
Renderpool announcement.
But we watched it a little bit as well.
But no worries.
Even though I'm here, I'm not always 100% present.
All good, all good.
That's the way it works.
So you come to our website, drop in your GOB of your room that you made in Blender.
You can download the templates here from the site.
You can open it in Blender.
That's what this is.
And that's what I was here kind of manipulating live for Pauser.
He wanted a full wall.
So right now we have partitions or, you know, sections, right?
Because you can build the room however
you want you want indentations and insets stuff like that that's up to you you just have to stay
within a 12 by 12 meter space uh once you have your wall set up the the template is just a box
you don't even have to mess with the rooms truly you can leave them where they're at and you could
do partitions by like you know copying pieces and and uh whoops
uh rotating them you know uh maybe you want like a little sectional piece here then you could do
that no problem no problem that's up to you what the interior looks like the exterior we just ask
you not to go too far out you could do a little bit like what Lin Koi did with their room. That was perfect. Like, uh, no issues with that.
Oh, there it is.
So, like, okay.
I might have a dumb question then.
What's up?
So like, for example, let's say I'm done with this room that I was making.
Um, I would, you can have one MML.
You can have one room, bro.
That's it.
You can have all else.
Machabelli, excuse me, but I'm actually trying to ask a real question. I found that kind of rude
What's good was good, buddy, all right, let's say I'm done with my room and I did it all in the MML editor
How would I be able to get this directly into the hotel? You're saying I had to upload it through a GLB file?
So once you're done with your room here, let's say you modeled your room.
Here's mine that I built out, right?
It's all said and done, right?
So I have my ceiling here.
We leave all that there.
There is a ceiling asset and a floor asset.
Do not touch those.
What I would do is just hide the ceiling for now in
blender build your room out and then when you're done just unhide it and just leave it like this
don't touch the floor don't touch the ceiling that's what we need to to basically align
everything together so these need to stay where they're at. The name needs to stay the same, everything. Just leave those alone.
So you can just hide the ceiling for now. And you set up your room the way you want.
Then you export the entire scene file, export, and go to GLB.
Or just GLTF, but it's GLB is where we're exporting it at.
I understand. I think you misunderstood my question or maybe I didn't say.
I'm getting there.
I'm getting there.
So once we get the GOB, we go to the render pool website.
Oh, crap, crap.
So I'll go.
I don't want to.
So my room.
Update my room.
So then once you get your GOB, drag it right here.
Drag and drop.
And when you drag and drop it, it loads a 3D preview window just like this of the room you made.
So if I go to explore, I go to the render pool room.
Here's my room that I made that I just showed you in Blender.
And I think you still missed.
Maybe I didn't project my question the right way.
I made it all on the MML editor. I did not make it in blender. So I don't have a GOB file. I have MML code.
Okay, so that would be something you could put into the public MML world. We'll have to figure out a way to get it out as a GOB if you want to get it into our into our ODK game.
you'll be if you want to get it into our
into our ODK
This is a long term thing so
don't worry about it too much. It's
not going live tomorrow or nothing.
This is going to be a long term thing.
project for the ODK game
you want to get it onto the website.
For the sake of the public MML worlds, well, you kind of already done the work.
You got a room.
Then the next thing is just to take the MML file, load it into your inventory
on the MML website, which looks like this.
And you'll get i guess that's gonna be a good use case for the tool hype is working on
and that's exactly what you what exactly what you would need right now i think that
sorry and i know it probably sounded stupid and that's why machiavelli was making fun of me but
that i was just kind of confused i i actually wasn't making fun of you at all.
I was just referring to your past comment of, like,
you want to fit a whole house in the room.
But, no, it's okay.
It didn't land well.
I understand.
No harm in the power, dude.
I actually, like, what he described there with the ceiling and the floor
is what I kind of meant by, like, a whole house
because without, like, the ceiling, ceiling didn't really feel like a house but yeah anyways sorry i ever existed
i'm just kidding i love you the uh yeah the you were saying something about the ceiling assets or
The, yeah, you were saying something about the ceiling assets or?
Yeah, these are just-
We're just trolling each other.
Okay, okay.
But no, you pretty much answered my question.
I was just kind of confused on the workflow because I haven't built any of these assets out into like a tool like Blender right now where I could just export it as a GLB.
It's all on mml code so
it makes sense why i was confused now no you're good you're good yeah there's two ways to go about
it um for us the website right now is kind of like a long-term thing where we want to uh you know
create a game where people can just upload their own rooms uh and then you know it
would be utilized in in the odk so like here i am you know in this video building out um you know
in unreal engine and we're going to build a hotel on an environment of our own but this is a private
thing so you'll use the website so that we can get those assets stored
somewhere so that we can utilize in our space that makes sense totally makes sense that's very
cool dude yeah yeah yeah thank you for explaining to my dumb ass no good, dude. It's a lot of info today. Yeah, it's a lot of info today. So
it is a long one. It's a long one. MML, vibe coding, Blender, the RenderPool website,
ODK experience. it's pretty wild.
It's a lot of stuff.
But the idea here is there's two goals.
The short-term goal is to get your world in the public MMO world,
or I'm sorry, your room in the public MMO world.
And then the long-term one is to get it into the website so we can build our own ODK environment later.
That way, you know, we could just have our own world
and it'll be dedicated to the render pool.
Yep, so down.
It makes perfect sense.
Yo, Lincoid, do you have a question?
Oh, no, sorry.
I was just saying.
Sorry, I was like, let me just double check.
Let me double check.
No, I was just, when Jake said, oh, dumbass, I was like, yeah, I'm here with you.
Like, I've got no idea what's going on most of the time.
I'm here, present.
No, it's good, it's good.
But, yeah, yeah, that's the idea.
That's the idea.
And, again, we're just trying, this is just our attempt, you know, our sneaky attempt to get people, you know, to mess with 3D,
mess with MML, be involved in an ODK world, stuff like that. The ODK part is something,
you know, me and my team will handle. But, you know, you could be a part of it, right? By building
a room, uploading it to our site, and we have it ready to go. And there's no like a deadline,
you know, it's just an ongoing project. So, you know, you could go to the explore page and look
at all the rooms people have uploaded so far. So we got a, you know, a little more than a handful
here. So, which is awesome to me, people are making stuff. Uh, you could do whatever you want,
just, you know, 12 by 12 by 12 meters just you know stay within that
range on the blender file oops where am i right here and that 12 meter by 12 meter space is defined
by the floor asset right so right here and then your ceiling asset here is just to kind of close
the ceiling right because you're going to color this floor
uh probably right like so me i have this is blue that is my floor you know it's a blue color so we
put that ceiling piece there that way if your neighbor is above you uh all right so let's say
i copy this your neighbor is like up here above you. Oh, let me go to my
snap mode. Right. It's going to be capped like that. Right. So that way, if you're in your room,
you don't see their floor. You know, you have your own ceiling asset with your own color.
So that's what the ceiling asset is for. So we just leave it there. The only thing that I would
ask you to do with it is just add a material. But other than that, don't move it.
You know, don't do anything.
It's set perfectly just down a notch.
And the floor assets, same thing.
Don't move it.
Don't do anything to it.
Just besides adding color of your choice on it.
Is there a quick scale button in MML editor?
I don't know.
I don't think so't I don't think so I'm not sure
yeah sorry I'm just not trying to be annoying and constantly talking on the mic
yeah no you're good well you're good you're good you're good you're good you're good let's see
MML editor I don't know that there's a quick skill thing
um because uh MD let me know there was a quick rotate button.
I think he told me it was E.
I figured there might be a button that makes it so I could select a whole group I've been developing.
And then I could scale it to reorient it.
Yeah, I'm not exactly sure.
Let me see.
I think you just would have to come in here and transform it on the right.
I don't think there's a... Yeah, I'm not seeing scaling tools.
Actually, I'm getting that set up on the right side.
Oh, sorry.
Oh, never mind.
Yeah, yeah.
So, yeah, there's, like, width here. So here so you can like select a shape and mess with
the scale here, but yeah, not to, not like in Blender, I guess, where you kind of have
like, you know, you could select something.
Let me go back full screen, bring up my tools.
You know, they have a scale tool here, right?
You could just kind of like click and enlarge, you know, it's not, it's not that robust. It's not that robust
of an editor. It's just kind of a way to visualize your scene and set things up. You know, you can,
you can move around it, of course, and position things to like build something. But yeah, you know,
something um but uh yeah you know uh and let's push that so yeah you could i guess i just had to
work through the agent to be able to develop the scaling issues that yeah i mean you could tell it
this should be this big this should be that big and if you're working within a scale already then
you'll know you could punch in the exact numbers that you need you know um you
said the floor pan need to be 12 by 12 meters strictly 12 by 12 strictly 12 by 12 okay thank
you meters meters yes uh but yeah yes uh do uh 12 by 12 meters and the height of it is set to 4 meters.
So just so you know as well, this floor piece is in the negative space, and that's okay.
We want that to be in the negative space because the origin is set to the top of it,
which is right on the zero origin, right?
So this is zero, and it goes down into negative space but that's that's so
like when we grab your whole room you know what i mean that's how we're able to kind of like
place it on the ground and it allows me to do what i need to do much easier which is like uh
setting up those rooms inside of unreal engine for the sake of the odk build and also to the mml world right
so like if your main origin is set to the floor and the base like that you can just drag that
whole room and just set it down on the ground and it would be like on the ground itself yeah
awesome thank you i'm done annoying you i'm just gonna keep building my house
no no you're good you're good you're good i'm just making sure i'm answering the right questions you're good you're good no dude you're overly answering the questions that's why i feel
like i'm doing as well as i am i just i got a ton of dumb questions and sometimes i feel like i have
to ask actual human being because i get different feedback than asking llm no yeah yeah of course
of course um yeah because i mean with llms too i yeah, you just don't know if it's the right answer or not.
You got to do a little reference check, I guess, at the end too.
Does anyone else have any questions while we're here?
How, when, where, and why?
That's all in that order, please.
You know, I ask myself that every day. I like this concept.
I really like this concept you're doing, Haifa,
where it's like circular islands of floating things.
It's really cool.
Oh, that's just so I just, this is actually,
I just tested the import add-on that I've been making.
Who made that?
That's Creative Director made that.
And that was, so that was a model he had hosted somewhere.
So now it can just import anything pretty much
as long as you've got the MML file saved. But you have to save it as an ML file, don't
save it as text, save it as .mml and it'll work. I'll probably put this out tomorrow
to be honest, it's all pretty sweet, pretty fast. It was even able to make that ferris
wheel with animations and it had a cool animation for the gondolas where they like stay, you know, in the correct kind of rotation as it goes around.
I'm pretty impressed actually how quickly I was able to throw that together.
So I'll put it up tomorrow for people and you can import your stuff to Blender.
import your stuff to Blender.
I haven't tried animated anything in MML yet.
I haven't tried animating anything in MML
I'm probably going to try messing around
with OS Wiki a little bit to see
if it makes it a little bit easier.
That'll definitely get you
understanding how it should be structured
for sure, and how you can
work with it. There's some scripting stuff
you can do with it as well.
I didn't even realize that,
but that's like these gondolas were made by a script
rather than as objects.
So they had some extra functionality,
but yeah, you can do a lot.
It's really interesting.
I had a quick question about how the preview looks on the website compared to like
yeah actually in you know in the um unreal engine yes yes uh within let me see let me see i have
that video clip i can share one more time and then md had a video clip too though
it'd be it'd be cool even like if you're able to to just like
like screenshot your room that you've made so that we could just compare it
you know like one in each yeah like the lighting in here yeah there's definitely shadows you know
what i mean you could get a little it looks like there's a little bit of ambient occlusion going on and stuff um but uh yeah all the natural lighting in here you can add
your own light if you want to brighten it up i mean we could do something in unreal as well but
that would be interesting some people did have lights uh in their rooms but we saw that some were really really bright so i don't know how that would translate into uh unreal but we could give it a shot so unreal will translate from blender so
whatever is in blender that will translate well but from from web to to these things is always
going to be a bit of a nightmare because they use totally different like lighting uh
value i can't remember what it is one uses watts and one uses something else i can't remember what
it's called but um so i think you want to make some kind of like way to light them maybe even
on directly in the website you like in the MML, that could be helpful.
And then, yeah, you would probably have to make a script to import things to Unreal or
to handle the lighting differences, because there's a lot of difference, because the lighting's
handled differently just in these web things anyway.
So for instance, I imported Honeybee's lights with his little strip club and
they're all set to like solid color
now that'll look probably okay in a web game
or something but in Blender
it handles it a lot differently and stuff
in Unreal it'll handle it differently so
you maybe want to be able to
adjust the values or
there's a lot of, lighting's always
probably one of the hardest things to translate
between things, I think.
So you might need a little bit of personal touch here and there.
The one thing I noticed is in the web, it's like super dark, it seems.
Yeah, you have like different settings, maybe you want to use more ambient lights or maybe
even you want to have like an ambient light that's just
added to these scenes just in general
these are just random ideas
obviously random stuff that can't be done
because yeah
blender to
MML is pretty bad for lighting
for sure but you can export
light positions that's something you can export
with little empty objects
you get them
and you can set them up to
hold position of lights
and even information about the colour and stuff
so that when you do take it to these other softwares
you've got something there that you can just
snap your light to
that's always a helpful thing
when you're working in games.
Here's an example as well.
I'll just drop this thing because I think it's
useful to see, right?
Especially the brains.
How dark that is.
Yeah, yeah.
do something real quick.
Let me hide this real quick.
Give me one second.
I mean, I'm a real Blender noob anyway.
So it could be like, oh, you're setting a really weird material
or something.
I have no idea.
I literally clicked material and selected a color.
That was it.
Let's take a look right now. Actually, let me close some of this stuff.
Just quickly on the lights, if you do want to export lights,
it will only handle spotlights and point lights from Blender.
Just so you know. That's the MML stuff.
Yeah, well that's just kind of generally across most platforms. and point lights from Blender, just so you know. That's the MLL stuff.
Yeah, well, that's just kind of generally across most platforms.
So, like, even Blender to Unreal, Blender to Unity,
area lights, the kind of main light you will usually use
to light your scene in Blender,
is not handled between softwares.
So spotlights and point lights,
which are usually called area lights in other softwares,
will always export, usually okay, between those softwares.
Okay, cool.
Yeah, I mean, that makes sense, right?
Because I guess if you think about it from a real world point of view, it's like I want to import the sun versus I want to import a lamp, right?
Yeah, yeah yeah yeah
the directionality and stuff as well like a point light is all directions a spotlight has like a
cone a funnel that tells it where to go and like an area light is kind of just like it's pretty loose it's like a lot of blending and like yeah it's just it's a bit complex
It's pretty loose.
It's got a lot of blending.
It's a bit complex.
That's what I was thinking.
Yeah, like multiple suns.
I think when you come into my room, it's super hot as well.
Because it's got a lot of sun in there.
I think you just want to think in terms of working in a game workflow.
So if you were going to make this room inside an Unreal Engine game or something, you would
typically import the assets and then set up the prefab for the room, which includes lights
and animations and stuff, and you would do that usually secondary.
So that's kind of how you would want to think about approaching this.
At least that's what my recommendation would be because
even i do that when i export models i don't when i export a model from blender to unity i'll then
set up all the lights in unity so that i know it's using the lights there that also means it's
going to be more like refined and work nicer there as well um but yeah so there's always a
little bit of finicking playing around you need to do I think yeah I guess with this sort of thing it's like
it's tricky because
I guess the ideal
goal with this is
here's my room and it just drops
in right and it's got everything it needs
I'm making a big
assumption here but I don't think like
you know tropical ones that go into
the room and add lights for everyone and stuff yeah exactly exactly let's take a look though
yeah we can definitely light up this space you know what i mean i can definitely mess with like
um uh you know like uh i could definitely mess with like
Adding a little bit of lighting inside the environment just for the sake of like lighting up hallways and stuff and we could turn up like
Maybe some volumetric or indirect lighting or something to kind of like help brighten up like interiors So, you know, we could definitely look at that too
But yeah, look here. This is how it's kind of working right now in the ODK so you see here how they're all blank rooms but each room has a URL and
so we're populating it and so this is like the MML document that we're using
so you can see right here BP hotel room MML and allows me to do the thing of
basically you know I can like keep this on like on a snap,
you know what I mean? And I can move it up and you know, boom. Right. So I can like,
uh, so let's, let's do this. So let me go to the render pool.com. Let me go to link
hoids tavern. Let me go select this, uh, MML. Uh, and then let's replace this one.
So I'm going to delete the contents.
I'm going to paste in yours.
So we're good there.
I'm going to go ahead and just save all of this.
And then, all right, so we're good.
I'm going to go ahead and, uh, hit play.
Alright, so, uh.
This MML editor is insane.
It, once you, like, learn how to talk with it it's pretty
nuts oh is that the os wiki one no i mean i'm i'm just using gemini and i'm like coding it myself
but after like looking at it so long like you can kind of tell how you could just go in and manipulate it yourself oh via the via the like code tags that they do yeah it's very it's so clever
i did it in the
i wanted to uh well there's my avatar down there. But anyways, yeah, here we go.
I mean, that does look better already.
I mean, it's pretty dark on the inside, but I'm not a fan of light anyway, so that's good.
Yeah, even for retro games, they did all that vertex painting and stuff, so you didn't even need light.
But yeah, yeah, yeah.
But yeah, so the environment is pretty bright you know it's sunny so it does help there's a lot of like
indirect light kind of coming too but sorry let me drink something real quick
i've been talking for too long anyways uh yeah so so we'll get some indirect lighting here so
that'll kind of an effect on
it too uh but yeah here's the other rooms just so you could see obviously i think some brighter
colors will kind of help brighten the interior a bit just to make things visible but even then
my browns on this is pretty dark too um so right if everything is kind of a darker tones you could
just maybe brighten it just a little bit and And I think that would be the trick.
But, you know, there's nothing stopping us, you know, just like maybe doing a simple point light or something.
Point light.
Maybe put that here.
I think this room looks pretty good that you're working on.
I was thinking it looked like shit.
I mean, there's always room for improvement but it looks
pretty good it looks great structure nice stylization and stuff is sick this is fantastic
i i love stylized assets uh so to me this is this is great man this is dialyzed is harder than like
realism half the time yeah because yeah you know realism
i don't know sometimes it kind of falls a bit flat as far as like the look of it
it doesn't look super unique you know what i mean but with stylization it starts to look
very unique right away and and it's kind of hard sometimes to create a visual language
that is unique with realism with realism it's like you just you look real
and everybody else's real looks real so with stylization like you could really make it look
your own like it might look like world of warcraft or whatever you know but uh i would argue that in
the end you could still make something stylized and very unique you know there's a lot of different
stylizations there's like super bubbly stylized and it looks like a kid's game or something
but then there's this more like realistic stylization where you start getting into like
oh i don't know i guess world of warcraft kind of falls in line with that too i keep i keep using
that or or runescape is another good example of like pure like you know chunky you know rounded bevels you
know edges big chunky assets tapering from thin to thick to thin that sort of bubbly effect you
know what I mean uh yeah your bricks awesome lots of like Disney music movies and stuff these days
are like really like they push like the mix of realism and stylization.
It looks really cool sometimes.
Toy Story has some of the most realistic stuff going on, but when you watch it, there's
a lot of stylized stuff going on.
Toy Story is beautiful.
It's stunning.
It looks so real.
It's crazy.
But it's stylized.
It's great. Yeah, 100%. 100 so real. It's crazy. But it's stylized. It's great.
Yeah, 100%.
Yeah, this is good, man.
The little fence out here.
Look at that.
Look at that, man.
It's so good.
Yeah, dude.
You know what I realized, though?
I was like, because I didn't really have it in context, right?
And I was like, what's really cool is you just walk out, like, the front door and just
straight off the balcony because there's no fence. this is just a walk off here dive into the pool baby
dive into the render pool uh let's see wait do we all have a balcony oh yeah we do okay i didn't
realize it was a balcony i thought it was a hallway outside i thought it was the front door like that goes yeah
that's what i thought it was like the corridor or something okay nice it makes more sense now
in the rp hotel channel that it's taking a thumbnail from what i thought was the back
but it's the front right yes yes i have a whole docking station for a spaceship and everything now i mean that's the thing right is like a whole chunk hanging off of it like you
could hold a have a whole house built off the side of it now
yeah yeah i mean you could but we want to keep you within a
oh no unreal crash why i've decided to be in wizard power so don't worry
it won't be going over the height we want to keep you within 12 by 12
by four and then by four be going over the height we want to keep you within 12 by 12 by four and then
what was it the height for four i you know honestly i could have made it five a little
taller but we ended up at four uh so i didn't want to overwhelm people either you know just give them
enough to do you know so if you're new you don't feel overwhelmed but if you're really good at this then hey you should be able to make something cool within a 12 by 12 by 4 so you
know if you're good you can really go all out if you're new it won't be too overwhelming to fill
in the space um i thought about five meter tall because i just wanted more overhead for the camera
you know because for games especially for third person view you want you want that extra camera height but i know i
told people four already so we'll see we'll see uh if people want to update to taller rooms or
walls we can um but i don't want everybody to go back and do a bunch of work so i'm just leaving
it at four for now um and and how much how much ape is it for the extra meter yeah yeah yeah we're doing uh like
by the cube footage here yeah just we're checking everything now uh you know it's we'll leave it at
four but if people want to deviate and do something a little different or something
like i'm i'm i'm not opposed to it like Like, maybe somebody, we had, okay, like, Welcome Apes.
They, we were talking and they wanted to do something like maybe an entrance at the lobby, something down on the ground floor.
And I was like, yeah, why don't we do that?
Like, we could have a variation of things.
Like, maybe ground floor is, like, not rooms, but, like like a little kiosk or setups, right?
Like maybe there could be a welcome apes kiosk at the front counter or something off to the side.
Maybe somebody has an asset or a model from a collection and they want to maybe there's a cool cat.
Maybe you want to throw one down in the front lobby just for whatever, you know, just for fun.
Maybe. Yeah, maybe a pop up milk jug would be kind of sick.
Yeah, like honestly, that's what I figured that Link was going to do. Maybe a pop-up milk jug would be kind of sick.
Honestly, that's what I figured that Link was going to do.
Because it only makes sense that he MMLs some things from the Cool Cats universe.
Have I ever shared the... I started it so slow.
It's like the MML
world of like
I was basically building Cooltopia
in the MML editor
I don't know if I've seen that
I'll just dump some
screenshots in here because I got some
stuff I think I crashed
my Unreal editor
I think something happened
I might have been moving too fast it's dropping in my I think I crashed my Unreal editor. I think something happened.
I might have been moving too fast.
It's dropping in my janky room.
Those assets were too chunky.
No, I don't know.
It gave me a crash warning, so I must have done something.
I can hear the world, which is strange.
It says signing in, but it's also not loading.
I think it froze.
Come on, come on. on tell me something ah i think it froze yo Yo, Lenokor, this is sick. This is, um, yeah, so it's the
town hall for, um,
cool cats and then the milk chug
for cool cats. But there is a,
we've got another building. I had like three
or four buildings made.
Let me end the stream here.