Mesh/Archive/2011-09-26

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Agenda

  1. How far is the progress to fully support collada 1.4.1 ? I only use the official v3, but my meshes exported from 3dsMax2012 make problems (uploader shows higher triangle-count than the model has, texures (different faces/material IDs) is not working. (Marielle Caerndow)
  2. I still can't upload my Collada file which have single texture. and CTS-813 is gone. I modifyed my node-ID but I can't upload it. I use viewer 3.0.6(241391) [Yuzuru Jewell]
  3. Will autoreturn ever be switched back on on the Aditi mesh sandboxes? [Drongle]
  4. Is anything exciting happening? [Drongle]
  5. The rigged mesh is shown as a huge ball by 1.X viewer. Please make it small to the size of Avatar The issue is not viewer but SIM server. Otherwise, the landowner of Viewer1.X will BAN Avatar which wore the rigged mesh. [Yuzuru Jewell]
  6. SH-2374 (Rigged Mesh Deformer) has been deferred from Sprint 28 to "Someday/Maybe". Could you give us the overall priority/status of making attached mesh conform to all avatar appearance sliders? If making attachments fit is being addressed some other way, please point us to where [DanielRavenNest Noe]


Meeting Notes

Transcript for Wednesday September 28, 2011

[12:00] Squirrel Wood Hellol!
[12:00] Prep Linden yoyo folks!
[12:00] Motor Loon nice axe man
[12:00] Squirrel Wood I hope you don't mind my little rock there attending today :)
[12:00] Eleanora Newell hi, yuzuru
[12:01] Yuzuru Thank you! Eleanora!
[12:01] Eleanora Newell yw
[12:01] Motor Loon You need some of my moms homecookin' Runitai... you're nothing but bones man
[12:01] Yuzuru And Thank you Drongle!
[12:02] Yuzuru I tried to teleport MeshHQ 2. But I couldn't..
[12:02] Motor Loon well, I got coffee, coke, smokes and good mood... all set to rock'n'roll
[12:02] Yuzuru Hello Runitai.
[12:02] Yuzuru I still can't upload meshes..
[12:03] Motor Loon This IS meshHQ 2 Yuzuru
[12:03] Yuzuru Yes.
[12:03] Yuzuru I wonder why I can't teleport.
[12:03] Nal IS HQ 1 off line?
[12:04] Motor Loon use the force luke...
[12:04] Motor Loon Must be the hat
[12:04] davep killing a couple sandboxes to get the meshhq regions back up
[12:04] davep ran out of spares on DRTSIM-99
[12:04] Nal Oh this is funny. first time I've used a non-mesh viewer in awhile. :)
[12:05] Motor Loon aint pretty eh
[12:05] Marielle Caerndow Marielle Caerndow waves

[12:05] Prep Linden Ok here we go:
[12:05] Prep Linden How far is the progress to fully support collada 1.4.1 ? I only use the official v3, but my meshes exported from 3dsMax2012 make problems (uploader shows higher triangle-count than the model has, texures (different faces/material IDs) is not working. (Marielle Caerndow)
[12:06] Prep Linden Collada 1.4.1 support has been added. If you want to test the latest mesh-dev has collada 1.4.1 support.
[12:06] Vincent Nacon what... no news?
[12:06] Motor Loon My Collada 1.4.1. works just fine
[12:06] Marielle Caerndow Thank you Prep, just had issues with the 'official' v3...will test it
[12:06] Prep Linden Yeah - most people aren't having trouble *execpt* wrt to the latest version of blender and rigs.
[12:07] Prep Linden mariella: if you find any issues please filea jira ;-)
[12:07] Marielle Caerndow Ah: "Rigs"...how are they currently working: does the *.dae need the full set of bones in it ?
[12:07] Marielle Caerndow Yes, I'll nag you if I find issues :-)
[12:08] Squirrel Wood I wonder if http://www.daz3d.com/i/shop/itemdetails/?item=5748 would work in SL ...
[12:08] Prep Linden squirrel: buy it and let us know!
[12:08] Squirrel Wood I might actually do that
[12:08] Motor Loon its doubtful
[12:08] Squirrel Wood but it seems to use displacement maps
[12:09] Motor Loon yeah, and probably insane high polycount
[12:09] Vincent Nacon no it won't work
[12:09] Vincent Nacon it got fur
[12:09] Vincent Nacon and I don't mean the tail
[12:09] Squirrel Wood polycount is not an issue :)
[12:09] Motor Loon polycount is always an issue
[12:09] Vincent Nacon and it's not polygons
[12:09] Prep Linden ok moving onto #2.
[12:09] Prep Linden I still can't upload my Collada file which have single texture. and CTS-813 is gone. I modifyed my node-ID but I can't upload it. I use viewer 3.0.6(241391) [Yuzuru Jewell]
[12:11] Yuzuru When I selected medium LOD, upload button was unenabled.
[12:11] Prep Linden Yuzuru: The original reason it got disabled was because the lod introduced a new material that was not in the reference model.
[12:12] Prep Linden The SL log probably had a error/warning in it denoting the problem.
[12:12] Yuzuru I use same material.
[12:12] Yuzuru I have no error/warning.
[12:13] Yuzuru Ship it was checked.
[12:13] Prep Linden Hmm... is it the same asset as the one thats attached to the jira?
[12:13] Yuzuru yes CTS-183
[12:13] Yuzuru But I can't access it.
[12:14] Prep Linden sh-2468
[12:14] Yuzuru Yes But I can't accsess SH-2468.
[12:15] Drongle McMahon As usual :-)
[12:15] Motor Loon Ditto
[12:15] Prep Linden yuzuru: hold on - reproing it and gonna give you the error..
[12:16] Yuzuru Thank you. I will update my tools from it.
[12:16] Prep Linden yuzuru: I'm still getting a "Material of model is not a subset of reference." from the helmet assets.
[12:16] Prep Linden So probably the name is different in the medium lod.
[12:16] Yuzuru Oh!
[12:16] Yuzuru Yes
[12:17] Prep Linden cool, moving on..
[12:17] Drongle McMahon Thae material name? I thought that didn't matter.
[12:17] Yuzuru When I check it, I can update it.
[12:17] Yuzuru Thank you.
[12:17] Prep Linden #3. Will autoreturn ever be switched back on on the Aditi mesh sandboxes? [Drongle]
[12:17] davep 3. Will autoreturn ever be switched back on on the Aditi mesh sandboxes? [Drongle]
[12:17] davep autoreturn is off?
[12:17] davep that explains a lot
[12:17] davep davep will get on that this afternoon.

[12:17] Drongle McMahon :-)
[12:18] Motor Loon haha
[12:18] Vincent Nacon Vincent Nacon shakes his head.

[12:18] Asha \o/
[12:18] Prep Linden #4.) Is anything exciting happening? [Drongle]
[12:18] Motor Loon good one
[12:18] davep SH-2240 is kinda exciting
[12:18] Motor Loon "As OpenGL, I want applications to not use the fixed function, because it is deprecated."
[12:18] Squirrel Wood exciting? How about sims not finishing the calculation of a high detail physics shape ?
[12:18] Mikki Miles yeah, and autoreturn will be switched on
[12:18] Asha What is 2240 about?
[12:19] davep in that comptability-with-new-spec-version kind of excitement
[12:19] Squirrel Wood 2240.. opengl 3.0 :)
[12:19] Motor Loon https://jira.secondlife.com/browse/sh-2240
[12:19] davep GL 3.2 actually
[12:19] Skygirl Kline less crashy moments
[12:19] Squirrel Wood or 3.2
[12:19] davep now with vertex array objects!
[12:20] Drongle McMahon Is 2240 wht I can't use the new project mesh viewers with nvidia 440?
[12:20] Motor Loon I dont recall having seen such glitches
[12:20] Motor Loon ..on my system atleast
[12:20] davep vao off -- 24 fps, vao on -- 30 fps
[12:21] Squirrel Wood shadows on - out of memory :p
[12:21] davep awww
[12:21] Vincent Nacon upgrade your PC?
[12:22] davep the memory stuff is pretty fresh -- I get that message even though I have 16GB of ram
[12:22] Vincent Nacon n/m
[12:22] Vincent Nacon muhahahaha!
[12:22] Squirrel Wood Where should I upgrade? CPU: Intel(R) Core(TM) i7 CPU X 980 @ 3.33GHz (3337.54 MHz)
[12:22] Motor Loon Probably too upgraded °?°
[12:23] Squirrel Wood W7 x64 in general tends to see that error quite often
[12:23] Motor Loon Too much bling makes you blind ... haha...
[12:23] davep you can try turning off private memory pool management
[12:23] davep "MemoryPrivatePoolEnabled"
[12:23] Nal http://blog.nalates.net/2011/08/07/nvidia-driver-gtx-460-problems/
[12:24] Motor Loon yeah... gfxcard related
[12:24] Techwolf Lupindo Get a 54-bit build.
[12:24] Nal You may being seeing a regression error.
[12:24] Techwolf Lupindo erf...64
[12:24] Squirrel Wood current available mem: 4GB, current usable: 0 is what the console says
[12:24] Nal Firestorm suggests changing the GPU table in a viewer to an older copy to avoid some GPU problems.
[12:24] davep I've gotten mixed reports on 2240 fixing GTX 460 issues
[12:26] davep there's still one GL 2.x API call lingering that NVIDIA's drivers don't error on but AMD's do
[12:27] Prep Linden ok moving onto 5
[12:27] Prep Linden 5.) The rigged mesh is shown as a huge ball by 1.X viewer. Please make it small to the size of Avatar The issue is not viewer but SIM server. Otherwise, the landowner of Viewer1.X will BAN Avatar which wore the rigged mesh. [Yuzuru Jewell]
[12:28] Vir Linden That's not super likely to change, but if you want to file a JIRA at least we will have a mechanism for tracking.
[12:28] Squirrel Wood I guess the prim drawn represents the size of the mesh
[12:28] Vir Linden It's not part of the mesh release 2 work.
[12:28] Motor Loon Cant fix stupid...
[12:28] Yuzuru It is huge.
[12:29] Yuzuru like 7m ball
[12:29] Asha O.o
[12:29] Vincent Nacon 7m? not big enough
[12:29] davep it uses the scale on the prim
[12:29] Eleanora Newell yeah, i don't understand why some things show a sphere many times larger than the mesh size
[12:29] davep so you can scale the rigged attachment down before you attach it
[12:30] Asha Oh I see
[12:30] Skygirl Kline fix = use the new viewer
[12:30] Eleanora Newell ah
[12:30] Asha Some people must have a big scale in their modeler.
[12:30] Squirrel Wood V1 viewers will slowly stop working anyway :)
[12:30] Motor Loon not really
[12:30] Asha I don't think most people know that effects the size of the model on v1 viewers though.
[12:31] Yuzuru Please set small scale to samle rigged mesh, robot.
[12:31] Asha *affects
[12:31] Yuzuru It is important.
[12:32] davep how do we know you don't want a 7m sphere? the scale of the object is 7m
[12:33] Yuzuru When I set 1m scale, It was shown 1m sphere on 1.X viewer. Is it correct?
[12:33] davep that *should* be correct, if it's not correct, that's a bug
[12:34] Yuzuru Thank you. I will try it.
[12:34] Motor Loon There was someone here on a non-mesh viewer right? - could verify it now
[12:35] Nal That is me... I'm in multiple conversations. What do want looked at?
[12:36] Motor Loon anyone here looking like they are a 7m big sphere? ,-)
[12:36] Motor Loon You're all mesh arent you Prep?
[12:36] Nal No... Prep is the oddest and biggest, may be 2 m
[12:36] Prep Linden yup - mesh
[12:37] davep how about now?
[12:37] Motor Loon well, he is kinda a short guy
[12:37] Nal Squirrel has a couple of .5 m spheres
[12:37] Motor Loon and Runitai?
[12:37] Nal The arn or moving thing is much bigger, 3 m may be
[12:38] Motor Loon that would be Runitai I guess... haha... the moving thing
[12:38] Squirrel Wood What about the rock ?
[12:38] Eleanora Newell she won't know it's a rock
[12:38] Motor Loon the rock is not a rigged mesh
[12:38] Drongle McMahon It's an axe. I am scared of it.
[12:38] Nal I'm not sure ehat is supposed to be a rock
[12:38] davep am I still 3m?
[12:39] Eleanora Newell run, why you jumping?
[12:39] Nal In FS mesh stuff doesn't always show in a photo so I can't upload one
[12:39] Motor Loon so she can see him
[12:39] Eleanora Newell lol
[12:39] Motor Loon Nalates... the jumping thingie... still same size as before?
[12:40] Motor Loon Motor Loon pokes Nalates

[12:40] davep nal is a very busy person
[12:40] Motor Loon Guess so °?°
[12:40] Asha She's showing a pic.
[12:40] Motor Loon Must be wierd being busy on the betagrid
[12:40] Nal I think it disappeared.... looking for it
[12:41] Motor Loon check the jumping Runitai Nalates...
[12:41] Motor Loon same size as before?
[12:41] Nal A tiny disk.... 0.3m
[12:41] Motor Loon good
[12:41] Motor Loon success then
[12:41] davep hooray -- it works
[12:41] Motor Loon problem solved ,-)
[12:42] Yuzuru :D
[12:42] Motor Loon How productive °?°
[12:42] Nal :) I guess my SLV3 crashed for a reason...
[12:42] Asha Good information to know about the sizing.
[12:42] Motor Loon Motor Loon think Runitai needs to rest his old bones after all that jumping around

[12:43] Yuzuru Please write about it to wiki!
[12:43] Asha Agreed
[12:43] davep viewer 3 is having some weird issues right now -- certification problems with SSL, some multi-threading issues with thread local state not being initialized properly, and of course the GL compatibility issues
[12:43] davep after the long haul for mesh, it's time for a nice quiet maintenance cycle
[12:44] Motor Loon No rest for the wicked
[12:44] davep no joke
[12:44] Vincent Nacon and during those moment, residents should be ready to provide the next big feature, Avatar 2.0! :P
[12:44] Eleanora Newell no rest at all? damn
[12:44] davep https://bitbucket.org/davep/shining-fixes
[12:44] davep davep is tired.

[12:44] Motor Loon Rest is overrated anyway
[12:44] Yuzuru The scale shoulde be written on marketplace..
[12:45] Eleanora Newell wouldn't know since i haven't had any in years
[12:45] Motor Loon I'd be happy if creators could just learn to put the real primcount on marketplace
[12:45] Asha No kidding
[12:45] Motor Loon Shameful how many meshs are sold with incorrect informations
[12:45] Vincent Nacon still need people to talk about it on the wiki before making it as final for LL to look at. advert your eyes, Lindens! https://wiki.secondlife.com/wiki/Avatar_2.0
[12:46] davep yeah, I find myself wanting an LoD preview
[12:46] davep I bought a gun for L$1000 and the LoD was terrible
[12:46] Nal Well, may be the SLM team will include a place for prims, scripts, and Land IMpact cost for merchandise. That would get creators thinking.
[12:46] Asha Showing LODS would be a nice addition.
[12:46] Yuzuru where is the binary of the viewer shining fixed.
[12:46] Motor Loon That too Runitai
[12:46] Eleanora Newell actually, that would be great, runitai
[12:47] davep http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/davep_shining-fixes/latest.html
[12:47] davep probably easier to implement a "return for refund" feature
[12:47] Yuzuru Thank you!
[12:47] davep davep is just spitballing here.

[12:47] Motor Loon °?°
[12:47] Motor Loon Better education for creators is the key
[12:48] Motor Loon I think most just dont know any better
[12:48] Vincent Nacon or just waiting for Phoenix (1.23) to catch up
[12:50] Yuzuru It is important to add elements about LOD and Land Impact and scale.
[12:50] Vincent Nacon or just remove scale factor >_> *hint*
[12:51] Yuzuru But customer can't check its scale.
[12:51] Motor Loon only a problem if its a no-mod item
[12:52] Motor Loon and only a problem viewer on old viewers
[12:52] Yuzuru Yes
[12:52] Motor Loon viewed
[12:52] Motor Loon in time it will "fix" itself...
[12:52] Motor Loon hopefully
[12:52] Vincent Nacon by removing it
[12:52] Vincent Nacon :P
[12:53] Motor Loon non-mesh viewers should be gone with not too long
[12:53] Vincent Nacon actually, it's the only way for contents with scripts.
[12:53] Nal The SSE2 requirement is stopping old computer users from upgrading... :/
[12:53] Squirrel Wood there are quite a few people that will hold on to v1 viewers for as long as possible because they do not want the v2 UI
[12:53] Yuzuru If the light weight viewer will be released..
[12:53] Motor Loon thats ok too, aslong as it has mesh backporting
[12:54] Vincent Nacon stopping from upgrading?
[12:54] Motor Loon Phoenix will soon too
[12:54] Techwolf Lupindo Techwolf Lupindo lol at this changeset https://bitbucket.org/davep/shining-fixes/changeset/7dd3fe1dc666

[12:54] Squirrel Wood SSE2 was introduced around the year 2k. no reason to still have such stoneaged computers around
[12:54] davep SL is global, so there ARE some markets that still have a lot of old computers
[12:54] Vincent Nacon those who don't have SSE2 are seriously out of date
[12:55] Vincent Nacon it doesn't need another 10 more years
[12:55] Yuzuru But SSE2 is not useful on 64bit.
[12:55] Nal Agreed Squirrel, but there are people not upgrading computers... I hate to leave them behind, BUT I see no other choice.
[12:55] davep but it's just not practical to impede performance on the vast majority because of hardware that is way past its warranty
[12:55] Vincent Nacon once again, it doesn't need 10 more years
[12:55] Eleanora Newell i have to leave, but ty, prep and runitai, see everyone later :)
[12:55] Asha Bye Eleanora.
[12:55] Vir Linden We try to be very conservative about increasing system requirements, but can't postpone changes forever.
[12:55] Vincent Nacon Vincent Nacon waves

[12:55] Skygirl Kline bye
[12:55] Eleanora Newell bye, asha
[12:56] Eleanora Newell *waves*
[12:56] Motor Loon Nor should you Vir
[12:56] Techwolf Lupindo Make it optional. There is no need for hardcoded flags in the code. Let the build envoroment set the flags.
[12:56] Yuzuru suere
[12:56] Yuzuru sure
[12:57] Vincent Nacon Tech, it isn't that simple to make it optional
[12:58] Techwolf Lupindo Software that supports sse2 and beyound use .dll to enable it. I"ve seen several packages where it detects the CPU at runtime and enables or disables parts of the code.
[12:58] davep techwolf: we'd have to ship two different versions of each viewer -- SSE enabled and not SSE enabled
[12:58] Techwolf Lupindo mplayer is one of them.