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	<id>https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eithne+Blaylock</id>
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	<updated>2026-06-28T21:30:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1153416</id>
		<title>Content Creation/Mesh Import User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1153416"/>
		<updated>2011-09-12T17:10:47Z</updated>

		<summary type="html">&lt;p&gt;Eithne Blaylock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Currently topics are focused on anything related to the mesh import project. Feature requests, bug reports, design feedback, questions, comments, or example content are welcome.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
{{Navbox/Mesh|project}}&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
|location= &lt;br /&gt;
[secondlife://Aditi/secondlife/MeshHQ 2/208/7/23 MeshHQ 2 on ADITI]&lt;br /&gt;
&lt;br /&gt;
|team=&lt;br /&gt;
Charlar Linden, Nyx Linden, and Runitai Linden. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
&lt;br /&gt;
Enter agenda items here (with name, please)&lt;br /&gt;
&lt;br /&gt;
# Do you plan to add a &amp;quot;mirrior&amp;quot; button for mesh simmilar to the one that was added late in sculpties? Would be not only useful in creation and uploads but mirriored mesh would be instances and less server stress then a brand new uploaded model. Could even give a reduced PE if its in the same linkset as the non mirriored mesh. Have a mirrior check box and then a X Y Z dropdown box for which axis is mirriored in the features tab or something. [Moo Spyker]&lt;br /&gt;
# I filed a jira for the LOD uploader scale problem but cannot find it anymore, has anything been done with that? It is where all LOD&#039;s and physics mesh scale up to the match the bounding box of the highest LOD. It&#039;s a pain because every LOD and physics must maintain the EXACT bounding box to avoid stretching. I have a picture example of exactly what I mean to show. [Moo Spyker]&lt;br /&gt;
# &amp;quot;Render Cost&amp;quot; seems weird on mesh&#039;s that you would think to be less weight on the sim. Examples I have are of a complex mesh cut down into smaller mesh resulting in a much lower PE but 100 times Render Cost. One specific item was 1 mesh, 42 PE 51 Render Cost. same mesh cut down to 26 indivdual objects 28 PE linked but Render Cost is 1091. I would think the Render Costs would be flipped on that example. Doesnt make much sense to me. [Moo Spyker]&lt;br /&gt;
# Any word on adding the LSL line to change the new physics flags? (PRIM, CONVEX HULL, NONE) [Moo Spyker]&lt;br /&gt;
# Any word on chaning the label &amp;quot;prims&amp;quot; to &amp;quot;object&amp;quot; or simmilar? Next update? So many people are still thinking mesh is low prims when it is not... example: from (100 prims, 200 prim equivs) to (100 objects, 200 prims/prim equivs) [Moo Spyker]&lt;br /&gt;
# JIRA Issue SH-2374, originally opened by Maxwell Graf, was requesting rigged mesh respond to the standard avatar appearance morph sliders as well as bone changes. I added to it to have &amp;quot;strength&amp;quot; and &amp;quot;bias&amp;quot; controls in the Edit window.  Those would be a multiplier and addition or subtraction of the underlying skin movement to apply to the attached mesh. Bias would also control render order, so outer layers would always render last and thus show over lower layers. The combination of morph controls + strength + bias would give great flexibility in fitting and layering mesh items. The point of this feature is to conform attached meshes to the user&#039;s preferred shape, rather than the unhappy situation now where we have to conform the avatar shape to fit the mesh attachment.  A lot of people saw the necessity of this feature, and it got about 260 watchers in a few days, and then was taken internal to LL so we cannot see the status. Can you tell us (a) what is the status of that issue, and (b) why did it need to be hidden? [DanielRavenNest Noe]&lt;br /&gt;
# A few other residents and myself are making mesh related tutorials on a regular basis. Would it be possible to add a tutorial subforum to the mesh forum so tutorials would be easier for new users to find? [Ashasekayi Ra]&lt;br /&gt;
# What to name objects in your .dae to have LODs and physics shape included in the same file as the main mesh itself? (I seem to remember this being possible from the early mesh testing days, but cant find anything on it now).... I know e.g. there was the option to name a NULL as AssetPivot and have the uploader see it as the mesh pivot (which is currently disabled) ... but the other stuff?[Motor Loon]&lt;br /&gt;
# Status on mesh pivot points? [Motor Loon]&lt;br /&gt;
# I am on the new viewer Second Life 3.0.5 (240356) (Project Viewer - Mesh), I have noticed in the edit window there is no longer prim counts or pe counts just land impact counts, will this be the new standard for counting prims? Would it not be better to use a dual system so residents who dont engage in buiding will be ablle to distinguish? [eithne Blaylock]&lt;br /&gt;
#enter your item here [SL name]&lt;br /&gt;
&lt;br /&gt;
|archive=&lt;br /&gt;
{{:Content_Creation,_Mesh_Import_User_Group/Archive}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>Eithne Blaylock</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1150908</id>
		<title>Content Creation/Mesh Import User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1150908"/>
		<updated>2011-08-08T19:30:04Z</updated>

		<summary type="html">&lt;p&gt;Eithne Blaylock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Currently topics are focused on anything related to the mesh import project. Feature requests, bug reports, design feedback, questions, comments, or example content are welcome.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
{{Navbox/Mesh|project}}&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
Next meeting scheduled for: &#039;&#039;&#039;August 8, 2011&#039;&#039;&#039; &lt;br /&gt;
|location= &lt;br /&gt;
[secondlife://Mesh%20Sandbox%209/110/163/23 Mesh Sandbox 9 on AGNI]&lt;br /&gt;
&lt;br /&gt;
|team=&lt;br /&gt;
Charlar Linden, Nyx Linden, and Runitai Linden. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
&lt;br /&gt;
Enter agenda items here (with name, please)&lt;br /&gt;
&lt;br /&gt;
#Simball and Mesh - I am an avid Simball player. Simball is a Second Life sport that can be described as a kind of Hockey on hover boards, created by Sean Martin under the Trademark Vetox. It has gained some popularity, and a lot of popularity with the Japanese who have a league of their own. How will the new simulators that mesh introduces affect this game? Can Simball benefit from Mesh ramps that the board doesn&#039;t snag on in laggy conditions, like they sometimes do on the prim ramps? [Davido Chrome]&lt;br /&gt;
#Deformers:  Since joint offsets/bone lengths aren&#039;t going to be supported by the mesh uploader at release, and since the latest mesh viewers do not support uploading BVH files where the hip is not the root joint, does this mean there will be a window of time where no new deformers are able to be created?  (And did you mean to do that?) (Bloodsong Termagant)&lt;br /&gt;
#Deformers, Multiple:  If an avatar wears more than one rigged mesh with joint offsets/bone lengths (when we get those ::nudgenudge::), which offsets/lengths will the avatar inherit?  The ones from the first worn rig?  The ones from the last worn rig?  The ones from all partial rigs that don&#039;t overlap (ie: arm lengths from a sweater, shin lengths from a boot)?  (Bloodsong Termagant)&lt;br /&gt;
#Slight Scaling bug with rigged items: I first rig an item in maya to the default skeleton, scaled specifically to the default male mesh avatar, then export/import the DAE. I then wear the default shape in SL, and wear the imported mesh item; Ideally, it should be identical in proportion and position to the initial rigged model since both are based on the default, as the data is based on the parent node of the skeleton. However, when imported, each time i notice a significant difference in scale - much narrower but also slightly taller and deeper front to back. I have noticed this repeatedly, with full avatars, with pants, with shirts and jackets and with a belt. Having no idea how this is occuring, I cannot come up with a method to counter the effect. Are you aware of this and can you help me solve the issue? Just scaling the bone lengths will not solve the problem, but only scales the problem.(Maxwell Graf)&lt;br /&gt;
#Can you confirm pricing for uploads information for the full release? I have heard conflicting reports from several Lindens on what they will be. I have heard no price differences will occur, I have heard that it will be 150L PER PE, that it will be 150L for the initial prim and 1L for each PE after and also 150L for the first and 10L for each PE after. Please confirm this, inquiring minds want to know! (Maxwell Graf)&lt;br /&gt;
#Users unlucky enough to have an NVIDIA GTX460 card on an older motherboard, under Windows 7 64 bit, (are) were unable to use any kind of recent viewer (released, snowstorm, mesh) because the infamous opengl error that plagues this card persistently shows up during login when shaders are turned on, since a specific point during viewer development two months ago. (There is a thread in the forum where we note the last Snowstorm/Mesh builds without the bug). The half &amp;quot;solution&amp;quot; at JIRA CTS-657 indeed seems to be working. But this aggressive difference between these builds needs investigating. It&#039;s complex issue because it involves Nvidia drivers which are reportedly problematic, including the ones of the &amp;quot;solution&amp;quot;. We cannot hold back updating our drivers because of a buggy SL viewer. (Angel Alphaville) (Comment by Tapple Gao: No; the change that was made is VWR-25931) (Sorry, but this VWR-25931 is totally irrelevant. We talk about logging in with shaders explicitly turned ON, having manually bypassed the preset slider defaults.)&lt;br /&gt;
#I made two fixes to the collada importer (CTS-660 and CTS-744). How do I submit them for inclusion into the viewer? (Tapple Gao) edit: Prep said he&#039;d look at them&lt;br /&gt;
#Are we there yet?! Are you expecting mesh to roll out to the rest of the grid this week or next? [Vivienne Daguerre]&lt;br /&gt;
#Is there any difference between the server code of agni and aditi? I uploaded a model successful after 3 attempts to aditi, but can&#039;t get it uploaded to agni for 3 days now, it always ends with a crash whenever the viewer starts to calculate the PE and the other metrics (on Mac, which is still crashing a lot, btw) [Mikki Miles]&lt;br /&gt;
#About upload fees: in case of models we&#039;re only testing, the beta grid is the place to go to avoid costs. Is this a permanent option? (i hope so) [Bunnie Mills]&lt;br /&gt;
# Is Linden Lab still planning to go ahead and charge &amp;quot;streaming cost&amp;quot; for regular prims making the use of the new physics engine features and linking with mesh objects very dangerous for the landowners? [Latif Khalifa]&lt;br /&gt;
#Who will change the meeting location info in the Tweet and Wiki Main User Group page? Nalates U&lt;br /&gt;
# According to https://jira.secondlife.com/browse/CTS-608 we must supply all bones when we want to rig a mesh. Is this still true ? Or can we expect the importer to accept riggs with only the relevant bones (for the actual rigged mesh) included ? (Gaia Clary)&lt;br /&gt;
# I noticed that weight import raises the upload fee AND the PE. Why is PE affected by the weights ?&lt;br /&gt;
# How many more changes can we expect in the way pe is figured? (eithne Blaylock)&lt;br /&gt;
# (insert question here)&lt;br /&gt;
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|archive=&lt;br /&gt;
{{:Content_Creation,_Mesh_Import_User_Group/Archive}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>Eithne Blaylock</name></author>
	</entry>
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