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	<id>https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Graham+Dartmouth</id>
	<title>Second Life Wiki - User contributions [en]</title>
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	<updated>2026-06-28T19:16:10Z</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=1155591</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=1155591"/>
		<updated>2011-10-10T15:09:53Z</updated>

		<summary type="html">&lt;p&gt;Graham Dartmouth: &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;
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{{Navbox/Mesh|project}}&lt;br /&gt;
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Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
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|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;
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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;
# SH-2374 (Rigged Mesh Deformer) has been deferred from Sprint 28 to &amp;quot;Someday/Maybe&amp;quot;.  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]&lt;br /&gt;
# Re. SH-2374, the idea of a privately funded solution (i.e. kickstarter) has been suggested and is being considered. If such a thing were to move forward, would you be willing to work with such a project to expedite the process, through the snowstorm devs or other avenue, and if so, to what extent? (Maxwell Graf)&lt;br /&gt;
# CTS transition - Fate of CTS jiras. I saw this messgae on one of my CTS jiras &amp;quot;Please enter your Mesh related bug in project &amp;quot;1. Second Life Viewer - VWR&amp;quot; and set the Component to &amp;quot;Mesh&amp;quot;. Thank you!&amp;quot;. Does this mean they will be eliminated unless we re-enter them? Is there a way of doing this that will preserver comments etc? (Drongle McMahon)&lt;br /&gt;
# I noticed that SH-2435 was marked resolved although the problem remains (albeit not the SL uploader&#039;s fault). In another jira, it was mentioned that an extra option could be added to the the SL uploader to counter the Blender 2.5x rotation issue for joint offsets. Is this still being considered? [Ashasekayi Ra]&lt;br /&gt;
# The date of daily build is not correct. It shows &amp;quot;10/04/2011 8:26:41 (1317684401)&amp;quot;. It is the date of future. [Yuzuru Jewell]&lt;br /&gt;
# SH-2374 (Rigged Mesh Deformer), Can you give us users, developers and creators any further information on internal ideas LL is considering for implementing your own fix for this issue? If so, can you tell us whether the options and/or prototypes you may be considering to internally develop solutions for this 1) involve utilizing Havok or other proprietary code; 2) if any LL solution is implemented now or in future can you assure TPV&#039;s and open source developers that LL solution will be available to them for use as open source code and 3) are your potential fixes for this server side, client side, or both? A little transparency and communication to users goes a long way.  (Jusden Jonstone)&lt;br /&gt;
# An ongoing issue of importance and priority all along has been on the stability of Mesh on main grid which I think most all users can agree is important. Can you give us a update on current or ongoing Mesh Server and Client side stability issues that are taking precedence over tackling additional mesh fixes or feature implementation? (Jusden Jonstone)&lt;br /&gt;
# Due to other SL commitments, I shall be unable to attend further Mesh OH for the time being, The transcripts are not updated regularly, could the team please address this, so myself and other interested parties can remain a part of these proceedings? [Graham Dartmouth]&lt;br /&gt;
# Sample agenda item [SL name]&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>Graham Dartmouth</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1153417</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=1153417"/>
		<updated>2011-09-12T17:15:12Z</updated>

		<summary type="html">&lt;p&gt;Graham Dartmouth: &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 don&#039;t engage in building will be able 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>Graham Dartmouth</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1148354</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=1148354"/>
		<updated>2011-07-10T14:24:05Z</updated>

		<summary type="html">&lt;p&gt;Graham Dartmouth: &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;July 11, 2011&#039;&#039;&#039; &lt;br /&gt;
|location= &lt;br /&gt;
[secondlife://Aditi/secondlife/MeshHQ%201/214/243/23 Mesh HQ on Aditi]&lt;br /&gt;
&lt;br /&gt;
Note: next Monday is July 4, a holiday in the US. Apologies, but as we approach mesh rollout, our schedules are rather full on other days, so we will need to miss a week. &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;
# Possibility of &#039;cheap&#039; meshes that have the same collisions as sculpted prims, in order to reduce their impact on the simulators. --[[User:Kyrah Abattoir|Kyrah Abattoir]] 16:42, 2 July 2011 (PDT)&lt;br /&gt;
# Is this the final prim equivalency accounting as it is right now, or are you still working on it? [Vivienne Daguerre]&lt;br /&gt;
# Given that people will work around the increased prim count on linking mixed tool sets by not linking them, will you reconsider taking prim and sculpt complexity into accounting on linking to mesh? I think this also breaks legacy content, sculpt tool kits for builders--windows, doors, arches, etc. These things were made to be linked to builds. If a sculpt or a prim ever counts as more than one prim, linked or not to other things, then in my opinion legacy content is broken.[Vivienne Daguerre]&lt;br /&gt;
# Using different DAE files for the various LODs and Physical model gives undesirable results if the bounding box is not the same in all files: each file/object is scaled and centered individually in the upload process, resulting in uneven scale and offsets (see also JIRA CTS-244). Adding a bounding box object in all the files and including it in the exported scene does not help (even multiple objects in a DAE file get scaled and centered independently). How do we deal with optimization for objects that have extruded details only needed for higher LODs ? Can&#039;t all the objects involved in the model upload share the same space ? [Bunnie Mills]&lt;br /&gt;
# Please provide documentation of the algorithm used for calculating mesh upload fees. This is necessary for sensible optimisation. [Drongle McMahon]&lt;br /&gt;
# Which physics shape type is the physics cost shown in the uploader for, and are we going to get the option to change it? [Drongle]&lt;br /&gt;
# The current limitations for vehicles (32 linked parts, 32 PE, 32 physical cost) seem too tough in the PE figure to allow good detail when many rounded shapes are involved. Maybe keep the max physics cost low, but allow some overhead in the PE (even 48 would make a difference) ? [Bunnie Mills]&lt;br /&gt;
# The uploader requires that each LOD&#039;s model has the same number of faces (materials). This means some drastic optimization won&#039;t be possible or some workaround should be used, like keeping at least a few vertices for each material in the reduced models, just to preserve the face count in the upload process. Please clarify [Bunnie Mills]&lt;br /&gt;
# Can you confirm that a 64M prim used as a regular prim will be a regarded as a legacy prim? [Graham Dartmouth]&lt;br /&gt;
# Enter agenda items here (with name, please)&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>Graham Dartmouth</name></author>
	</entry>
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