|
|
(988 intermediate revisions by more than 100 users not shown) |
Line 1: |
Line 1: |
| {{User Group Page | | {{User Group Page |
| |purpose= | | |purpose= |
| 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.
| | Issues around content creation - its challenges, limitations in the tools, workarounds and successes. Land is provided next to the office build for rezzing example content. |
| | Bug reports and feature requests should have JIRA ticket numbers if at all possible, as it makes it easier to collaborate on issues both internally and externally. |
| | |
| | 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. |
| | |
|
| |
|
| 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.
| |
| <br clear="all"/> | | <br clear="all"/> |
| {{Navbox/Mesh|project}} | | {{Navbox/Mesh|project}} |
| |date-time= | | |date-time= |
| Mondays at Noon in Pacific time (SL standard time)
| | '''This meeting has been discontinued''' |
| | |
| Next meeting scheduled for: '''July 11, 2011'''
| |
| |location=
| |
| [secondlife://Aditi/secondlife/MeshHQ%201/214/243/23 Mesh HQ on Aditi]
| |
| | |
| 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.
| |
| |team=
| |
| Charlar Linden, Nyx Linden, and Runitai Linden. Please contact one of us if you are unsure if your topic is relevant or appropriate.
| |
| |agenda=
| |
| <br><br>
| |
| Please add topics below '''prior to 11:50 AM'''. Also, please put your SL name down so we can follow up if we have questions. Thanks!
| |
|
| |
|
| # Possibility of 'cheap' 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)
| | |location= ''none'' |
| # Is this the final prim equivalency accounting as it is right now, or are you still working on it? [Vivienne Daguerre]
| |
| # 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]
| |
| # 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't all the objects involved in the model upload share the same space ? [Bunnie Mills]
| |
| # Please provide documentation of the algorithm used for calculating mesh upload fees. This is necessary for sensible optimisation. [Drongle McMahon]
| |
| # 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]
| |
| # 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]
| |
| # The uploader requires that each LOD's model has the same number of faces (materials). This means some drastic optimization won'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]
| |
| # Can you confirm that a 64M prim used as a regular prim will be a regarded as a legacy prim? [Graham Dartmouth]
| |
| # Possible bug in the importer for rigged av's. I've checked my vertex groups over and over. This seems to be an issue with the importer, and subtle too. Read jira for details. Hoping it was error on my part, but I did what I could to rule out possibilities. https://jira.secondlife.com/browse/CTS-689 [Raz Welles]
| |
| # Are the upload fees and PE costs finalized once Mesh is rolled out in the main grid RC channels? If not, is there a chance of content loss when using mesh on RC sims? [Maygray Heron]
| |
| # What is the LOD-Generator in the mesh-client based on? Any chance on an optional seam-preserving algorithm across all LODs? (usefull for large-scale terrains to prevent gaps between different LOD levels) [Maygray Heron]
| |
| # What solution can be achieved to address the problems associated with creating and selling mesh clothing items since you have stated you will not develop any type of parametric deformer or cage system to compensate for different avatar sizes and shapes. Currently, clothing is almost unusable/unmarketable unless is it a complete outfit from neck to feet, or an entire avatar, which is even then very limited in adjustability. Being that clothing is one of the largest markets in SL, this would seem to be a viable issue that needs to be solved. The same problem occurred in bluemars, and was only solved with the parametric deformer system, which is similar to how clothing textures currently "shrink fit" to your shape. This would also alleviate the need for skeletal rigging, which is extremely difficult. [Maxwell Graf]
| |
| # What is the primary aim of introducing mesh, i.e. - what do you want to see us use it for? [Maxwell Graf]
| |
| # Is the license of the llm file of the Viewer LGPL? Or is it CC BY 3.0? [Yuzuru Jewell]
| |
| # Any news on pivot points? Are pivots working again? [Ashasekayi Ra]
| |
| # Enter agenda items here (with name, please)
| |
|
| |
|
| |archive= | | |archive= |