Difference between revisions of "Content Creation/Mesh Import User Group"
m |
m |
||
Line 27: | Line 27: | ||
# In the latest release and beta viewers (244864 and 245931) the mesh uploader requires BOTH that the number of materials in each LOD has to be the same AND that the names of the materials (the material attributes of <triangles> or <polys> tags) of lower LODs must be a subset of those of the high LOD. This is equivalent to simply requiring that the set of materials must be identical for all LODs. In that context, the error message (issued only in the beta viewer) that mentions subsets is not meaningful, and the error message in both about number of materials is inadequate. This suggests that the reversion (from an earlier beta) to reqiring the same number of materials may be a mistake. Please indicate if that is so or if the reversion was deliberate. [Drongle McMahon] (to Drongle and for Linden's consideration: please consider the material fix Runitai did back in July. Perhaps this is the "reversion" that you mean. If it is so, then it should not be broken again. There are Maya users out there. Angel Alphaville). | # In the latest release and beta viewers (244864 and 245931) the mesh uploader requires BOTH that the number of materials in each LOD has to be the same AND that the names of the materials (the material attributes of <triangles> or <polys> tags) of lower LODs must be a subset of those of the high LOD. This is equivalent to simply requiring that the set of materials must be identical for all LODs. In that context, the error message (issued only in the beta viewer) that mentions subsets is not meaningful, and the error message in both about number of materials is inadequate. This suggests that the reversion (from an earlier beta) to reqiring the same number of materials may be a mistake. Please indicate if that is so or if the reversion was deliberate. [Drongle McMahon] (to Drongle and for Linden's consideration: please consider the material fix Runitai did back in July. Perhaps this is the "reversion" that you mean. If it is so, then it should not be broken again. There are Maya users out there. Angel Alphaville). | ||
# I do have specific questions -- a LOT of them -- and will no doubt continue to have them. I like to find whatever answers are already out there, before I come begging in the forum. I haven't found a good up to date central location for troubleshooting. Information is strewn all over. The answers to my questions are probably there somewhere, but I can't find them. Forum members may be able to answer many questions, but what is LL's role in supporting mesh? There is quite a lot of SL-specific information that one must know to upload anything with a decent PE, yet that information is not made easily available and accessible, or apparently kept updated. What plans does LL /the mesh team have for providing support for mesh problems? (Pamela Galli) | # I do have specific questions -- a LOT of them -- and will no doubt continue to have them. I like to find whatever answers are already out there, before I come begging in the forum. I haven't found a good up to date central location for troubleshooting. Information is strewn all over. The answers to my questions are probably there somewhere, but I can't find them. Forum members may be able to answer many questions, but what is LL's role in supporting mesh? There is quite a lot of SL-specific information that one must know to upload anything with a decent PE, yet that information is not made easily available and accessible, or apparently kept updated. What plans does LL /the mesh team have for providing support for mesh problems? (Pamela Galli) | ||
#As addition to question No 2: If you are to let the wiki information be filled up exclusively by the users, please consider that not everyone among them is responsible in regards to modelling efficiently for a game environment. The wiki needs information related to game modelling specifically, by game modellers, and no "tutorials" of irresponsible people who only care to promote their sites or product lines, and spread confusion in the process. The grid is already strewn with multi-thousand-triangle models made with sub-division modelling (!!) in Zbrush or Blender, that have no place in the grid. [Angel Alphaville] | #As addition to question No 2: If you are to let the wiki information be filled up exclusively by the users, please consider that not everyone among them is responsible in regards to modelling efficiently for a game environment. The wiki needs information related to game modelling specifically, by game modellers, and no "tutorials" of irresponsible people who only care to promote their sites or product lines, and spread confusion in the process - something that is apparent in the forum and group chats. The grid is already strewn with multi-thousand-triangle models made with sub-division modelling (!!) in Zbrush or Blender, that have no place in the grid. [Angel Alphaville] | ||
# The mesh uploader in the new beta has a bug in the "materials checkbox" and keeps showing the models in plain white, as opposed to showing them coloured when materials each had a different default colour. It also is in a bizarre way affected by the windlight settings that may be set at the moment. All this had appeared in the Shining branch of code and we gave the heads up for this at a meeting a month ago. The model is eventually imported right, but with plain white it is not easy to see the shading when we generate the normals and play with the values. Note that this is on an Nvidia GTX460, Win7-64 based system. [Angel Alphaville] | # The mesh uploader in the new beta has a bug in the "materials checkbox" and keeps showing the models in plain white, as opposed to showing them coloured when materials each had a different default colour. It also is in a bizarre way affected by the windlight settings that may be set at the moment. All this had appeared in the Shining branch of code and we gave the heads up for this at a meeting a month ago. The model is eventually imported right, but with plain white it is not easy to see the shading when we generate the normals and play with the values. Note that this is on an Nvidia GTX460, Win7-64 based system. [Angel Alphaville] | ||
# | # |
Revision as of 05:06, 11 December 2011
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.
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.
New location - see below.
Mondays at Noon in Pacific time (SL standard time) at Borrowdale on AGNI
Also see the calendar of public user group meetings.
Agenda
Agenda for the next user group meeting is:
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!
Enter agenda items here (with name, please)
- In the latest release and beta viewers (244864 and 245931) the mesh uploader requires BOTH that the number of materials in each LOD has to be the same AND that the names of the materials (the material attributes of <triangles> or <polys> tags) of lower LODs must be a subset of those of the high LOD. This is equivalent to simply requiring that the set of materials must be identical for all LODs. In that context, the error message (issued only in the beta viewer) that mentions subsets is not meaningful, and the error message in both about number of materials is inadequate. This suggests that the reversion (from an earlier beta) to reqiring the same number of materials may be a mistake. Please indicate if that is so or if the reversion was deliberate. [Drongle McMahon] (to Drongle and for Linden's consideration: please consider the material fix Runitai did back in July. Perhaps this is the "reversion" that you mean. If it is so, then it should not be broken again. There are Maya users out there. Angel Alphaville).
- I do have specific questions -- a LOT of them -- and will no doubt continue to have them. I like to find whatever answers are already out there, before I come begging in the forum. I haven't found a good up to date central location for troubleshooting. Information is strewn all over. The answers to my questions are probably there somewhere, but I can't find them. Forum members may be able to answer many questions, but what is LL's role in supporting mesh? There is quite a lot of SL-specific information that one must know to upload anything with a decent PE, yet that information is not made easily available and accessible, or apparently kept updated. What plans does LL /the mesh team have for providing support for mesh problems? (Pamela Galli)
- As addition to question No 2: If you are to let the wiki information be filled up exclusively by the users, please consider that not everyone among them is responsible in regards to modelling efficiently for a game environment. The wiki needs information related to game modelling specifically, by game modellers, and no "tutorials" of irresponsible people who only care to promote their sites or product lines, and spread confusion in the process - something that is apparent in the forum and group chats. The grid is already strewn with multi-thousand-triangle models made with sub-division modelling (!!) in Zbrush or Blender, that have no place in the grid. [Angel Alphaville]
- The mesh uploader in the new beta has a bug in the "materials checkbox" and keeps showing the models in plain white, as opposed to showing them coloured when materials each had a different default colour. It also is in a bizarre way affected by the windlight settings that may be set at the moment. All this had appeared in the Shining branch of code and we gave the heads up for this at a meeting a month ago. The model is eventually imported right, but with plain white it is not easy to see the shading when we generate the normals and play with the values. Note that this is on an Nvidia GTX460, Win7-64 based system. [Angel Alphaville]
Team
Charlar Linden, Nyx Linden, and Runitai Linden. Please contact one of us if you are unsure if your topic is relevant or appropriate.
Archive
Links to chat transcripts of past meetings:
Archived Agenda/Meeting Notes
No Usergroup 2012-05-28 (Linden Holiday)
No Usergroup 2012-01-16
No Usergroup 2011-12-26 or 2012-01-02
No meeting took place on 2011-09-05
No meeting took place on 2011-07-04
No meeting took place on 2011-05-31
Nyx's 29 September 2010 office hour
Nyx's 22 September 2010 office hour
Nyx's 15 September 2010 office hour, with Falcon and some closed beta folks
Jeremy's 15 September 2010 office hour, featuring Mesh questions answered by Vir Linden