Difference between revisions of "Content Creation/Mesh Import User Group"
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# As mentioned in the last OH with regards to the joints, it was mentioned on the old forums at one point that they would be re-added in a thread announcing the plan to upgrade to Havok 3 (which went so well, but eventually skipped past to the next versions in short order and we're thankful for it). I know there are people who would once again like to create wind chimes and swing sets without resorting to physics trickery (see SLURL below for in world example*) at a substantial prim cost. More so though (as applies to meshes) we would like to rig up our avatars to have flexible additions to avatars (such as tails, or hair) where appropriate. I'd appreciate any word on a review of Havok's potential systems for SL's use, starting with joints. [[User:Feynt Mistral|Feynt Mistral]] 23:49, 3 February 2012 (PST) | # As mentioned in the last OH with regards to the joints, it was mentioned on the old forums at one point that they would be re-added in a thread announcing the plan to upgrade to Havok 3 (which went so well, but eventually skipped past to the next versions in short order and we're thankful for it). I know there are people who would once again like to create wind chimes and swing sets without resorting to physics trickery (see SLURL below for in world example*) at a substantial prim cost. More so though (as applies to meshes) we would like to rig up our avatars to have flexible additions to avatars (such as tails, or hair) where appropriate. I'd appreciate any word on a review of Havok's potential systems for SL's use, starting with joints. [[User:Feynt Mistral|Feynt Mistral]] 23:49, 3 February 2012 (PST) | ||
# I was speaking with someone recently about the inefficiencies of creating a physics mesh for a house versus replacing it with prims, citing a dramatic ballooning of the LI for even a simple room boxed out with planes. This seems to be a common occurrence with people in the various mesh groups, eschewing the low poly physics mesh option for prims. This makes me sad however as it seems as though a 100-200 poly physics mesh ought to be very light weight as far as LI goes. Is there a way for us to debug the decomposition into convex hulls to identify where problem spots are and also is it possible for a single plane to be a physics boundary in and of itself? [[User:Feynt Mistral|Feynt Mistral]] 23:49, 3 February 2012 (PST) | # I was speaking with someone recently about the inefficiencies of creating a physics mesh for a house versus replacing it with prims, citing a dramatic ballooning of the LI for even a simple room boxed out with planes. This seems to be a common occurrence with people in the various mesh groups, eschewing the low poly physics mesh option for prims. This makes me sad however as it seems as though a 100-200 poly physics mesh ought to be very light weight as far as LI goes. Is there a way for us to debug the decomposition into convex hulls to identify where problem spots are and also is it possible for a single plane to be a physics boundary in and of itself? [[User:Feynt Mistral|Feynt Mistral]] 23:49, 3 February 2012 (PST) | ||
# After speaking with a group of fellow fashion designers, we have been wondering a bit about the status of the current mesh deformer project, as well as concerns brought up about how the project itself doesnt quite fit what is needed to make mesh universally excepted on the grid; Or that what was presented to us in the initial discussions of what the deformer could be, is vastly different from what is. Currently with out a deformer, the "Size requirements" are alienating a lot of residents and forcing many to fit a mold that isnt quite them. On the other side of the coin, the deformer project as it is now, is not even a shell of what it could be. It's hardly sufficent, will negate a lot of work that has been done up until its possible release. What is really needed is a deformer based around multiple size options human and non to allow max compatibility to residents across the grid. [Tyr Rozenblum] | |||
# Sample agenda item [Charlar Linden] | # Sample agenda item [Charlar Linden] | ||
Revision as of 18:31, 4 February 2012
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.
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)
- As mentioned in the last OH with regards to the joints, it was mentioned on the old forums at one point that they would be re-added in a thread announcing the plan to upgrade to Havok 3 (which went so well, but eventually skipped past to the next versions in short order and we're thankful for it). I know there are people who would once again like to create wind chimes and swing sets without resorting to physics trickery (see SLURL below for in world example*) at a substantial prim cost. More so though (as applies to meshes) we would like to rig up our avatars to have flexible additions to avatars (such as tails, or hair) where appropriate. I'd appreciate any word on a review of Havok's potential systems for SL's use, starting with joints. Feynt Mistral 23:49, 3 February 2012 (PST)
- I was speaking with someone recently about the inefficiencies of creating a physics mesh for a house versus replacing it with prims, citing a dramatic ballooning of the LI for even a simple room boxed out with planes. This seems to be a common occurrence with people in the various mesh groups, eschewing the low poly physics mesh option for prims. This makes me sad however as it seems as though a 100-200 poly physics mesh ought to be very light weight as far as LI goes. Is there a way for us to debug the decomposition into convex hulls to identify where problem spots are and also is it possible for a single plane to be a physics boundary in and of itself? Feynt Mistral 23:49, 3 February 2012 (PST)
- After speaking with a group of fellow fashion designers, we have been wondering a bit about the status of the current mesh deformer project, as well as concerns brought up about how the project itself doesnt quite fit what is needed to make mesh universally excepted on the grid; Or that what was presented to us in the initial discussions of what the deformer could be, is vastly different from what is. Currently with out a deformer, the "Size requirements" are alienating a lot of residents and forcing many to fit a mold that isnt quite them. On the other side of the coin, the deformer project as it is now, is not even a shell of what it could be. It's hardly sufficent, will negate a lot of work that has been done up until its possible release. What is really needed is a deformer based around multiple size options human and non to allow max compatibility to residents across the grid. [Tyr Rozenblum]
- Sample agenda item [Charlar Linden]
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