Difference between revisions of "User:Nyx Linden/Office Hours Agenda"
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# Avatar 2.0 updates/discussion. | # Avatar 2.0 updates/discussion. | ||
# On the thought of meshes, are there any plans to add LSL commands, or to update the current animation commands, to animate rigged meshes NOT worn by avatars? (For example, Scripted NPCs that are animated, or giant mecha vehicles that are animated.) | # On the thought of meshes, are there any plans to add LSL commands, or to update the current animation commands, to animate rigged meshes NOT worn by avatars? (For example, Scripted NPCs that are animated, or giant mecha vehicles that are animated.) | ||
# '''YOUR TOPIC HERE''' |
Revision as of 13:31, 24 November 2010
Nyx Linden's Office Hours Agenda
Office hours are on Wednesdays at Noon in Pacific time (SL standard time) located in Borrowdale at: http://slurl.com/secondlife/Borrowdale/74/217/32
Topics are focused on avatars, content creation efficiency, content creation tools and methods, rendering issues, and many related random topics.
Please add topics for discussion / agenda items to the end of the list below prior to 11:50 AM. 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. Contact Nyx Linden if you are unsure if your topic is relevant or appropriate.
Archived agendas can be found at the agenda archive.
Next meeting scheduled for: November 24, 2010.
Agenda
November 24, 2010
- Normal mapping (VWR-3250)
- Nyx, can you comment on why the + is not in Inventory/Recent? (VWR-23903)
- What should we do if we see an inconsistency between the wiki and the (un)real world? Example is Note 2 of the Physics cost wiki page: truth: Meshes without physics shape CAN be set to type prim.
- Are physics costs recalculated at start/during/after movement?
- What is now the effect of scripted changes (eg scale) that cause prim limit to be exceeded?
- Nyx, did Esbee ever get to talk to you about the AgentHeight bug?
- Uhm kind of a thing i've forgotten about... The mesh representation for round objects doesn't seem to have a good number of segments. Good would be, say, 12, and multiples thereof, because that is divisible by both 3 and 4, making many kinds of builds join up neatly. At anything but insanely high LOD a discontinuity between, as an example, a quarter of a cylinder and a cube is apparent, perhaps because number of cylinder segments isn't multiple of 4.
- When a large number of primitives are removed, the resulting lag; What is the best way to mitigate the effect and what causes it? (When I say large I mean between 1024 and 2048 prims)
- Why can't the fix for sh-157 be imported to viewer development? (please we desperately need this fixed)
- Can we work on ways to streamline avatar shape and clothing creation/editing PLEASE?
- Avatar 2.0 updates/discussion.
- On the thought of meshes, are there any plans to add LSL commands, or to update the current animation commands, to animate rigged meshes NOT worn by avatars? (For example, Scripted NPCs that are animated, or giant mecha vehicles that are animated.)
- YOUR TOPIC HERE