Difference between revisions of "Mesh/Archive/2012-04-09"
< Mesh
Jump to navigation
Jump to search
Vir Linden (talk | contribs) |
Vir Linden (talk | contribs) |
||
Line 1: | Line 1: | ||
==Agenda== | |||
# For designing things in SL some stats would be a help in deciding how to build and texture objects. The forum thread [http://community.secondlife.com/t5/Mesh/Large-Mesh-vs-High-Quality-Textures/td-p/1429109 Large Mesh vs High Quality Textures?] brings up the question of whether or not to bake in AO and shadows. Can the Lab tell how many people have AO and/or shadows turned on? If so, would it be possible to publish that information? Monthly reporting is probably over doing it, but 2 to 4 times a year, or even just once? [[User:Nalates Urriah|Nalates Urriah]] | |||
# For objects with triangle-based physics shapes, there is a hidden switch of physics shape type to Convex Hull on the server at a certain point as the mesh is shrinked. This has been made to happen much sooner than it was at mesh release. It appears to be based on any dimension reaching 0.5m. Can we have an explicit statement of what the conditions are that initiate this switch, and the rationale underlying them? [[User:Drongle McMahon|Drongle McMahon]] 05:43, 7 April 2012 (PDT) | |||
# Any update on Cloudy, Blurry Avatars? Are you considering refactoring the avatar render process? [[User:Nalates Urriah|Nalates Urriah]] 07:46, 9 April 2012 (PDT) | |||
# If I upload a rigged clothing item successfully and then go to upload that same file again, the "include skin weights" button is often greyed out. The workaround is hitting the "Clear setting & reset form" button. After that, everything works. Is this a known bug or does it need a JIRA? [[User:Ashasekayi Ra|Ashasekayi Ra]] 11:12, 9 April 2012 (PDT) | |||
==Meeting Notes== | |||
<pre> | <pre> | ||
[12:03] DrFran Babcock: ah, there's Vir | [12:03] DrFran Babcock: ah, there's Vir |
Latest revision as of 12:05, 9 April 2012
Agenda
- For designing things in SL some stats would be a help in deciding how to build and texture objects. The forum thread Large Mesh vs High Quality Textures? brings up the question of whether or not to bake in AO and shadows. Can the Lab tell how many people have AO and/or shadows turned on? If so, would it be possible to publish that information? Monthly reporting is probably over doing it, but 2 to 4 times a year, or even just once? Nalates Urriah
- For objects with triangle-based physics shapes, there is a hidden switch of physics shape type to Convex Hull on the server at a certain point as the mesh is shrinked. This has been made to happen much sooner than it was at mesh release. It appears to be based on any dimension reaching 0.5m. Can we have an explicit statement of what the conditions are that initiate this switch, and the rationale underlying them? Drongle McMahon 05:43, 7 April 2012 (PDT)
- Any update on Cloudy, Blurry Avatars? Are you considering refactoring the avatar render process? Nalates Urriah 07:46, 9 April 2012 (PDT)
- If I upload a rigged clothing item successfully and then go to upload that same file again, the "include skin weights" button is often greyed out. The workaround is hitting the "Clear setting & reset form" button. After that, everything works. Is this a known bug or does it need a JIRA? Ashasekayi Ra 11:12, 9 April 2012 (PDT)
Meeting Notes
[12:03] DrFran Babcock: ah, there's Vir [12:03] DrFran Babcock stares at pool balls [12:03] Second Life: Yea, I was just playing with the test build Quenemue. [12:03] Quenemue Cyberstar: polygons with more than 4 edges [12:03] Yuzuru (yuzuru.jewell): Hello Vir. [12:03] Asha (ashasekayi.ra): Hi there Prep and Vir. [12:03] Prep Linden: yoyo folk's [12:03] Aargle Zymurgy: ooh! a Linden I haven't met! hi Vir! [12:03] Aargle Zymurgy: oh, and Prep! [12:03] Vir Linden: Howdy folks! [12:03] DrFran Babcock: hello, Prep [12:03] Aargle Zymurgy makes space for a couple new bears [12:03] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): why would someone want to have more than 4 edges in polygon? [12:04] Nal (nalates.urriah): Will anything more than a 3-sided poly import to SL? [12:04] Quenemue Cyberstar: you still want to build in quads or tris but ngons just makes the modeling process much more flexible [12:04] Vir Linden: Alas, I am still bear-less :-( [12:04] DrFran Babcock: someone will have to make a bear for Vir [12:04] Aargle Zymurgy: oh, that's ok, Vir... I'm still trying to dredge one out of Oz [12:04] Ashiri Sands: could think of bad puns.... [12:04] DrFran Babcock: and, Nyx, is bearless, I believe [12:04] Ash Weststar (ash.qin): Do I even have a linden bear [12:04] Vir Linden: relogging, just a sec [12:04] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): you are in bad company Vir - Nyx doesn't ahve bear either - and he has been around ages :( [12:05] Silurian AO 2: 1963 bytes free [12:05] Aargle Zymurgy: yeah... lots of Nicole bears out there [12:06] DrFran Babcock: I have quite a few...but no Philip sadly [12:06] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): I have babbage, Aimee and M linden bears [12:06] Ash Weststar (ash.qin): Terrible thing to say, but I don't remember even receiving it or that Linden. [12:06] Nal (nalates.urriah): https://wiki.secondlife.com/wiki/Linden_Bear [12:06] Aargle Zymurgy: somewhere I've got a picture of a RL Linden bear from SLCC [12:06] Quenemue Cyberstar: I use Maya and Max myself so so the ngon wrokflow is natural for me [12:07] Asha (ashasekayi.ra) nods. "I use to use Max eons ago." [12:07] Vir Linden: Nyx is out today - we should get started. [12:07] Vir Linden: First question: For designing things in SL some stats would be a help in deciding how to build and texture objects. The forum thread Large Mesh vs High Quality Textures? brings up the question of whether or not to bake in AO and shadows. Can the Lab tell how many people have AO and/or shadows turned on? If so, would it be possible to publish that information? Monthly reporting is probably over doing it, but 2 to 4 times a year, or even just once? Nalates Urriah [12:07] Aargle Zymurgy has 57 bears [12:08] Vir Linden: I don't think we collect those stats. [12:09] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): that kind statistics would need that also TPVs are sending that kind info somewhere... (wait... I feel somekind privacy drama coming here...) [12:09] Nal (nalates.urriah): Who would know? [12:09] Vir Linden: It's possible we will collect more viewer-configuration type stuff at some point, but not sure where it fits on our current roadmap. [12:10] Vir Linden: Of course, with TPVs even if we had comprehensive info from our release viewers it wouldn't necessarily give a complete picture. [12:10] MartinRJ Fayray: right [12:10] Ash Weststar (ash.qin): I think the only way /currently/ to get that information is to analyze crash dumps,but that would be far from accurate. [12:10] Vir Linden: The intent is that shadows will be the standard rendering method in the future, so I would be reluctant to design content that doesn't play nicely with them. [12:11] Vir Linden: but we don't really know what percentage use them currently. [12:11] Quenemue Cyberstar: the realtime AO effect in the client isnt very detailed.. the Whole purpose of AO is to bring out small details. i would suggest always baking some AO map. expecially in SL where you have to put everything into colormap [12:11] Koli Melune (sahkolihaa.contepomi) hopes shadows get a big optimisation then... [12:11] Drongle McMahon: Oh dear, Nyx's sofas have shadows! [12:11] DrFran Babcock: easy to remove [12:12] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): you need just more powerful graphics card Koli/Sähkölihaa - and own nuclear plant :P [12:12] DrFran Babcock: sorry, I missed something...since the mesh update my Macs don't get any shadows. was that covered? [12:12] Asha (ashasekayi.ra): Agreed Quenemue. The AO within SL surely doesn't replace an AO map. But, the realtime shadows do conflict with the cast shadow maps that some people attach to products. [12:12] Koli Melune (sahkolihaa.contepomi): I have a powerful card - shadows just eat too much CPU. [12:12] Vir Linden: shadows should work on mac - please file a JIRA if they don't for you. [12:13] MartinRJ Fayray: are we talking about the same shadows? [12:13] Nal (nalates.urriah): I am [12:13] MartinRJ Fayray: the option "Lights and Shadows"? [12:13] MartinRJ Fayray: not sun+moon shadows [12:13] Nal (nalates.urriah): Sun/Moon [12:13] MartinRJ Fayray: ah [12:13] Quenemue Cyberstar: light&shadow yeh [12:14] Vir Linden: Yes, should be working. [12:14] DrFran Babcock: thanks, Vir [12:14] Nal (nalates.urriah): If we had stats we would know if putting shadows on a couch was good or dumb [12:14] Prep Linden: On to the next question. [12:14] Prep Linden: 2.) For objects with triangle-based physics shapes, there is a hidden switch of physics shape type to Convex Hull on the server at a certain point as the mesh is shrinked. This has been made to happen much sooner than it was at mesh release. It appears to be based on any dimension reaching 0.5m. Can we have an explicit statement of what the conditions are that initiate this switch, and the rationale underlying them? [12:16] Prep Linden: We'll have to ask some on the sim side (I'll tryu to get a response before next UG). [12:16] Drongle McMahon: People get upset because the holes in their walls disappear at <0.5m thickness. [12:16] Drongle McMahon: ok [12:16] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): you could also try to ask same question in andrew's 0h [12:17] Vir Linden: Next question: Any update on Cloudy, Blurry Avatars? Are you considering refactoring the avatar render process? Nalates Urriah 07:46, 9 April 2012 (PDT) [12:17] Drongle McMahon: It could be put in the wiki so there is a refererrable sourcev for the info. [12:18] Vir Linden: We have been investigating a bunch of different aspects here, but nothing is ready for release. [12:18] Vir Linden: Various issues with caching, texture baking, texture pipeline, etc. [12:19] Nal (nalates.urriah): So, I can take that to mean you have the problem mostly nderstood and are moving to finding the best solution? [12:19] Vir Linden: I'm not sure which part of the avatar render process you mean - generally we show the textures we have, so problems are more upstream of rendering itself. [12:19] MartinRJ Fayray: hi Geenz [12:19] Vir Linden: I would say we understand some of the problems, but by no means all. We are working on the ones we understand while continuing to investigate. [12:19] Nal (nalates.urriah): Well... whatever, keeps avatars blurry. [12:19] Nal (nalates.urriah): Thx vir. [12:19] Vir Linden: Yup, blurry avs are no fun. [12:20] Prep Linden: 4.) If I upload a rigged clothing item successfully and then go to upload that same file again, the "include skin weights" button is often greyed out. The workaround is hitting the "Clear setting & reset form" button. After that, everything works. Is this a known bug or does it need a JIRA? [12:20] Prep Linden: Yeah, that sounds like a regression. Please file a jira (sounds like some code got stomped on). [12:20] Asha (ashasekayi.ra): Ok, thanks much [12:20] Prep Linden: yw [12:21] Drongle McMahon: Sounds like the .slm mechanism [12:21] Vir Linden: Looks like that's all for questions right now. [12:22] Vir Linden: One question for the folks here: are you seeing a lot of failures uploading meshes? We've had some reports but it seems to be variable. [12:22] Asha (ashasekayi.ra): Yea, I assume it has something to do with the .slm file. [12:23] Vir Linden: particularly for meshes that have worked in the past. [12:23] Yabusaka Loon: yes, sometime I need to press calculate and upload button like ten times [12:23] Ashiri: usually traceable to a failure on my part in the design [12:23] Drongle McMahon: More than usual ... then it works on retrying. [12:23] Asha (ashasekayi.ra): Yesterday, I had one randomly fail although it uploaded just fine before and after that occassion. [12:23] Drongle McMahon: ...without changing anything. [12:23] Vir Linden: do you test them on aditi? if so, do they work differently there? [12:23] Racush (racush.cheeky): yeah I was getting that with the old collada export in blender 2.49 and the latest blender [12:24] Asha (ashasekayi.ra): So, yes it happens randomly with a file you haven't changed at all. [12:24] Racush (racush.cheeky): but I found a script for the 2.5x builds that work [12:24] Ashiri: o.O [12:24] Asha (ashasekayi.ra): I was on Aditi when mine happened. [12:24] Racush (racush.cheeky): it was with rigged mesh for me [12:24] Yabusaka Loon: I always upload on agni [12:24] Quenemue Cyberstar: does SL fully support the new collada version. was it 1.41? [12:24] Yabusaka Loon: maybe because my SIM is a bit heavy. I feel it is timeout issue for my case [12:25] Prep Linden: Collada 1.41 is supported. [12:25] Prep Linden: Asha: can you procide that file for diagnosis? [12:25] Prep Linden: *provide. [12:25] Asha (ashasekayi.ra): Hmm... I can give it to you privately. It's one I did for a client. [12:26] Drongle McMahon: I have slm turned off permanently, so mine were not that. [12:26] Prep Linden: Asha: that's fine. If I can track it through the debugger I should be able to see any potential failure cases. [12:26] Prep Linden: asha: prep@lindenlab.com [12:26] Asha (ashasekayi.ra): Alrighty, I'll email it to you. [12:27] Vir Linden: Does anyone else have comments about their experience with uploads, good or bad? [12:27] Drongle McMahon: It works most of the time ... that's good? [12:27] Racush (racush.cheeky): hoping to get some extra joints ;D [12:28] Asha (ashasekayi.ra): ^^ [12:28] Ashiri: "Too few unique vertices" was an error message i got with a physic decomposition. [12:28] Asha (ashasekayi.ra): My experience is 95% good. [12:28] Drongle McMahon: Of course we want all the outstanding improvements ... [12:28] Prep Linden: racush: aren't we all ;-) [12:29] Asha (ashasekayi.ra): I would like the error messages to be a little clearer though ie: human speak not tech speak. [12:30] Drongle McMahon: There is still what looks like uninitialised data/pointer being used for UV map when the ccollada file has no UV map data. [12:30] Prep Linden: asha: agreed, though I do think that someone crated a nice explanation in the forums from techy -> human speak. [12:30] Vir Linden: We know the error messages aren't great. Currently do not have any work scheduled for them. [12:30] Asha (ashasekayi.ra): Oh? I haven't seen that thread Prep. [12:30] Prep Linden: I'll dig it up... [12:31] Yabusaka Loon: I dont see the body of imaze. is that for everyone or my viewer stop loading it...? [12:31] draconis.neurocam (draconis.neurocam): just you yabusaka [12:31] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): can you see my head? [12:31] Drongle McMahon: https://jira.secondlife.com/browse/SH-2045 [12:31] Vir Linden: Drongle, is there a JIRA for that UV pointer error? [12:31] Yabusaka Loon: yes only head [12:31] Asha (ashasekayi.ra): I only see a head. [12:31] Ash Weststar (ash.qin): I can see imaze 100% fine [12:32] Koli Melune (sahkolihaa.contepomi) sees Imaze fine too. [12:32] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): let me try to reattach it [12:32] Drongle McMahon: Just showed the jira, Prep. [12:32] Nal (nalates.urriah): I can see Imaze but not Yab [12:32] Racush (racush.cheeky): yeah I see imaze too [12:32] Asha (ashasekayi.ra): I can't see Yab either. :D [12:32] Yabusaka Loon: mesh stop loading issue still occers quite often... [12:32] Racush (racush.cheeky): oh I see yab [12:33] Ash Weststar (ash.qin): I see Yabusaka just fine. [12:33] Vir Linden: Drongle, thanks [12:33] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): any better? [12:33] Asha (ashasekayi.ra): I think there is some setting you can change. I'll have to look it up. [12:33] Yabusaka Loon: no, the one cant see mesh need to relog [12:33] Ash Weststar (ash.qin): Look the same to me, Imaze. [12:33] Ash Weststar (ash.qin): (aka: I see you fine) [12:34] Nal (nalates.urriah): Quen's boot is glued to his face.... [12:34] Prep Linden: asha:http://community.secondlife.com/t5/Mesh/Specifications-for-SL-Compatible-DAE-Format/m-p/1344567#M10993 [12:34] Asha (ashasekayi.ra): Thanks Prep :) [12:34] Yabusaka Loon: https://jira.secondlife.com/browse/MAINT-695 [12:35] Nal (nalates.urriah): Now is fixed Quen [12:36] Quenemue Cyberstar: what's fixed? :O [12:37] Quenemue Cyberstar: i probably missed cos i crashed [12:37] Nal (nalates.urriah): Your boot was floating in front of your face... well the crash prolly splains that. [12:38] Prep Linden: ok gotta wrap it up. [12:38] Prep Linden: thanks for coming - see you all next week! [12:38] Racush (racush.cheeky): byeee [12:38] Nal (nalates.urriah): Thx Prep, Vir [12:38] Aargle Zymurgy: thanks for your time, guys! [12:38] Ash Weststar (ash.qin): Pleasure talking to you. [12:38] Ashiri: Thank You [12:38] Vir Linden: Bye all! [12:38] Prep Linden: later! [12:38] Asha (ashasekayi.ra): Bye and thanks for the user group :)[11:38] Made In The UK (callum.linden): Sarah Roth is no longer with us [11:48] Kurt (kurt.linden): thx [12:02] Silurian AO 2: 1963 bytes free [12:02] Second Life: ngons? [12:03] DrFran Babcock: ah, there's Vir [12:03] DrFran Babcock stares at pool balls [12:03] Second Life: Yea, I was just playing with the test build Quenemue. [12:03] Quenemue Cyberstar: polygons with more than 4 edges [12:03] Yuzuru (yuzuru.jewell): Hello Vir. [12:03] Asha (ashasekayi.ra): Hi there Prep and Vir. [12:03] Prep Linden: yoyo folk's [12:03] Aargle Zymurgy: ooh! a Linden I haven't met! hi Vir! [12:03] Aargle Zymurgy: oh, and Prep! [12:03] Vir Linden: Howdy folks! [12:03] DrFran Babcock: hello, Prep [12:03] Aargle Zymurgy makes space for a couple new bears [12:03] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): why would someone want to have more than 4 edges in polygon? [12:04] Nal (nalates.urriah): Will anything more than a 3-sided poly import to SL? [12:04] Quenemue Cyberstar: you still want to build in quads or tris but ngons just makes the modeling process much more flexible [12:04] Vir Linden: Alas, I am still bear-less :-( [12:04] DrFran Babcock: someone will have to make a bear for Vir [12:04] Aargle Zymurgy: oh, that's ok, Vir... I'm still trying to dredge one out of Oz [12:04] Ashiri Sands: could think of bad puns.... [12:04] DrFran Babcock: and, Nyx, is bearless, I believe [12:04] Ash Weststar (ash.qin): Do I even have a linden bear [12:04] Vir Linden: relogging, just a sec [12:04] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): you are in bad company Vir - Nyx doesn't ahve bear either - and he has been around ages :( [12:05] Silurian AO 2: 1963 bytes free [12:05] Aargle Zymurgy: yeah... lots of Nicole bears out there [12:06] DrFran Babcock: I have quite a few...but no Philip sadly [12:06] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): I have babbage, Aimee and M linden bears [12:06] Ash Weststar (ash.qin): Terrible thing to say, but I don't remember even receiving it or that Linden. [12:06] Nal (nalates.urriah): https://wiki.secondlife.com/wiki/Linden_Bear [12:06] Aargle Zymurgy: somewhere I've got a picture of a RL Linden bear from SLCC [12:06] Quenemue Cyberstar: I use Maya and Max myself so so the ngon wrokflow is natural for me [12:07] Asha (ashasekayi.ra) nods. "I use to use Max eons ago." [12:07] Vir Linden: Nyx is out today - we should get started. [12:07] Vir Linden: First question: For designing things in SL some stats would be a help in deciding how to build and texture objects. The forum thread Large Mesh vs High Quality Textures? brings up the question of whether or not to bake in AO and shadows. Can the Lab tell how many people have AO and/or shadows turned on? If so, would it be possible to publish that information? Monthly reporting is probably over doing it, but 2 to 4 times a year, or even just once? Nalates Urriah [12:07] Aargle Zymurgy has 57 bears [12:08] Vir Linden: I don't think we collect those stats. [12:09] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): that kind statistics would need that also TPVs are sending that kind info somewhere... (wait... I feel somekind privacy drama coming here...) [12:09] Nal (nalates.urriah): Who would know? [12:09] Vir Linden: It's possible we will collect more viewer-configuration type stuff at some point, but not sure where it fits on our current roadmap. [12:10] Vir Linden: Of course, with TPVs even if we had comprehensive info from our release viewers it wouldn't necessarily give a complete picture. [12:10] MartinRJ Fayray: right [12:10] Ash Weststar (ash.qin): I think the only way /currently/ to get that information is to analyze crash dumps,but that would be far from accurate. [12:10] Vir Linden: The intent is that shadows will be the standard rendering method in the future, so I would be reluctant to design content that doesn't play nicely with them. [12:11] Vir Linden: but we don't really know what percentage use them currently. [12:11] Quenemue Cyberstar: the realtime AO effect in the client isnt very detailed.. the Whole purpose of AO is to bring out small details. i would suggest always baking some AO map. expecially in SL where you have to put everything into colormap [12:11] Koli Melune (sahkolihaa.contepomi) hopes shadows get a big optimisation then... [12:11] Drongle McMahon: Oh dear, Nyx's sofas have shadows! [12:11] DrFran Babcock: easy to remove [12:12] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): you need just more powerful graphics card Koli/Sähkölihaa - and own nuclear plant :P [12:12] DrFran Babcock: sorry, I missed something...since the mesh update my Macs don't get any shadows. was that covered? [12:12] Asha (ashasekayi.ra): Agreed Quenemue. The AO within SL surely doesn't replace an AO map. But, the realtime shadows do conflict with the cast shadow maps that some people attach to products. [12:12] Koli Melune (sahkolihaa.contepomi): I have a powerful card - shadows just eat too much CPU. [12:12] Vir Linden: shadows should work on mac - please file a JIRA if they don't for you. [12:13] MartinRJ Fayray: are we talking about the same shadows? [12:13] Nal (nalates.urriah): I am [12:13] MartinRJ Fayray: the option "Lights and Shadows"? [12:13] MartinRJ Fayray: not sun+moon shadows [12:13] Nal (nalates.urriah): Sun/Moon [12:13] MartinRJ Fayray: ah [12:13] Quenemue Cyberstar: light&shadow yeh [12:14] Vir Linden: Yes, should be working. [12:14] DrFran Babcock: thanks, Vir [12:14] Nal (nalates.urriah): If we had stats we would know if putting shadows on a couch was good or dumb [12:14] Prep Linden: On to the next question. [12:14] Prep Linden: 2.) For objects with triangle-based physics shapes, there is a hidden switch of physics shape type to Convex Hull on the server at a certain point as the mesh is shrinked. This has been made to happen much sooner than it was at mesh release. It appears to be based on any dimension reaching 0.5m. Can we have an explicit statement of what the conditions are that initiate this switch, and the rationale underlying them? [12:16] Prep Linden: We'll have to ask some on the sim side (I'll tryu to get a response before next UG). [12:16] Drongle McMahon: People get upset because the holes in their walls disappear at <0.5m thickness. [12:16] Drongle McMahon: ok [12:16] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): you could also try to ask same question in andrew's 0h [12:17] Vir Linden: Next question: Any update on Cloudy, Blurry Avatars? Are you considering refactoring the avatar render process? Nalates Urriah 07:46, 9 April 2012 (PDT) [12:17] Drongle McMahon: It could be put in the wiki so there is a refererrable sourcev for the info. [12:18] Vir Linden: We have been investigating a bunch of different aspects here, but nothing is ready for release. [12:18] Vir Linden: Various issues with caching, texture baking, texture pipeline, etc. [12:19] Nal (nalates.urriah): So, I can take that to mean you have the problem mostly nderstood and are moving to finding the best solution? [12:19] Vir Linden: I'm not sure which part of the avatar render process you mean - generally we show the textures we have, so problems are more upstream of rendering itself. [12:19] MartinRJ Fayray: hi Geenz [12:19] Vir Linden: I would say we understand some of the problems, but by no means all. We are working on the ones we understand while continuing to investigate. [12:19] Nal (nalates.urriah): Well... whatever, keeps avatars blurry. [12:19] Nal (nalates.urriah): Thx vir. [12:19] Vir Linden: Yup, blurry avs are no fun. [12:20] Prep Linden: 4.) If I upload a rigged clothing item successfully and then go to upload that same file again, the "include skin weights" button is often greyed out. The workaround is hitting the "Clear setting & reset form" button. After that, everything works. Is this a known bug or does it need a JIRA? [12:20] Prep Linden: Yeah, that sounds like a regression. Please file a jira (sounds like some code got stomped on). [12:20] Asha (ashasekayi.ra): Ok, thanks much [12:20] Prep Linden: yw [12:21] Drongle McMahon: Sounds like the .slm mechanism [12:21] Vir Linden: Looks like that's all for questions right now. [12:22] Vir Linden: One question for the folks here: are you seeing a lot of failures uploading meshes? We've had some reports but it seems to be variable. [12:22] Asha (ashasekayi.ra): Yea, I assume it has something to do with the .slm file. [12:23] Vir Linden: particularly for meshes that have worked in the past. [12:23] Yabusaka Loon: yes, sometime I need to press calculate and upload button like ten times [12:23] Ashiri: usually traceable to a failure on my part in the design [12:23] Drongle McMahon: More than usual ... then it works on retrying. [12:23] Asha (ashasekayi.ra): Yesterday, I had one randomly fail although it uploaded just fine before and after that occassion. [12:23] Drongle McMahon: ...without changing anything. [12:23] Vir Linden: do you test them on aditi? if so, do they work differently there? [12:23] Racush (racush.cheeky): yeah I was getting that with the old collada export in blender 2.49 and the latest blender [12:24] Asha (ashasekayi.ra): So, yes it happens randomly with a file you haven't changed at all. [12:24] Racush (racush.cheeky): but I found a script for the 2.5x builds that work [12:24] Ashiri: o.O [12:24] Asha (ashasekayi.ra): I was on Aditi when mine happened. [12:24] Racush (racush.cheeky): it was with rigged mesh for me [12:24] Yabusaka Loon: I always upload on agni [12:24] Quenemue Cyberstar: does SL fully support the new collada version. was it 1.41? [12:24] Yabusaka Loon: maybe because my SIM is a bit heavy. I feel it is timeout issue for my case [12:25] Prep Linden: Collada 1.41 is supported. [12:25] Prep Linden: Asha: can you procide that file for diagnosis? [12:25] Prep Linden: *provide. [12:25] Asha (ashasekayi.ra): Hmm... I can give it to you privately. It's one I did for a client. [12:26] Drongle McMahon: I have slm turned off permanently, so mine were not that. [12:26] Prep Linden: Asha: that's fine. If I can track it through the debugger I should be able to see any potential failure cases. [12:26] Prep Linden: asha: prep@lindenlab.com [12:26] Asha (ashasekayi.ra): Alrighty, I'll email it to you. [12:27] Vir Linden: Does anyone else have comments about their experience with uploads, good or bad? [12:27] Drongle McMahon: It works most of the time ... that's good? [12:27] Racush (racush.cheeky): hoping to get some extra joints ;D [12:28] Asha (ashasekayi.ra): ^^ [12:28] Ashiri: "Too few unique vertices" was an error message i got with a physic decomposition. [12:28] Asha (ashasekayi.ra): My experience is 95% good. [12:28] Drongle McMahon: Of course we want all the outstanding improvements ... [12:28] Prep Linden: racush: aren't we all ;-) [12:29] Asha (ashasekayi.ra): I would like the error messages to be a little clearer though ie: human speak not tech speak. [12:30] Drongle McMahon: There is still what looks like uninitialised data/pointer being used for UV map when the ccollada file has no UV map data. [12:30] Prep Linden: asha: agreed, though I do think that someone crated a nice explanation in the forums from techy -> human speak. [12:30] Vir Linden: We know the error messages aren't great. Currently do not have any work scheduled for them. [12:30] Asha (ashasekayi.ra): Oh? I haven't seen that thread Prep. [12:30] Prep Linden: I'll dig it up... [12:31] Yabusaka Loon: I dont see the body of imaze. is that for everyone or my viewer stop loading it...? [12:31] draconis.neurocam (draconis.neurocam): just you yabusaka [12:31] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): can you see my head? [12:31] Drongle McMahon: https://jira.secondlife.com/browse/SH-2045 [12:31] Vir Linden: Drongle, is there a JIRA for that UV pointer error? [12:31] Yabusaka Loon: yes only head [12:31] Asha (ashasekayi.ra): I only see a head. [12:31] Ash Weststar (ash.qin): I can see imaze 100% fine [12:32] Koli Melune (sahkolihaa.contepomi) sees Imaze fine too. [12:32] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): let me try to reattach it [12:32] Drongle McMahon: Just showed the jira, Prep. [12:32] Nal (nalates.urriah): I can see Imaze but not Yab [12:32] Racush (racush.cheeky): yeah I see imaze too [12:32] Asha (ashasekayi.ra): I can't see Yab either. :D [12:32] Yabusaka Loon: mesh stop loading issue still occers quite often... [12:32] Racush (racush.cheeky): oh I see yab [12:33] Ash Weststar (ash.qin): I see Yabusaka just fine. [12:33] Vir Linden: Drongle, thanks [12:33] ׳׳׳׳׳-----o-----׳׳׳׳׳ (imaze.rhiano): any better? [12:33] Asha (ashasekayi.ra): I think there is some setting you can change. I'll have to look it up. [12:33] Yabusaka Loon: no, the one cant see mesh need to relog [12:33] Ash Weststar (ash.qin): Look the same to me, Imaze. [12:33] Ash Weststar (ash.qin): (aka: I see you fine) [12:34] Nal (nalates.urriah): Quen's boot is glued to his face.... [12:34] Prep Linden: asha:http://community.secondlife.com/t5/Mesh/Specifications-for-SL-Compatible-DAE-Format/m-p/1344567#M10993 [12:34] Asha (ashasekayi.ra): Thanks Prep :) [12:34] Yabusaka Loon: https://jira.secondlife.com/browse/MAINT-695 [12:35] Nal (nalates.urriah): Now is fixed Quen [12:36] Quenemue Cyberstar: what's fixed? :O [12:37] Quenemue Cyberstar: i probably missed cos i crashed [12:37] Nal (nalates.urriah): Your boot was floating in front of your face... well the crash prolly splains that. [12:38] Prep Linden: ok gotta wrap it up. [12:38] Prep Linden: thanks for coming - see you all next week! [12:38] Racush (racush.cheeky): byeee [12:38] Nal (nalates.urriah): Thx Prep, Vir [12:38] Aargle Zymurgy: thanks for your time, guys! [12:38] Ash Weststar (ash.qin): Pleasure talking to you. [12:38] Ashiri: Thank You [12:38] Vir Linden: Bye all! [12:38] Prep Linden: later! [12:38] Asha (ashasekayi.ra): Bye and thanks for the user group :)