Difference between revisions of "Content Creation/Mesh Import User Group"
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# Baked textures and you! What our recent blog post means (http://community.secondlife.com/t5/Tools-and-Technology/Project-Shining-to-Improve-Avatar-and-Object-Streaming-Speeds/ba-p/1583465) [[User:Nyx Linden|Nyx Linden]] 11:22, 2 July 2012 (PDT) | # Baked textures and you! What our recent blog post means (http://community.secondlife.com/t5/Tools-and-Technology/Project-Shining-to-Improve-Avatar-and-Object-Streaming-Speeds/ba-p/1583465) [[User:Nyx Linden|Nyx Linden]] 11:22, 2 July 2012 (PDT) | ||
# Edges show are white over white meshes, so arent visibles at all. And Z offset is usless without a plane reference as floor. [[User:Kitsune Shan|Kitsune Shan]] | # Edges show are white over white meshes, so arent visibles at all. And Z offset is usless without a plane reference as floor. [[User:Kitsune Shan|Kitsune Shan]] | ||
# Linked set of meshes have higher LI after being scripted [[User:Kitsune Shan|Kitsune Shan]] | |||
# your topic here! End with 3 or 4 ~ to add your name or name and date | # your topic here! End with 3 or 4 ~ to add your name or name and date | ||
Revision as of 11:37, 2 July 2012
Come discuss any 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.
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)
- Where can i find an example file how to embed an image (not by reference but directly) into a .dae file so that the SL Importer recognizes that image and accepts it during import ? Gaia Clary 01:56, 25 June 2012 (PDT)
- What's the status on custom bone import? Raz Welles
- When will you be able to define your own shape keys for the edit shape sliders? (Jump to agenda item 12, same question but much better phrased.) [Davido Chrome]
- Did the road bump problem solved? I covered the seam of road by normal prim but my car bumps. Yuzuru Jewell 12:06, 25 June 2012 (PDT)
- Any new information on Redpoly's C-Bones method? Nalates Urriah 18:12, 25 June 2012 (PDT)
- Please update us with progress on texture upload issues as reported in VWR-29183 Gaia Clary 23:50, 25 June 2012 (PDT)
- Please update us with progress on upload issues with missing bones in SH-2047 Gaia Clary 23:50, 25 June 2012 (PDT)
- Can we please have a "show avatar skeleton" like the "show collision skeleton"? That would be tremendously helpful for creating custom mesh characters and seeing how the skeleton is reacting to animations. Ideally there should be a "show attachment points" too. Gaia Clary 05:19, 2 July 2012 (PDT)
- it's possible to move a bone in three different ways. (How do these interact with each other? Gaia Clary 05:19, 2 July 2012 (PDT) ):
- via the skeleton structure in collada,
- via the shape worn,
- via an animation.
- With the attachment points and the volume deform bones the SL avatar has 77 bones that can be rigged and animated. What is the max number of animatable bones that a single mesh can contain? For that matter what are ALL the technical limitations of mesh in SL? Could these be listed somewhere ? Gaia Clary 05:19, 2 July 2012 (PDT)
- Attachment points can be weighted and animated as ordinary bones and RedPoly has demonstrated that the same is true of the volume deform bones. However with the attachment points at least, trying to move the location of these bones in Collada either gets ignored or breaks the entire armature. Since they act as bones in everything else this just seems an oversight in the importer. Should a Jira be filed? Being able to simply move these bones as you can with the 'normal' bones would really open up the possibilities for character creation, things like facial rigging and animation. Additionally it would be very helpful if the Sl importer would support a solution for Attachment bone names with white spaces in their name (to avoid syntax problems with Collada) Gaia Clary 05:19, 2 July 2012 (PDT)
- Collada supports mesh morph targets. Is it possible to extend SL's shape modifiers to act on any suitably named mesh target (and obviously the importer too)? This might be a fairly simple change internally as they are already driving ~90 such targets in the default set of meshes. This would then mean that designers could reuse the shape sliders (ideally renaming them) to drive their own mesh morphs and create characters which can be shaped by end users... Gaia Clary 05:19, 2 July 2012 (PDT)
- Small glitch: mesh preview doesn't seem to honor the bind_shape_matrix in the collada file. Is that on purpose or a bug ? Gaia Clary 06:41, 2 July 2012 (PDT)
- We have started a document about the Second Life Skeleton: http://blog.machinimatrix.org/avastar/the-second-life-skeleton/ . Whom can we contact for verification of the content and for additional information to complete the document ? Gaia Clary 05:19, 2 July 2012 (PDT)
- Are there any plans on better enforcing efficient modelling? I am asking since friends on older computers tend to crash when around too complex Mesh models. Does the habit of using the simplest shape possible for the lowest LOD let people get away with a much higher face count on the highest LOD than was intended? Davido Chrome
- Baked textures and you! What our recent blog post means (http://community.secondlife.com/t5/Tools-and-Technology/Project-Shining-to-Improve-Avatar-and-Object-Streaming-Speeds/ba-p/1583465) Nyx Linden 11:22, 2 July 2012 (PDT)
- Edges show are white over white meshes, so arent visibles at all. And Z offset is usless without a plane reference as floor. Kitsune Shan
- Linked set of meshes have higher LI after being scripted Kitsune Shan
- your topic here! End with 3 or 4 ~ to add your name or name and date
Team
Nyx Linden, Runitai Linden, and occasional other guest lindens. 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