Mesh/Archive/2014-02-10
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Revision as of 12:31, 18 February 2014 by Nyx Linden (talk | contribs) (Created page with "==Agenda== #What was the result of Motor's idea to be able to remove the avatar's collision when sitting on an object? I can find a few decent uses for that as well, and as long …")
Agenda
- What was the result of Motor's idea to be able to remove the avatar's collision when sitting on an object? I can find a few decent uses for that as well, and as long as the collision type is restored when unsitting (unlinking from the object), I don't see much reason it shouldn't be considered. Tiberious Neruda
- In the archive of recent meetings, the four most recent have the wrong year in their date - we're not in 2013 anymore... Anyway, other than this, I want to point out that making corners with prims at an odd angle between them is always a pain. Not only because tapering them is hit-and-miss in terms of accuracy, but also because we don't know where each corner (outer vertex) is. Could these two issues be addressed? i.e. make the taper's increments smaller (and please do this for path cut too) and also give us a button or something that will show the coordinates of each outer vertex (corner) of the prim being edited. Mona Eberhardt 12:08, 10 February 2014 (PST)
- What's the Swedish for "Arbitrary skeletons for unattached mesh" Drongle McMahon 12:10, 10 February 2014 (PST)