Difference between revisions of "Content Creation, Mesh Import, Scripting User Group"

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# I am working on rideables.  If one mesh leg costs about 20 prims, and at least 6 alpha iterations are needed to animate each of the 4 legs, that would be 480 prims for the legs alone (and not account for the body, head, neck, and all those flexiprims needed for manes and tails).  While scripts are happy, because each mesh object is one link in a set, and avatars don't care because they don't (yet) have a prim limit on what they can wear; wouldn't such a mesh rideable cause a huge amount of prim lag?  Should I shelve this project, at least until/unless independantly rigged animated mesh items are supported?  If independantly rigged meshes are introduced at some later date, will they still work when worn by an avatar (and not try to glom onto the avatar's armature)? [Bloodsong Termagant]
# I am working on rideables.  If one mesh leg costs about 20 prims, and at least 6 alpha iterations are needed to animate each of the 4 legs, that would be 480 prims for the legs alone (and not account for the body, head, neck, and all those flexiprims needed for manes and tails).  While scripts are happy, because each mesh object is one link in a set, and avatars don't care because they don't (yet) have a prim limit on what they can wear; wouldn't such a mesh rideable cause a huge amount of prim lag?  Should I shelve this project, at least until/unless independantly rigged animated mesh items are supported?  If independantly rigged meshes are introduced at some later date, will they still work when worn by an avatar (and not try to glom onto the avatar's armature)? [Bloodsong Termagant]
#The AssetPivot solution does not work predictably for Blender users, and Prep Linden mentioned adding an option to just recognize the regular pivot point assigned to an object in the modeler. Has this option been added? If not, will it be added before the initial mesh release? [Ashasekayi Ra]
#The AssetPivot solution does not work predictably for Blender users, and Prep Linden mentioned adding an option to just recognize the regular pivot point assigned to an object in the modeler. Has this option been added? If not, will it be added before the initial mesh release? [Ashasekayi Ra]
#Have you reconsidered allowing non-animation UUID swapping for meshes yet? -[[User:Stickman Ingmann|Stickman]] 11:03, 9 May 2011 (PDT)
# please add your agenda items here
# please add your agenda items here



Revision as of 11:03, 9 May 2011

Although the header says "Content Creation/Mesh Import/Scripting", 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.

Schedule

Mondays at 11 AM in Pacific time (SL standard time)

Next meeting scheduled for: May 9, 2011 at Mesh HQ on Aditi

Also see the calendar of public user group meetings.


Agenda

Agenda for the next user group meeting is:

Please add topics below prior to 10:50 AM. Also, please put your SL name down so we can follow up if we have questions. Thanks!

  1. New Usergroup time, starting next week! [Nyx Linden]
  2. Can you explain how undecomposed prim-type physics shapes are made? In physics shape display I see one-sided surfaces, missing sides of solids, and small small features absent. Decomposed surfaces are 2-sided. [Drongle McMahon]
  3. Can you update us on recent progress and tell us what your current priorities are? [Vivienne Daguerre]
  4. Is there anything in particular you need us to test? [Vivienne Daguerre]
  5. Please give an update on re-adding bone length recognition to the importer.
  6. Why do some cts jiras get spirited off into Shining, leaving no trace in cts? [Drongle]
  7. Will LL support or quash the XML hack that allows sculpties to have texture faces? [Bloodsong Termagant]
  8. I am working on rideables. If one mesh leg costs about 20 prims, and at least 6 alpha iterations are needed to animate each of the 4 legs, that would be 480 prims for the legs alone (and not account for the body, head, neck, and all those flexiprims needed for manes and tails). While scripts are happy, because each mesh object is one link in a set, and avatars don't care because they don't (yet) have a prim limit on what they can wear; wouldn't such a mesh rideable cause a huge amount of prim lag? Should I shelve this project, at least until/unless independantly rigged animated mesh items are supported? If independantly rigged meshes are introduced at some later date, will they still work when worn by an avatar (and not try to glom onto the avatar's armature)? [Bloodsong Termagant]
  9. The AssetPivot solution does not work predictably for Blender users, and Prep Linden mentioned adding an option to just recognize the regular pivot point assigned to an object in the modeler. Has this option been added? If not, will it be added before the initial mesh release? [Ashasekayi Ra]
  10. Have you reconsidered allowing non-animation UUID swapping for meshes yet? -Stickman 11:03, 9 May 2011 (PDT)
  11. please add your agenda items here

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: