Mesh/Archive/2011-09-12

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Revision as of 16:37, 12 September 2011 by Charlar Linden (talk | contribs) (Created page with "==Agenda== # Do you plan to add a "mirrior" button for mesh simmilar to the one that was added late in sculpties? Would be not only useful in creation and uploads but mirriored …")
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Agenda

  1. Do you plan to add a "mirrior" button for mesh simmilar to the one that was added late in sculpties? Would be not only useful in creation and uploads but mirriored mesh would be instances and less server stress then a brand new uploaded model. Could even give a reduced PE if its in the same linkset as the non mirriored mesh. Have a mirrior check box and then a X Y Z dropdown box for which axis is mirriored in the features tab or something. [Moo Spyker]
  2. I filed a jira for the LOD uploader scale problem but cannot find it anymore, has anything been done with that? It is where all LOD's and physics mesh scale up to the match the bounding box of the highest LOD. It's a pain because every LOD and physics must maintain the EXACT bounding box to avoid stretching. I have a picture example of exactly what I mean to show. [Moo Spyker]
  3. "Render Cost" seems weird on mesh's that you would think to be less weight on the sim. Examples I have are of a complex mesh cut down into smaller mesh resulting in a much lower PE but 100 times Render Cost. One specific item was 1 mesh, 42 PE 51 Render Cost. same mesh cut down to 26 indivdual objects 28 PE linked but Render Cost is 1091. I would think the Render Costs would be flipped on that example. Doesnt make much sense to me. [Moo Spyker]
  4. Any word on adding the LSL line to change the new physics flags? (PRIM, CONVEX HULL, NONE) [Moo Spyker]
  5. Any word on chaning the label "prims" to "object" or simmilar? Next update? So many people are still thinking mesh is low prims when it is not... example: from (100 prims, 200 prim equivs) to (100 objects, 200 prims/prim equivs) [Moo Spyker]
  6. JIRA Issue SH-2374, originally opened by Maxwell Graf, was requesting rigged mesh respond to the standard avatar appearance morph sliders as well as bone changes. I added to it to have "strength" and "bias" controls in the Edit window. Those would be a multiplier and addition or subtraction of the underlying skin movement to apply to the attached mesh. Bias would also control render order, so outer layers would always render last and thus show over lower layers. The combination of morph controls + strength + bias would give great flexibility in fitting and layering mesh items. The point of this feature is to conform attached meshes to the user's preferred shape, rather than the unhappy situation now where we have to conform the avatar shape to fit the mesh attachment. A lot of people saw the necessity of this feature, and it got about 260 watchers in a few days, and then was taken internal to LL so we cannot see the status. Can you tell us (a) what is the status of that issue, and (b) why did it need to be hidden? [DanielRavenNest Noe]
  7. A few other residents and myself are making mesh related tutorials on a regular basis. Would it be possible to add a tutorial subforum to the mesh forum so tutorials would be easier for new users to find? [Ashasekayi Ra]
  8. What to name objects in your .dae to have LODs and physics shape included in the same file as the main mesh itself? (I seem to remember this being possible from the early mesh testing days, but cant find anything on it now).... I know e.g. there was the option to name a NULL as AssetPivot and have the uploader see it as the mesh pivot (which is currently disabled) ... but the other stuff?[Motor Loon]
  9. Status on mesh pivot points? [Motor Loon]
  10. I am on the new viewer Second Life 3.0.5 (240356) (Project Viewer - Mesh), I have noticed in the edit window there is no longer prim counts or pe counts just land impact counts, will this be the new standard for counting prims? Would it not be better to use a dual system so residents who don't engage in building will be able to distinguish? [eithne Blaylock]
  11. I was checking out the bleeding edge of Blender versions, hoping one would fix the bone offset issue (still wonky in the public 2.59!) and encountered an issue: https://jira.secondlife.com/browse/CTS-804 [Feynt Mistral]
  12. It's recently been brought to light (again) that it might be possible to make bones for attachment points and work with them. I haven't tested this, but if it's still working, perhaps this is an in road for custom skeletons? http://community.secondlife.com/t5/Mesh/How-to-Morphing-avatar-meshes-sort-of/m-p/444963 [Feynt Mistral]
  13. When I tried to upload mesh on mesh-project viewer 3.0.5(240326), I can't set the file of Medium Level of Detail. "Ship it" was OK but "calculate weights & fee" button was not enabled. Why? What should I do? [Yuzuru Jewell]
  14. About Mesh upload dialog of mesh-project viewer 3.0.5(240326), was "None" Option of the Source of Level of Detail gone? What does "Use LoD above" Option mean? If it is the same function of "None", why the name changed? And What does "This model represents..." Option mean? [Yuzuru Jewell]
  15. Is it possible to add support for attachment offsets via rigged mesh? Currently I can import weight data for attachment points, an animation can then move those rigged parts. A work around allows me to snap those parts in place with animations but I would like to see the mesh do this for me. [Racush Cheeky]
  16. The rigged mesh is shown as a huge ball by 1.X viewer. Please make it small to the size of Avatar. [Yuzuru Jewell]
  17. Bone offsets still aren't working in Blender 2.59. Any work being done by LL to correct this, either on their own or with the Blender Foundation? [Feynt Mistral]
  18. in the latest mesh beta viewers from last week (all newer than 240119): When i try to open the mesh importer, it crashes. is that a known bug ? [Gaia Clary]
  19. when can we expect Collada-1.4.1 support ? [Gaia Clary]
  20. Will we be able to "Select Face" on mesh objects to choose the discrete materials and assign the texture in the texture editor? [Feynt Mistral]
  21. Currently, in order to have bone offsets working properly, you need to use the female shape (specifically, the Thin Shape in the Ruth Library folder). This leads to all rigged mesh full avatars having female default walk animations. Is there any way, or a plan, to allow people to use the male versions of the default animations? [Tiberious]
  22. what about removing slm files and adding XML description files ? do you work on that ?[gaia clary]
  23. When we upload, there are numbers for LOD which appear based on our initial file. If we are higher than the number projected for the next level down, does it jump to the higher cost since it expected a lower number than we have for that given level? Should we be at the number projected or lower? [Eleanora Newell]



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