Content Creation Improvement Informal User Group/Archive/July 10th, 2012 Meeting
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15:01 | Geenz Spad | welcome everyone to today's meeting! |
Keli Kyrie | Hello everyone. :) | |
Asha | Hi Keli | |
woozl Selkit T. Woozl | Geenz, your chair seems hungry | |
Geenz Spad | we're going to be taking a slightly different approach to today's meeting, wherein the first 15 minutes will be dedicated to JIRA discussion | |
Elie Spot | wow that stage is like 8 miles away from the commoners | |
15:02 | Geenz Spad | I blame Selkit :p |
woozl Selkit T. Woozl | :3 | |
Asha | lol | |
woozl Selkit T. Woozl | Always blame the mustelid. :c | |
Braydon Randt | i can still hit um with my shoe | |
Geenz Spad | we'll move the chairs up on the next one | |
woozl Selkit T. Woozl | Hey! I'm not Dubya or Saddam. No shoes! D: | |
Geenz Spad | so anyways, anyone have any JIRAs related to content creation up? | |
Yuzuru | Hello Nalates. | |
Nal | Hey Yuz | |
Asha | Heya Nal | |
Nal | Asha :) | |
Martin RJ | hi all | |
15:03 | Siddean Munro | I have a really really really old one that will never get fixed! :) |
tauber Paola von Tauber | well i have one but it's not on the agenda: https://jira.secondlife.com/browse/VWR-27189 | |
woozl Selkit T. Woozl | I have a JIRA from 2007 still alive, Siddean. :C | |
Completely not content-related, however. | ||
Geenz Spad | it doesn't have to be on the agenda, so long as it's relating to content creation | |
Keli Kyrie | There is also this Jira https://jira.secondlife.com/browse/VWR-29210 | |
Geenz Spad | cloth simulation was actually briefly touched on at one of the open-dev meetings a while back | |
tauber Paola von Tauber | it's about cloth simulation :D | |
15:05 | woozl Selkit T. Woozl | I think sometime before next meeting, I need to re-engineer this build. Was made for SL9B. :P |
15:06 | Geenz Spad | I can bring up Keli's JIRA at the next open-dev; not sure if Oz or one of the open source developers know about that one |
I'll keep that one in mind | ||
Keli Kyrie | Oz does I have talked to him about that one | |
Geenz Spad | ah | |
Martin RJ | Geenz we have talked with Oz about it at the last meeting | |
15:07 | he said it was the bug that blocked the dev-branch from going to beta | |
Geenz Spad | it's a shame I overslept then :P | |
right | ||
Martin RJ | but since the beta is out, they probably fixed it. | |
Geenz Spad | can anyone confirm this one in the beta? | |
15:08 | Keli Kyrie | There was a new Beta released on July 8... I don't know if it is in that one but before July it was |
Nal | We need a JIRA helper here... | |
Martin RJ | I assume it's fixed in Second Life 3.3.4 (261355) | |
Geenz Spad | I'm going to ask Oz about that | |
15:09 | Siddean Munro | https://jira.secondlife.com/browse/SH-2103 |
Koli Melune | Strange, doesn't repro in 3.3.5. | |
Martin RJ | but I didn't have a chance to test it myself | |
Geenz Spad | it may have been fixed, but if not, bring it up at the next open dev | |
or even if it is, bring it up anyways :) | ||
15:10 | Keli Kyrie | Cool :) |
Geenz Spad | SH-2103 -- looks like a problem with the avatar mesh's UVs | |
woozl Selkit T. Woozl | Inclined to agree with Geenz, but I'd have to poke at the models themselves. | |
UV overflow, maybe. | ||
15:11 | Geenz Spad | keep the JIRA's coming everyone |
woozl Selkit T. Woozl | Nasty one to try and fix, without breaking a heap of legacy content. Hate to say it, but the base SL avatar mesh is showing its age a bit. | |
Maxwell Graf | The devil you say! | |
Siddean Munro | I don't believe it's anything more than just changing some of the alphas | |
Geenz Spad | hm | |
woozl Selkit T. Woozl | Not quite that simple. | |
Geenz Spad | will need to look into that one a bit further | |
15:12 | Vivi | It should be possible to update the avatar whilst retaining legacy UV mapping for legacy content? Or offer a switch to allow "use legacy model" |
Geenz Spad | from what I'm told, touching the existing avatar mesh is a bit of a no-no for now | |
woozl Selkit T. Woozl | That's one possible solution; The usual Linden policy of "Does it break legacy" probably applies in all cases. | |
Vivi | and that gap is the alpha layers anyway, it's not the avatar model, the gap isn't there on the jacket layer | |
15:13 | Geenz Spad | I believe they're working on a few things behind the scenes to make it possible in the future htough |
and if it's the alpha layers, then we can probably put together a fix | ||
Elie Spot | Improvement can be made without breaking content, its most likely | |
woozl Selkit T. Woozl | Yup. | |
Elie Spot | ^ what vivienne said | |
15:14 | Siddean Munro | There are a bunch of textures under characters in the SL viewer, Shirt_bottom_alpha is the one with the issue |
Geenz Spad | that helps | |
woozl Selkit T. Woozl | Insufficient seam allowance made, likely. | |
Geenz Spad | have you tried modifying it? | |
Vivi | I've tried modifiying that to resolve the issue myself but replacing the texture causes a client crash, would have to be in source and compiled with the fix as the target file, size mismatch or something | |
Siddean Munro | I can't remember, it was 2007 :p | |
15:15 | Geenz Spad | ...huh |
woozl Selkit T. Woozl | The years do blur a bit, don't they. ;) | |
Geenz Spad | well that's interesting | |
April Looming | Is there any plan to add more bones to support the new deformer? | |
Allegory Malaprop | there is something special in the way they've cmopressed the image | |
Geenz Spad | I don't have any information on that, sorry April | |
woozl Selkit T. Woozl | To my knowledge, April, adding new bones to the existing avatar mesh is easier said than done. | |
15:16 | Geenz Spad | shall we get in another JIRA before moving on? |
15:17 | woozl Selkit T. Woozl | Future changes may alleviate that, but going with the mesh as it is, altering the skeleton will break legacy content in several areas. |
dahlia1337 resident | adding bones shouldnt break existing content that dont reference them | |
Elie Spot | adding bones wouldnt break anything | |
^ | ||
woozl Selkit T. Woozl | That one was actually explored back in 2006 or so for us silly furries to have actual tails. :P | |
15:18 | Geenz Spad | alright, if no one else has anything to bring up in terms of JIRAs, we'll continue discussing morph targets from last week |
15:19 | Siddean Munro | Looks like that's it for Jiras |
15:20 | Geenz Spad | for those of you who weren't here, a morph target is a special shape that defines how a mesh should "deform" when a certain parameter is increased or decreased |
Siddean Munro | Blender calls them Shape Keys | |
Geenz Spad | our discussions from last week mostly looked at how this could work with regards to content creators and its usage in-world | |
15:21 | Maxwell Graf | mesh genitals, finally. |
Asha | lol | |
woozl Selkit T. Woozl | ...*facepalm* | |
Trust me, I think SL's already well on that task. | ||
Braydon Randt | O.o :P | |
15:22 | Geenz Spad | now, to some degree this could be seen as yet another mesh deformer alternative; although it's one that would in theory be more flexible than cBones and Qarl's deformer, and would put content creators in complete control over how a mesh "deforms" |
Asha | Yes, that's old news Max. :p | |
Maxwell Graf | with morph targets though, think of the advancements! | |
woozl Selkit T. Woozl | Anyone have two cents on the matter? Operating mechanics? Influence on land impact? | |
Siddean Munro | It's hard to speculate on that really without some kind of testing opportunity | |
15:23 | woozl Selkit T. Woozl | Hard to get a testing opportunity together without a basic framework. |
Cyclic Gearz-Bellamy | And really, Land Impact is only really relevant for items to be rezzed, if the morph is to be used for clothing/avatarshapes it won't matter about LI so much | |
Geenz Spad | at first at least | |
Asha | I just remember that during beta, the Linden at charge at that time said that it would be bad to use morphs. He never went into detail other than it would increase the downloads. | |
*in charge | ||
Nal | Do we have any idea whether it will require changes to the viewer, server, or data to implement? | |
woozl Selkit T. Woozl | I'm of the firm opinion that avatars need to have a quota of some type, but that's another matter entirely. | |
Geenz Spad | I've gotten a bit of feedback on that Nal | |
15:24 | Braydon Randt | meaning .. it would increase the work that hadnt been planned for |
Asha | Well...I think he just prefered custom skeletons and didn't understand how morphs are more robust for certain types of deformations, | |
15:25 | Geenz Spad | it would require some changes on the format side of things, and the server would need to be able to recognize the format |
woozl Selkit T. Woozl | Asha; Morphs do tend to add a bit more to filesize. | |
Esprite Xavier | morph targets are kinda intense compared to skeleton animations though isn't it? | |
woozl Selkit T. Woozl | And bandwidth is a concern factored into land impact. | |
Nal | ...so that is viewer, server, and data, yes? | |
Geenz Spad | work wise? | |
Esprite Xavier | work wise, render wise | |
Geenz Spad | and yes Nal, though the server work would probably be a bit minimal depending on how this is handled | |
15:26 | Esprite Xavier | more data too |
Asha | Oh, I'm sure it adds to file size. | |
Geenz Spad | and work-wise, it shouldn't any more difficult to work with than rigging; infact in theory it should be easier | |
woozl Selkit T. Woozl | As mentioned, yes, more data. Bandwidth on both CPU throughput and network traffic. | |
Geenz Spad | render-wise, it'd actually be faster than Qarl's deformer | |
15:27 | Esprite Xavier | compared to bones though it's not really super efficient, just wondering what kinda limitations there will be for the number of targets, doing an animation with them would be pretty intense right? |
Asha | But, people are already using huge file sizes for things that they don't need to. At least, increased file size for added morphs make sense. Perhaps, they could make a file size limit. | |
Nal | Is there anyway to test what the render time differecne would be? | |
Geenz Spad | not really | |
15:28 | let me elaborate about how these would work | |
Braydon Randt | that goes back to what is acceptable use on AV meshes really doesnt it | |
15:29 | Geenz Spad | work-wise, a morph target is typically a special kind of vertex map (or whatever the equivalent is in your modeling software of choice); you literally are just moving around vertices that makes up the morph target |
there's no need to change your rigging, it should "just work" with the new morph | ||
it'd effectively allow one to "sculpt" how they think a piece of clothing should deform | ||
15:30 | Nal | So, we would build a Morph Target like we do an LoD layer? |
Braydon Randt | or would be have set morph targets .. like we done bones | |
Asha | The dae file schematic supports morphs. | |
Geenz Spad | rendering-wise, it'd be faster than Qarl's solution, simply because it only adds a single step: interpolating the new vertex positions | |
15:31 | Siddean Munro | I think it'd be a setting on the actual mesh rather than be a separate mesh like LOD meshes are |
Geenz Spad | and sort of Nal, really it varies from modeling package to modeling package | |
Allegory Malaprop | on most programs it is, yes. it's more akin to setting an extra animation keyframe on the existing mesh | |
15:32 | Elie Spot | ^^ cool! |
Braydon Randt | i have a question .... can we have " zones" that we can apply to vertex groups ..... with that in mind .... any value can be applied to the vertex group for that " zone" | |
Nal | It sounds like one would have a mesh that is sculpted into various shapes on various key frames. SO, rather than weight paint, we model, yes/no? | |
Geenz Spad | I imagine some kind of "morph group" functionality would be required from the get-go for the sake of making it work with the avatar mesh properly, Braydon | |
15:33 | Siddean Munro | Braydon the way they work is you set a shape key for Belly and then change the model to what it would look like with the belly slider at max |
Geenz Spad | Nal: sort of, have you ever worked with a program called ZBrush? | |
Siddean Munro | or morph target, rather than shape key | |
Nal | Basically no. I'm mostly Blender | |
Geenz Spad | ah, then have you ever used Blender's sculpting functionality? | |
Braydon Randt | <blender & zbrush | |
15:34 | Nal | I have... Scult Mode. |
Asha | In Blender, the shape keys (morphs)are seperate from the weights Nal. | |
Siddean Munro | And I think weighting is still necessary | |
Asha | *separate | |
Elie Spot | it makes sense that weighting would still be necessary | |
Asha | Yes, you'd still need to weight the item. | |
Elie Spot | as morph targets wouldn't affect the movement of your garment just the sizing | |
Geenz Spad | well, creating a morph target would be creating a new shape key, and literally "sculpting" how you want it to look when someone sets a parameter to their max, minimum, or what have you | |
Asha | But, you only need to weight it once for the most part. | |
Esprite Xavier | I guess in some ways morph targets would be easier to understand the alternatives are kinda complicated to create for and or not supported easily | |
15:35 | Asha | Yes, animating a face with bones is like the tenth level of hell to the average person when compared to doing it with morph targets. |
Braydon Randt | shape keys aka morph targets would give a better flexability and the ability to better decide how the garment would "morph" at different values | |
Elie Spot | ^^ | |
15:36 | so lets make it happen xD | |
Siddean Munro | So what do we need to get some kind of testing or prototype? | |
Allegory Malaprop | on the difficult technical side: your custom morph targets would have to match up with the avatar's morph targets. anywhere you don't have an alpha, that gets just as fussy as weighting for joint movement. | |
woozl Selkit T. Woozl | As Asha said. Fiddle with fussy muscle and bone groups to get a smile, or sculpt the smile and tween. | |
Asha | Yes, but matching the morphs in your 3D program is not difficult. | |
Braydon Randt | hense why i said about " zones" ... so when you increase your ass .... your face done gett bigger *lol* | |
Geenz Spad | for a prototype, we first need to write a proposal to give to the lab | |
Elie Spot | ^ allegory - it would be good to have the deformer as an alternative in that case, because it would be a lot of work, but also the flexibility would be amazing | |
15:37 | Siddean Munro | Braydon that's up to the creator of the item :) |
Allegory Malaprop | the deformed matches up to the current morph targets automatically- the avatar mesh is not morph targeted (especially for extreme shapes) especially well, which is why the deformer has the issues it does- matching up to that with cutom morph targets will run into similar issues. | |
15:38 | Siddean Munro | I'm hoping we can have the option of both Alle. :) |
Geenz Spad | now, this proposal needs to include a clear vision as to how it should work with regards to user-facing content, how it should work with regards to the content creators, and how it should work on the lab's side of things | |
15:39 | Asha | It would be nice if you could have access to the morphs through LSL. |
Geenz Spad | the user-facing side I feel is fairly obvious; the user adjusts their shape, and their clothing deforms | |
woozl Selkit T. Woozl | I would imagine any viable proposal at all, Asha, would have to have a plan for how it ties into LSL. | |
Elie Spot | is there any way we can incorporate physics into this? i know that was something LL placed a higher priority on | |
Geenz Spad | well, I think that depends really | |
Elie Spot | *avatar physics | |
Geenz Spad | on both Elie and Selkit's comments | |
Braydon Randt | so .... clothes cant fit ... but hell .. your boobs will bounce well | |
15:40 | Anouk Spot | hahah
[15:40] AshaAsha snorts |
Geenz Spad | we should think about what would be best for a "version one" release | |
Toast Bard | haha | |
woozl Selkit T. Woozl | Build a frame to hang the shinies on. | |
Braydon Randt | no wonder .... LL priority ... tits and ass * lol* | |
Elie Spot | if LL accepts a versoin 1 without physics im fine w/ it haha | |
just wondering if it can be incorporated | ||
at some poitn | ||
typos! | ||
Geenz Spad | I'm sure LL would want that in version 1 :P | |
Asha | I'd assume Qarl's deformer would have to address avatar physics. | |
15:41 | Elie Spot | i have a feeling they'll want that too yah |
Geenz Spad | Qarl's deformer actually does it automatically | |
Asha | Yes right | |
Allegory Malaprop | physics is using a similar system for its movement. it would not be impossible to build in at the same time | |
Elie Spot | so in defining our own morph targets would we also have to define phyrics movement? | |
woozl Selkit T. Woozl | Physics is something that more or less has to enter in the first step. Anyone else remember prim joints and Havok 4? ;) | |
Geenz Spad | somewhere in the proposal I'm sure Elie | |
15:42 | Elie Spot | or could this be automatic |
i cant stop making typos my apologies!!! | ||
woozl Selkit T. Woozl | Quite alright! | |
Asha | The problem with physics is that we'd need a reference in our modelers too make the morphs around. | |
Geenz Spad | but I can speak with some people at LL to find out if they'd really want that in version 1; they do have an influence on what will go into the proposal from a requirements point of view | |
Asha | *to even | |
Siddean Munro | Geenz is there anyone that you would suggest work on this proposal? I can provide some input but I think we need to get moving on it soon. | |
15:43 | Elie Spot | good idea Geenz, best to find out how they'll respond to a version 1 with or without physics support |
maybe before we do the proposal? idk | ||
Geenz Spad | right, I can't suggest anyone in particular off the top of my head, but I do think we need to keep this one open ended; how about for the next meeting, we open the floor to everyone's ideas? | |
Siddean Munro | Ok | |
15:44 | Geenz Spad | from there Siddean and I can begin working on a draft |
Asha | Sounds good Geenz | |
Nal | The proposal is good. But, how do we get Qarl moving on the Mesh Deformer? He is waiting for us to make a consensus, which sucks. | |
Siddean Munro | Cool with me | |
Elie Spot | sounds good! | |
well in this case, morph targets wouldn't replace the deformer right? | ||
Geenz Spad | Nal, that actually gets into #5 on the agenda, but if Paola wouldn't mind us going ahead with that, we can discuss that now | |
Braydon Randt | at the moment ... we have nothing ...... so we cant go wrong .. we just need to be consistant | |
15:45 | Asha | Well, I think the mophs are a bit of a different deal from cbones versus deformer (albeit some overlap). |
Nal | Or do it in oder NP with that | |
Elie Spot | ah right | |
Asha | *morphs | |
woozl Selkit T. Woozl | Elie, Asha; Features in SL are rarely mutually exclusive. There's likely room for both. | |
Geenz Spad | right, well, on the subject of the deformer | |
Elie Spot | agreed selkit | |
Geenz Spad | during our last meeting, people seemed to want both | |
Asha | It would be great to have both Selkit. | |
Elie Spot | i def want both | |
woozl Selkit T. Woozl | Applications for both, in fact. Prims are not obsolete simply because we have mesh and sculpts. | |
Geenz Spad | now, the current hold up on the deformer is, do people want Qarl to continue with it | |
15:46 | Elie Spot | custom morph targets are really advanced, i don't think everyone should have to do that |
heck yes | ||
Siddean Munro | I do because at the moment we have nothing at all and it's really holding back content development | |
Geenz Spad | what Qarl currently wants is a consensus on whether people want his solution, or would have another solution, or want both | |
Elie Spot | yeah, and even with morph targets i feel like it would still be used | |
woozl Selkit T. Woozl | My opinion leans towards both. | |
Elie Spot | for people who dont want to do all that work | |
Maxwell Graf | I think it would be crazy to abandon all the work he has done so far, and not simply because a lot of us paid for it. | |
Vivi | Given that the deformer work Qarl is doing works with physics and all avatar sliders, vs the alternate method that uses the bones of the collision skeleton that doesn't work with physics and doesn't work with all sliders | |
Asha | To my mind, Qarl's deformer and morphs would work pretty well and cover many issues from custom AVs, fixing size issues and opening up mesh animation. | |
15:47 | Elie Spot | it will be extremely valuable to have both, for a lot of reasons imho |
and for content creators to have a choice | ||
Vivi | and complimentary solutions are not a bad thing really | |
Siddean Munro | Absolutely | |
Elie Spot | ^^ agree | |
Geenz Spad | if you have an opinion regarding this, I implore you to speak up! I'll most definitely talk to Qarl about it | |
Siddean Munro | Can we comment on his blog about it? | |
15:48 | Geenz Spad | that you can! |
Elie Spot | who wants both? do we all? | |
woozl Selkit T. Woozl | I don't see why not. | |
Cyclic Gearz-Bellamy | Yeah, I'm in favour of both | |
Elie Spot | i do! | |
Anouk Spot | i would want both | |
Siddean Munro | I wasn't aware that he was waiting for anyone to give him the go ahead | |
Nal | I would like all that I can get... | |
tauber Paola von Tauber | from a mere consumer point of view, yes please! :D | |
Asha | Both would be cool with me. | |
Maxwell Graf | As I stated on Metareality last week, Id prefer, at this point, ANY solution that is going to 1) work the best and 2) do so with a minimum of additional work required by the designer during the creation process. | |
woozl Selkit T. Woozl | Both seems to be fairly unanimous as a view. | |
Vivi | and from what I understand the deformer is much closer to being reality, morph targets would require longer development time, the deformer project would give content creators (and users!) an enhanced toolset much sooner | |
Maxwell Graf | if thats both, then im for it. | |
15:49 | Braydon Randt | as am I |
Elie Spot | ^^ agreed vivi | |
sachi Vixen | I blame Max | |
:P | ||
Maxwell Graf | lo | |
Asha | lol | |
dahlia1337 resident | what are the performance implications of having both, and do they conflict? | |
woozl Selkit T. Woozl | Maxwell; I'm afraid that no one individual solution will do what you've mentioned, but when there's more than one tool, picking the right one for the right task works wonders. | |
Elie Spot | deformer will be a shorter term release hopefully! is max waiting on our consensus about morph targets or was he waiting on more info about the possibility of cbones to pursue a different deformer entirely | |
one that might work better altogether than his current? | ||
woops | ||
not max | ||
qarl | ||
lol | ||
15:50 | sachi Vixen | I think need whatever we can get asap |
Esprite Xavier | Waiting for features or toolsets to be completed or started on kinda sucks when you can have some solutions now :D | |
Geenz Spad | there's no negative performance implications of having both specifically, just the performance implications that Qarl's produces its self; but he's done his best to mitigate that, and it only occurs when someone uploads a mesh to use his method specifically | |
Nal | ASAP is good | |
Geenz Spad | right then, sounds like we have a consensus | |
I'll speak to Qarl this week about going for both | ||
Siddean Munro | Ok | |
dahlia1337 resident | did the initial delay problem of the deformer get resolved? | |
15:51 | woozl Selkit T. Woozl | To be fair, Geenz, artist practices have a huge impact on performance anywhere. |
Maxwell Graf | My biggest concern at this point is just how much work is going to be involved on the design end in order to get a system that works. If it requires X amount of additional weight painting and adjustment, various sizes, alpha maps, etc etc etc. then this becomes less and less of a viable solution as the workload increases, regardless of how well the end result works. | |
Vivi | collision skeleton is workable but it's really kind of an ugly hack and it doesn't work as well as Qarl's method, so...as an interim solution while people wait on the deformer to ship in the viewer, it's useful but I don't see it as more than a stopgap | |
Geenz Spad | http://www.qarl.com/qLab/?p=86 here's the most recent blog post I believe of the deformer | |
dahlia1337 resident | qarl was mentioning adding an octree or something | |
Geenz Spad | so if any of you want to go post something up there, feel free | |
Nal | Dahlia, the 0.2 Mesh deformer had a lag. In the 0.3 version Qarl had it pretty well handled. | |
woozl Selkit T. Woozl | Max; That's one of the topics that will need to be covered; a general consensus on just how things are implemented, the depth and complexity... | |
15:52 | Elie Spot | the only issue with the latest deformer were the distortions on extreme shapes, everything else looked great |
I think when Qarl saw redpoly's demo, he was wondering if whatever they did could be used as part of the deformer | ||
woozl Selkit T. Woozl | Elie; That can be mitigated with tweaks to mesh design. | |
Elie Spot | it cant, its because the base av is wonky in certain places | |
Siddean Munro | The base avatar morphs are pretty ugly | |
Elie Spot | so smoothing out the default avatar is one of the possible solutions | |
woozl Selkit T. Woozl | Right, base av can't be helped, unfortunately. | |
Elie Spot | which we're working on | |
Maxwell Graf | When the pipeline for development becomes 10%% design and 90%% production methods, I think we run into a serious viability issue, not just for the individual designer, but for the entire population of people who may want to or are designing fashion. | |
dahlia1337 resident | I would think the deformer has more potential for better deformations and additional features like facial expressions and lip sync | |
15:53 | Elie Spot | it can selkit |
Vivi | the base avatar is not perfectly symmetrical among other things | |
woozl Selkit T. Woozl | Topology on that poor old beastie is a nightmare in spots. | |
Siddean Munro | Yes it really is | |
Asha | That's why Qarl stated he would add the feature to have any base that you want. So, you could use a base closer to the extreme shape for those. | |
15:54 | Siddean Munro | Dahlia, in order for your custom mesh face not to turn out really ugly, you have to build it exactly to Ruth. |
Nal | Having a selectable base avatar would be great. | |
Asha | right | |
dahlia1337 resident | exactly? lol well maybe with the vertices near ruth's vertices | |
Braydon Randt | so start ugly ..... is the key | |
Geenz Spad | :P | |
woozl Selkit T. Woozl | I doubt we're ever going to quite outrun Ruth. :c | |
15:55 | Siddean Munro | And then it looks just like the SL face, which kinda defeats the point of making a custom face :) |
Esprite Xavier | not unless someone comes up with some kinda transitional solution | |
Braydon Randt | ruth a good old bird ..... bad hair day EVERY day | |
woozl Selkit T. Woozl | Makes me a bit nostalgic. | |
Geenz Spad | so anyways, shall we get on with Paola's topic? | |
Siddean Munro | Yes | |
Geenz Spad | Find a way to allow custom imported mesh avatars to wear existing content (textures/mesh). We need better, more detailed avatars, whilst retaining legacy content and immersive uniqueness. (Paola Tauber) | |
Vivi | Not necessarily, it can look similar BUT increasing the number of tris and verts will improve the overall model considerably | |
Maxwell Graf | I guess what im saying is that it is very easy in this situation to get completely caught up in the technical aspects of implementation, while very easy to forget or push aside the human factors of actually using this type of a system on a daily basis. It should be considered as importantly as the technical aspects. | |
Martin RJ | I totally agree with Maxwell | |
15:56 | woozl Selkit T. Woozl | Vivi; It's not just a matter of polycount, unfortunately. |
Esprite Xavier | Be nice to see a new avatar mesh that had 2 uv sets, a new one and one that could make use of the old content by matching the uvs in some fashion, though that's not really a perfect solution either | |
Geenz Spad | Maxwell: the workflow will be discussed some more at the next meeting (that or we can arrange a meeting specific to morph targets; it really is a large topic to discuss) | |
woozl Selkit T. Woozl | Geenz; I may suggest we dedicate a meeting. | |
dahlia1337 resident | well I would agree that the "bind" position (if Im not over-extending the term) of Ruth's lips are a bit too close for good deformation using the deformer :/ | |
Siddean Munro | Can we move onto the next topic? We're going to run out of time :) | |
Geenz Spad | not a bad idea Selkit | |
15:57 | anyways, so Paola's topic | |
tauber Paola von Tauber | when you all stop giggling at that idea, my request it's coming from a consumer point of view. we can have custom mesh avatars, but we can't use legacy content. there must be a smart way to combine both | |
dahlia1337 resident | legacy content like skins? | |
Siddean Munro | Paola, the only way to use existing textures on new meshes is for the UV's to be exactly the same. I can't see how we can do that | |
Geenz Spad | in the context of mesh avatar replacements, it wouldn't be a bad idea to extend some of the luxuries we have on the avatar mesh to them as well | |
Nal | I don't think so Paola... | |
15:58 | tauber Paola von Tauber | like cloth simulation, i understand it's blue sky thinking more than anything else |
woozl Selkit T. Woozl | Paola; Morph targets would alleviate at least some of that, allowing you to define your own clothing folds and wrinkles. | |
sachi Vixen | I don't think you are ever going to be able to use legacy content with custom avatars. Things just don't physically work that way. | |
dahlia1337 resident | the seams on the UV maps for Ruth are horrible, would be nearly impossible to match | |
Geenz Spad | hm | |
Siddean Munro | She's talking about being able to use existing skins on new custom built avatars, for example | |
Geenz Spad | well, let's think of this from another angle shall we? | |
Siddean Munro | Or your texture layer shirt | |
15:59 | woozl Selkit T. Woozl | Existing skins would have to be applied to a matching UV. |
Nal | Cloth sim is CPU intense. In blender it drives my machine to its knees. I doubt we will see in SL anytime soon. | |
Allegory Malaprop | people are matching up the seams already. but there's the entire multi layering issue, the avatar mesh functions differently. | |
sachi Vixen | If a mesh avatar is made that is better than ruth, even if you could bind it to the deformer you are never going to be able to wear Ruth's skins on it | |
Braydon Randt | truth of the matter is .. legacy content . has been replaced, and there slittle we can do to make old stuff work on your frames | |
new* | ||
sachi Vixen | Or Ruth's texture clothes | |
Tya Fallingbridge | ruth needs to be cleaned up | |
Maxwell Graf | i dont mean to add a secondary agenda, just responding to the fact that I see a ton of discussion about this or that technical element, and very little consideration for how it works when you have to use it every day, how it fits into a pipeline and how much of that pipeline it makes up. The entire issue should be prefaced with the original intent, which is to make this result easier to accomplish. | |
woozl Selkit T. Woozl | Texture clothes require a matching UV. | |
tauber Paola von Tauber | what do you mean Geenz? | |
dahlia1337 resident | have you seen how jagged the seams on Ruth's arms are? | |
Geenz Spad | how about we think about how we can extend some of the cool things we have on the base avatar that we don't have on mesh ones? | |
16:00 | Allegory Malaprop | a large percentage of mesh avatars i've seen ARE using the matching UV with a retpop'd model |
woozl Selkit T. Woozl | I have. As I mentioned earlier, dahlia, Ruth is a mess. | |
Braydon Randt | i agree with Max ...... making it simple ... is more important .. than anything else .. as over complicating a system will kill the desire to use it | |
Allegory Malaprop | but you can only wear one extra "clothing layer" above the skin because layering doesn't work the same | |
Elie Spot | allegory, like people took ruth and modded it a little? | |
Vivi | Petites for instance are the most popular mesh avatars and they're based on the existing base shape and UV mapping | |
Tya Fallingbridge | yes | |
Allegory Malaprop | complete retopology, but matching UVs | |
Siddean Munro | The petites are modified SL avatars | |
Allegory Malaprop | all the petite avatars, for instance | |
16:01 | tauber Paola von Tauber | how about we think about how we can extend some of the cool things we have on the base avatar that we don't have on mesh ones? |
what do you mean by that Geenz? | ||
Geenz Spad | well, baked textures for example | |
Allegory Malaprop | they use a very different topology that has less distortion (higher poly as well as different choices made in overall topology, smoother weight painting, etc.) | |
Siddean Munro | If I were to build a custom avatar there is no way it'd be using SL texture layers | |
16:02 | Braydon Randt | its like wrapping a diamond in brown paper |
Asha | lol | |
No kidding | ||
Siddean Munro | Baked layers would be a good idea actually | |
Allegory Malaprop | meshes do not support texture "layering" in the manner the avatar does. decals, undershirt/shirt/jacket | |
Geenz Spad | sure they're not "amazing", but it'd allow content creators to make a base avatar that others can easily create clothing for | |
woozl Selkit T. Woozl | Baked mesh layers would make me drool in unseemly ways.
[16:02] AshaAsha chuckles | |
Braydon Randt | why not ...... as you can alpha your mesh layers ? | |
16:03 | Geenz Spad | Allegory: however, the existing mechanisms for baked texture layers would apply to meshes as well, it wouldn't be all that complex |
Braydon Randt | well ... i duppodsr face issues | |
Esprite Xavier | meshes do support multiple uvs as well | |
woozl Selkit T. Woozl | We're currently limited to a single material per-face right now, Braydon. | |
Braydon Randt | , wtfv did i just type *lol* | |
Asha | no idea Bray ^^ | |
Allegory Malaprop | layering alphas brings up alpha issues | |
Finlay MacFanatic | duppodsr | |
Allegory Malaprop | i.e. alphas do not play nicely. | |
Geenz Spad | it's not explicitly tied to the avatar mesh, having actually looked at how that works, it could be extended to meshes as well | |
woozl Selkit T. Woozl | Allegory; Hence, baking them in layers much like the existing avatar. | |
Braydon Randt | well thats a whole new issues to play with isnt it | |
16:04 | Martin RJ | some news: SL has 30 million registered accounts now. And: did you all read about that: SL doesn't have an age verification anymore http://bit.ly/slageverific |
woozl Selkit T. Woozl | I'm afraid that's not very relevant to our current topic, Martin. | |
Allegory Malaprop | yes selkit, which is what i meant by decals, and layering in the same manner as the existing avatar mesh, not using alpha layers as a solution, because it isn't really. | |
Siddean Munro | Ok here's an example. I make a mesh avatar - I want to include cleavage, freckles, makeups wihtout having to change the head mesh or complete texture | |
Martin RJ | no not really, but it's past 4pm :) | |
woozl Selkit T. Woozl | I didn't suggest using alpha layers, Allegory. | |
16:05 | Geenz Spad | Martin: the meeting lasts till 4:15 :P |
Martin RJ | oooh | |
woozl Selkit T. Woozl | Siddean; That's precisely what layering would permit. | |
Allegory Malaprop | no, but someone else in the discussion did :) | |
Siddean Munro | So I would want to do it in layers like we do now | |
Exactly | ||
woozl Selkit T. Woozl | Hell, we need that for meshes in general, not just avatars. | |
Vivi | 1-bit instead of 8-bit alphas layer properly BUT 1-bit alphas also have issues with image resolution and edge aliasing | |
woozl Selkit T. Woozl | Build a car, want to add decals or numbering or weathering? Bake a combined material. <3 | |
16:06 | Allegory Malaprop | you can get around that with baking the layers, vivi |
Geenz Spad | so, I guess, it turns into, who thinks clothing layers like we have for the existing avatar mesh would be a good idea for rigged meshes as well? specifically those that are intended to replace the avatar mesh? | |
tauber Paola von Tauber | me! :D | |
(i think!) | ||
woozl Selkit T. Woozl | I'd actually think extending that beyond avatars and into general materials is a better, more broad-purpose idea. | |
Siddean Munro | I think it's a good idea,it's work for close fitting clothing layers like underwear that can be worn underneath rigged mesh outer clothing | |
Braydon Randt | so what we want .... is the SL avatar .. but custom .... with all the bells and whistles it has ... without it looking like Bicentenial man | |
16:07 | Geenz Spad | basically, yes Braydon, and I'd see clothing layers as a good starting point to that |
Esprite Xavier | so just a way to use all the existing texture slots but use a custom avatar mesh? | |
Vivi | I think it's a good idea, yes, if possible | |
tauber Paola von Tauber | i'd be happy with that | |
Nal | Since the Lab is building new compositing servers... this could be a complex issue just now. | |
Esprite Xavier | well I just "just" but it's probably more complicated | |
woozl Selkit T. Woozl | Complexity is a cost of progress, unfortunately. | |
Geenz Spad | Esprite: yes, although I think we'd also want the ability to have your own UVs for it as well | |
Braydon Randt | what we dont want ...... is to rush a half assed solution for anything .. or we get the " we dont want to break existing content" in 3 years | |
16:08 | woozl Selkit T. Woozl | Geenz, I think we have another one-topic meeting we need to schedule. ;) |
Geenz Spad | we still have some time to discuss it | |
Vivi | I'm not sure how it would be a complex issue as I assume the new compositing servers won't change the compositing apart from taking the load of doing it off the simulator and ending the client-side compositing currently used, other than that it shouldn't generate any specific issues? | |
Allegory Malaprop | it's a solution that could be extended to buildings, which could lower texture size as well. | |
Geenz Spad | though I will want to speak with Toast shortly afterwards about their issue | |
16:09 | and that's correct Vivi | |
Toast Bard | :D | |
woozl Selkit T. Woozl | Allegory; Composite textures for non-avatar meshes would make me melt in glee. | |
Esprite Xavier | yeah, it'd be interesting to see where it goes but ya know, kinda got to the point of expecting nothing until it's there hehe | |
Geenz Spad | I know the person who was working on the shining project in that regard, I can talk to him how this would effect that, and if they can factor this into their design | |
Nal | Vivienne, it is going to be politically complex. Getting the Lab to change mid process is not easy. | |
16:10 | Geenz Spad | you never know Nal, how the existing compositing system actually works is very simple |
it's literally layering textures on top of each other in a specific order | ||
Nal | I'll give you that Geenz... see what they say. | |
woozl Selkit T. Woozl | Merging down by layer priority. | |
16:11 | Esprite Xavier | flatten image :) |
Geenz Spad | so it won't be too much trouble to speak to the lab about it | |
woozl Selkit T. Woozl | It'd be nice if we could specify blend mode per layer, but that, may be significantly more troublesome to ask for. | |
Geenz Spad | right, let's keep it simple for now | |
Braydon Randt | might be something that can merged into the materials system we want real bad | |
Siddean Munro | So are you going to talk to someone at the Lab about that Geenz? | |
Tya Fallingbridge | k.i.s.s. | |
Geenz Spad | I will be | |
16:12 | Siddean Munro | Ok cool :) |
tauber Paola von Tauber | yes. for the dumb girl over here (me): keep it simple and give me a better body on which i can plaster my beloved skin :D | |
woozl Selkit T. Woozl | If asking fails, please break out the nuclear puppy eyes. We *need* that. | |
Geenz Spad | we only have a few minutes left, so Toast? Do you have a means to reproduce the alpha problem? | |
Maxwell Graf | RL calls. Have a good day all. | |
Esprite Xavier | Wish ya the best in that reguard :D | |
Asha | Bye Max | |
Maxwell Graf | ...HOLA!!... | |
Braydon Randt | laters max | |
16:13 | Esprite Xavier | I wonder if that seam issue is somehow related to mip mapping or something |
sachi Vixen | I don't think that will ever be feasible Paola. To wear your existing skin with a custom avatar. | |
Toast Bard | sure lemme just grap a screenshot | |
one sec | ||
woozl Selkit T. Woozl | Paola, wearing your skin with a custom avatar would entail precisely matching the UVs and closely matching surface topology to avoid deformation. | |
Toast Bard | http://gyazo.com/3b2286ef8d19a2a636190f751258c736 | |
sachi Vixen | Unless the creator remade it for the custom specifically | |
Anouk Spot | i can see it right now on Lamb's hair | |
woozl Selkit T. Woozl | Essentially it would be a slightly upgraded version of Ruth. | |
Anouk Spot | it conflicts with the background tree | |
Geenz Spad | I haven't seen your issue personally, but I know of others who have been seeing it recently; if I have a solid reproduction case, I can look into it, or forward it to the correct person | |
woozl Selkit T. Woozl | And it would still have to share Ruth's faults. | |
Toast Bard | you can see in that picture that the alpha on lambs hair is cutting out the things behind it, and if there were alphas on her hair behidn it, the prim would cut them out too | |
16:14 | as if it were an invisiprom | |
Lamb Bellic | allegory's hair as well | |
Toast Bard | its incredibly difficult as a designer to work with this | |
Siddean Munro | isn't this the long standing opengl alpha sorting issue? | |
Koli Melune | I *think* runitai has fixed that. | |
Esprite Xavier | alpha sorting :( | |
Toast Bard | because she couldnt wear like, say, a sheer shirt with that | |
Allegory Malaprop | rigged mesh renders alpha like this- it's not the sorting thing really | |
Toast Bard | yeah | |
Koli Melune | I seem to remember some MAINT JIRA about something with that. | |
Geenz Spad | hm, it *looks* like fast alpha, I'll ask Runitai about it | |
Toast Bard | its def not a flickering issue | |
Allegory Malaprop | rigged completely fails to render any alphas behind it all- no flicker, nothing. and yes, there's a jira, though i don't recall the number | |
Anouk Spot | doesn't look fixed to me | |
16:15 | Koli Melune | The fix isn't out of QA. :p |
Geenz Spad | and yes, I see it Allegory's hair | |
Toast Bard | you can see it in every mesh hair with an alpha | |
Allegory Malaprop | rigged mesh
[16:15] Koli MeluneKoli Melune wonders if he can find the JIRA. | |
Toast Bard | or any mesh item | |
Allegory Malaprop | it's exclusively a rigged mesh issue: hair's most obvious, as people are just avoiding alphas elsewhere because of it | |
Geenz Spad | if there's a specific JIRA for that, give it to me please | |
16:16 | Siddean Munro | Is this to do with mesh rigged hair that makes eyelashes disappear? |
Toast Bard | yeah i'd bet | |
Siddean Munro | I think I have a jira in about that | |
Geenz Spad | looks like we're going over out time slot again :) not a problem though | |
Anouk Spot | i've seen this happen with non rigged mesh as well | |
like with glasses with alpha, it's not flickering that happens, it just blanks out that area | ||
Geenz Spad | right, if there isn't a JIRA for it, please file one; either I'll look into a fix, or I'll speak with someone who works in that area | |
16:17 | dahlia1337 resident | doesn anyone know when are mesh attachments drawn wrt other parts of an avatar? |
Koli Melune | Oh, the JIRA I was thinking of is different, but somewhat the same: https://jira.secondlife.com/browse/MAINT-622 | |
Toast Bard | so theres no insider information on how close a fix is to completion? | |
sachi Vixen | Isn't the blanking out the same reaction as the flickering but because the prims/mesh are different the reaction is slightly different? | |
Geenz Spad | I haven't been told anything, sorry | |
Siddean Munro | https://jira.secondlife.com/browse/SH-2836 | |
Anouk Spot | oh i'm not sure | |
Toast Bard | ah alright | |
16:18 | Siddean Munro | that's the one I reported |
Allegory Malaprop | i've noticed an increase in alpha rendering being a little | |
off, in general | ||
Geenz Spad | I think that sums up Toast's issue, can you look over it and make sure Toast? | |
Toast Bard | well yeah my issue was just to find out if there was actually a fix being worked on and how far along it was | |
Allegory Malaprop | things flickering out and completely turning invisible- i'm wondering if that might be more your issue, Anouk, this particular thing seems to be exclusively rigged, consistently | |
16:19 | Toast Bard | but since theres no insider information i guess all i can do is wait |
Geenz Spad | I'll ask around about it | |
Toast Bard | thank you :D | |
Anouk Spot | it could be, alle! | |
Geenz Spad | anyways, thank you all for coming to today's meeting! | |
16:20 | Toast Bard | will you be making another meeting just for deformer talk? |
woozl Selkit T. Woozl | Thank you for not throwing rotten fruit. :D | |
tauber Paola von Tauber | bye and thank you | |
Geenz Spad | I'll be discussing that with the relevant people, Toast | |
Toast Bard | noice! | |
woozl Selkit T. Woozl | T'would be shiny to have a dedicated chat about that. | |
Geenz Spad | and as always, we do have an open agenda, so feel free to get some items up for next week's meeting | |
16:21 | Asha | Thanks for the meeting guys. |
Braydon Randt | aye ... thank you | |
Geenz Spad | for those of you who missed that URL, https://wiki.secondlife.com/wiki/Content_Creation_Improvement_Informal_User_Group | |
woozl Selkit T. Woozl | You're very welcome, Asha, Braydon and everyone. | |
Esprite Xavier | Yep thanks, fun to talk about this stuff :) | |
Geenz Spad | we will have the logs posted up in an hour or two |