Content Creation Improvement Informal User Group/Archive/July 17th, 2012 Meeting
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15:03 | Geenz Spad | welcome everyone to today's meeting, we're going to have condense things a bit today since we have a number of big agenda items today |
as always, you can find the agenda here: https://wiki.secondlife.com/wiki/Content_Creation_Improvement_Informal_User_Group | ||
we'll get started with JIRA discussion | ||
15:04 | anyone have any content related JIRAs to pass around today? | |
yes? no? maybe? :P | ||
15:05 | Elie Spot | did you have any geenz? |
Geenz Spad | I wouldn't mind discussing that cloth one personally | |
15:06 | and if no one has anything else they'd like to bring up from the JIRA, then we can just discuss that until it's time for more morph target discussion | |
Elie Spot | sounds good to me! | |
Typhaon Nishi | cool | |
15:07 | Geenz Spad | we can also just skip to morph targets if everyone wants, it's up to you guys! |
Nal | What is the cloth JIRA? | |
15:08 | Maxwell Graf | isnt that for cloth movement? |
Geenz Spad | so anyways, regarding cloth; I've put a bit of thought into that, haven't had any official discussions *yet* with anyone at LL, but it'd generally be doable with a few workflow tweaks | |
and yes Maxwell | ||
I'll find the JIRA | ||
Elie Spot | thanks! | |
sachi Vixen | What would be doable? | |
Geenz Spad | https://jira.secondlife.com/browse/VWR-27189 | |
15:09 | doable in this context would refer to making cloth move realistically | |
think, things like flowing dresses, capes, maybe even hair to some extent | ||
sachi Vixen | Oh you mean like cloth simulation? | |
Eboni | We are talking about Havok Cloth? | |
Nal | Would that be a handoff to Havok? Or purely viewer side? | |
Geenz Spad | not necessarily Havok Cloth | |
Typhaon Nishi | interesting | |
Maxwell Graf | instead of like flexi only. | |
15:10 | Elie Spot | i dont like flexi :( (dont shoot!) |
cloth sim would be amazing | ||
Geenz Spad | would *probably* be viewer-side only, I hate to think of the server over-head for something like that | |
Typhaon Nishi | I wonder how something like that would work in tandem with something like the deformer | |
sachi Vixen | I'l with you Elie, I think flexi has had its day | |
Elie Spot | yeah, now that we have rigging, people won't tolerate movement through the body anymore | |
Nal | How is the viewer going to do it? | |
sachi Vixen | How would that be possible/work? | |
Geenz Spad | that's where things get interesting | |
15:11 | Crash Uladstron | yes,how would it work? |
Elie Spot | would materials be part of it? | |
Geenz Spad | typically, how it works is, you define a region that's supposed to be simulated as cloth in your 3D application | |
Geenz Spad | workflow possibilities could involve "painting" this region effectively | |
15:12 | Nal | Does Collada allow for that info? |
Geenz Spad | it does | |
Nal | neat | |
15:13 | Geenz Spad | now, viewer-side, that's where things would get even more interesting; we'd need some kind of way of checking if the clothing is about to go through the avatar
[15:13] Braydon RandtBraydon Randt nods all interested like |
I think this is something that'd require a fair bit of discussion on everyone's part, so how about we talk about it at length at next week's meeting? | ||
15:14 | Elie Spot | do we have time to get into it now? |
Nal | All SL collision is Havok... | |
Elie Spot | since there aer no other jiras? | |
Crash Uladstron | Also dif fabrics move in dif ways | |
Elie Spot | thats why i was wondering about materials | |
Anouk Spot | true | |
sachi Vixen | Perhaps put it ont he agenda for next time? | |
Geenz Spad | I'll answer the materials question, then we'll move on to morph targets, alright? | |
Braydon Randt | yup | |
Anouk Spot | i would hate for say, jeans to move like a flowy skirt or something | |
15:15 | Typhaon Nishi | well im sure that there would be different strength of painting if certain fabrics move in different ways |
dahlia1337 resident | oops sorry :) | |
Elie Spot | sounds good geenz! | |
Geenz Spad | it's possible that some materials-like functionality could be introduced to it if/when we have a working material system in place, but that's something we should discuss once that's on the horizon | |
Elie Spot | awesome | |
15:16 | getting excited | |
Geenz Spad | I figure it'd be pretty cool to have a normal map that fades in the more the cloth flaps about :P | |
Typhaon Nishi | maybe there would be options similar to those found in flexi atm, and there could be presets such as denim etc. | |
Geenz Spad | could do something like that, but anyways, got a few important things to discuss with regards to morph targets today | |
Braydon Randt | hat would be an interesting prospect | |
15:17 | Geenz Spad | Nalates, if you don't mind, I'll be covering your agenda items along with this |
Nal | np | |
15:18 | Geenz Spad | so, I've been talking to a couple people at the lab, and right now a few things need to be made clear to LL with regards to the morph target discussion |
first off, where Qarl's deformer stands in all of this | ||
15:19 | I've established that Qarl's deformer needs to come first, as it's the closest thing that to being finished as it stands | |
Elie Spot | nice | |
15:20 | Geenz Spad | morph targets would take a while to implement, and work out all of the little technical hurdles here and there; and mesh has been out on the grid for about a year now with no official solution for fixing how clothing fits people |
Al Supercharge | sorry to be late is there an agenda webpage ? | |
Crash Uladstron | it could be the default option for clothing deformation and morph targets could be an option for people who prefer to do it that way,imo | |
Geenz Spad | https://wiki.secondlife.com/wiki/Content_Creation_Improvement_Informal_User_Group | |
Typhaon Nishi | http://wiki.secondlife.com/wiki/Content_Creation_Improvement_Informal_User_Group | |
Elie Spot | ^ agree w/ crash | |
Geenz Spad | now, the next point is, LL needs *in writing* what benefits morph targets would bring, and why we need these benefits | |
15:21 | for this, I have a document to share with all of you! | |
Al Supercharge | what's a MORPH TARGET ? | |
Elie Spot | the doc will help you Al | |
dahlia1337 resident | could the deformer interfere with future morph targets, or other morphs such as lip sync? | |
Geenz Spad | that's to be defined dahlia | |
https://docs.google.com/a/exodusviewer.com/document/d/1MsGy9UsHRNqxrURNY7VwhfYQpDdBG3nRG6b_wDUSIfg/edit# | ||
dahlia1337 resident | if it's not defined, could the deformer present an opsticle? | |
15:22 | Typhaon Nishi | it would probably be separate |
dahlia1337 resident | *obsticle | |
sachi Vixen | I would have thought that with a deformer and morph targets in place it would be an either or decision at upload? | |
Geenz Spad | this gets into the technical aspects of morph targets, and technically they shouldn't really interfere with one another too much | |
Typhaon Nishi | like you have a custom option for custom deformations and if you dont want/ can't use morph tagrets you would use the default qarls deformer | |
15:23 | Geenz Spad | personally, I think it should be an upload option, yes |
dahlia1337 resident | does the deformor not affect head and finger vertices? | |
Crash Uladstron | yes,sort ot,to make a parallel ,de generated lod's or uploding your own | |
Geenz Spad | dhalia, it effects everything | |
Elie Spot | agreed (upload option) | |
Typhaon Nishi | yeah like a tick box | |
Geenz Spad | I'd like for people to save technical discussion for when we get that; today's meeting, I need people to focus on the document I've posted | |
15:24 | so, LL needs clear reasons why we need morph targets, in this document you'll find I've listed some advantages, and why we need these advantages | |
Al Supercharge | why is it that I think LL will find a bunch of higher priorities than Morph Targets ( esp when they add to lag) | |
Geenz Spad | what I'd like for the next 10 minutes or so, is for us to discuss them, and come to some general consensus that this represents the advantages of morph targets, and the overall need for them | |
15:25 | so, let's get started | |
15:26 | let's begin with the first section, "Advantages to morph targets for clothing and avatar designers" | |
does anyone have any questions or comments with regards to this section? or does everyone feel that this is good? | ||
15:27 | Elie Spot | looks good to me! |
Typhaon Nishi | yeah its pretty good | |
concise | ||
dahlia1337 resident | can you repost uri for document please? | |
Geenz Spad | https://docs.google.com/a/exodusviewer.com/document/d/1MsGy9UsHRNqxrURNY7VwhfYQpDdBG3nRG6b_wDUSIfg/edit# | |
dahlia1337 resident | ty :) | |
Crash Uladstron | yes,if it will be an alternative option on upload how does point 3 fall into this | |
15:28 | or does in conjunction mean in paralel? Sorry if I'm not understanding right | |
Geenz Spad | the thing about morph targets, is they could be an optimization in the future for Qarl's deformer | |
more or less that | ||
15:29 | Crash Uladstron | right, okay,thank you |
Geenz Spad | they could be used in parallel with the deformer, they could be used in parallel to RedPoly's solution, we could have a tick box that only allows one or other other, there's plenty of possibilities here | |
Braydon Randt | too many options one might say | |
Elie Spot | Should we put something in there about how people might want certain parts of an object to deform, but not others? LIke the strap of a purse but not necessarily the bag itself? I feel like this is a really appealing aspect to me personally | |
Crash Uladstron | understood | |
sachi Vixen | The more options we have the better the advantage for SL when moving forward | |
15:30 | Asha | Very good point Elie |
Geenz Spad | sure, we can further define how the functionality will work, but for the sake of getting through today's agenda, how about we discuss that after our initial time limit? | |
Elie Spot | maybe just take a note | |
Geenz Spad | sure | |
Elie Spot | to add that in | |
Typhaon Nishi | are you forwarding this document to LL for them to decide whether to implement the morph target function | |
Geenz Spad | I'll put that in then | |
15:31 | I'm forwarding this document to a few people at LL for feedback | |
Typhaon Nishi | ok cool | |
Geenz Spad | they just need to know the specifics as to why we need this | |
Elie Spot | so do you think if anyone has some major good reasons to point out, that were maybe left out, we should make note of them and add? | |
15:32 | Geenz Spad | so, section #2, "Advantages to general users" |
yes, please | ||
Elie Spot | great | |
Drongle McMahon | I think morph targets are one approach that can deal with the widely held view that mesh creation is elitist and doesn'y help non-modellers. Moph targets could provide mesh components that are highly adjustable and thus provide a new range of versatile components usable by non-expert people. | |
Geenz Spad | that's a very good point Drongle! | |
Drongle McMahon | That is not to say they are the most efficient way to do that but... | |
15:33 | Geenz Spad | so anyways, any comments on section 2? |
Elie Spot | general users meaning creators & shoppers alike? | |
or just creators | ||
people who will be actually doing the morph targets | ||
Geenz Spad | think of it from an "end user" standpoint | |
15:34 | Braydon Randt | general public want one thing " will it fit" ... how it fits they dont give a toss |
Geenz Spad | how it'd effect the people who buy your content | |
Elie Spot | ok, yeah fit | |
Anouk Spot | def fit | |
Typhaon Nishi | could put residents alongside users | |
Elie Spot | fit and quality/realism | |
Braydon Randt | fit first .... realism, eventually | |
15:35 | Elie Spot | because the average user won't really care whether the garment they're wearing utilizes the deformer or the morph targets, they'll just notice a quality/fit difference |
Crash Uladstron | exactly | |
Braydon Randt | thats all they care about | |
Elie Spot | especially people who are left out, like fantasy avatars, extreme shape avatars, etc | |
Braydon Randt | we as creators ... want to give them that .. with the MINIMUM work | |
Typhaon Nishi | greater fit accuracy | |
Geenz Spad | I've added a third item to that section | |
Elie Spot | looks good geenz | |
Typhaon Nishi | yeah that sound sgood | |
15:36 | Maxwell Graf | naw man, get yew summa them morphin jeans, not just them deformer ones! |
Geenz Spad | :P | |
Typhaon Nishi | might morphin power jeans | |
Elie Spot | the day a customer IMs and uses the words "morph target" i'll give you 5 billion lindens max xD | |
Geenz Spad | so is that all for section 2? | |
Anouk Spot | i think so | |
Elie Spot | looks good to me | |
although | ||
15:37 | does number 1 fit in | |
being as we're talking baout end users | ||
sachi Vixen | I saw that Elie! | |
Crash Uladstron | Well I shpped at Mon tissu so start paying Max | |
Geenz Spad | it's performance related | |
Elie Spot | ah ok | |
yea | ||
makes sense | ||
Geenz Spad | so I figure that something that runs a bit faster would always be a huge plus to the end user | |
so anyways, section 3 is a bit of an iffy one | ||
15:38 | this one is largely a "what if" and "nice to have" kind of section | |
Elie Spot | right | |
Geenz Spad | but at the same time it sets the tone for what people's overall eventual expectations should be "in the future" | |
Elie Spot | number 2 would rely on us being able to do our own skeletons wouldnt it? | |
15:39 | Asha | If it is a "nice to have", could you mention making the morphs accessible through scripting? |
Geenz Spad | #2 depends; you can actually do some pretty complex things with morph targets | |
of course Asha | ||
Asha | Awesome :) | |
15:40 | Geenz Spad | is that good Asha? |
dahlia1337 resident | via scripts? add in syncronization and timing problems, aka LAG | |
Geenz Spad | that's one of those technical hurdles people have to work on how to mitigate, dahlia | |
15:41 | Drongle McMahon | I think morphs should be accessible through sliders in the UI, not just scripts. |
dahlia1337 resident | often people in other continents have > 1 second ping times, I'd say thats a pretty big techincal hurdle | |
Geenz Spad | anything we want that woudl be nice to have one could argue would cause "lag", you could even say that materials would cause "lag", or that mesh causes"lag" due to the additional data they send | |
15:42 | right then, I added your point Drongle | |
sachi Vixen | Would sliders in the UI affect the security of content at all? | |
Asha | What sort of sliders in the viewer UI? | |
Geenz Spad | that's entirely dependent on how morph targets are actually implemented | |
15:43 | Drongle McMahon | Could make UI accessibility selectable byb the originator of the morphable mesh. |
Geenz Spad | there's different ways to do morph targets, each of them have their own unique benefits and disadvantages | |
it's possible we could extend the floater for shape editing | ||
15:44 | anything else? | |
or shall we move on to the next section? | ||
Drongle McMahon | In an implementation of morphable components for non-expert creators, the resource cost would obviously be high for the morphable mesh. So there could be an option that would "crystallise" the current morphed mesh and turn it intop a normally costed mesh. | |
Geenz Spad | potentially | |
15:45 | Drongle McMahon | Sorry b... I'm getting ahead of you. I will shut up now. |
Geenz Spad | how about we get into something like that during our next meeting?
[15:45] Braydon RandtBraydon Randt suspects " next meeting" will be 4 hours long | |
anyways, if there's nothing further on this section, we'll move on to the next one | ||
Al Supercharge | do all major video games use morph targets --? is that where this comes from? | |
Geenz Spad | at this rate, we may as well extend the meeting to two hours :p | |
15:46 | Elie Spot | almost done w/ the doc! :D |
Nal | No.... 2 hrs is too long | |
Geenz Spad | most major videos games do, they're typically used to solve problems that would otherwise be very difficult with regular bone-based animation | |
15:47 | the viewer technically already uses morph targets for shapes; everyone around you us using some variant of a morph target to define the overall shape of their avatar | |
Al Supercharge | and how does this work with face anim? | |
Geenz Spad | it basically moves the face vertices, but regardless, we need to move on now | |
Foreseeable Disadvantages | ||
15:48 | this one I added the most obvious disadvantages, and I think this is one that'd be better suited for a separate discussion | |
so shall we move on to the final section? or do people feel that there's other disadvantages that should be listed? | ||
15:49 | Elie Spot | sounds good to me |
Al Supercharge | sounds complicated -- dont we just need as 1st priority the 8 language speech emotes for lips+tongue+teeth?
[15:49] Braydon RandtBraydon Randt considers this whole meeting would have been better as a forum sticky ... or a poll | |
Geenz Spad | we'll discuss that another time Al | |
15:50 | I actually did a post on the opensource-dev mailing list, but not many have responded | |
Elie Spot | i think its good to throw this around in a meeting | |
where we can add points together | ||
and approve points together | ||
as a group | ||
last section? | ||
Geenz Spad | last, but most definitely not least: “Needs” as such for morph targets | |
15:51 | does anyone have anything to add here? | |
Elie Spot | i dont see a hard strong point about quality and fit accuracy | |
dahlia1337 resident | you have bandwidth and processing cost, which are pretty high on LL's list. Would be nice to add examples how the costs can be mitigated | |
15:52 | Typhaon Nishi | so this section is why we all see morph targeting as a need? |
Elie Spot | yes | |
Geenz Spad | added Elie | |
Typhaon Nishi | I think it entails the advantages pretty nicely | |
Drongle McMahon | I guess my "crystallisation" would be a mitigation. | |
Elie Spot | in my mind, why this is needed and not just a deformer.. although I'm unsure what improvements are being made to the deformer currently | |
15:53 | last I checked there were quality and accuracy issues | |
sachi Vixen | I think any emphasis on small costs to LL to implement might go down well? | |
Geenz Spad | if anyone has anything else to bring up, now is the time; some people's topics may have to spill over to the next meeting | |
sachi Vixen | small costs as in time effort & finance | |
Drongle McMahon | Need to keep up with competition? Does cloud party have morph targets? | |
dahlia1337 resident | I thought the "cost" was processing cost in the viewer | |
15:54 | Elie Spot | i dont think cloud party lets you modify your avatar shape yet |
Geenz Spad | the good news on morph targets, is a lot of the server side work would probably be getting it to accept mesh format additions | |
and the processing cost shouldn't be any more than what we already have with the mesh deformer | ||
but again, let's stay on topic | ||
Al Supercharge | is that really going to happen " clothing makers define how it fits" ? isn't it going to be automatic ? | |
Typhaon Nishi | maybe that it gives creators an advanced option to use rather than just the default deformer which adds further customisation/control over creations | |
15:55 | Elie Spot | Al, the deformer will be the automatic option |
and will come first, before morph targets | ||
Geenz Spad | what Elie said | |
Elie Spot | what we're doing is just proposing this advancanced option to LL | |
dahlia1337 resident | yes the deformer adds cost which may be one reason LL may not like it | |
Elie Spot | because of all the benefits outlined in the doc | |
Geenz Spad | so, I guess I'll emphasize more points here and there then | |
15:56 | Braydon Randt | if it saves bandwidth .. thats a cost saver for LL , if it reduces LAG ... same again |
Geenz Spad | so we don't have too much overflow at the next meeting, what I'd like everyone to do is talk to me directly about the document over the week | |
Braydon Randt | if it generates cost in lag , bandwidth and money .. you are gonna have a hard sell | |
Elie Spot | i think the benefits would outweigh the cost here | |
15:57 | Geenz Spad | I'll put together a group for the UG, where we can have discussions (provided group chat doesn't choke) |
Elie Spot | thats my hope! | |
thanks geenz! | ||
Nal | Morphs avoid the problem of having to have the alternate weight paint needed for cBones. | |
Typhaon Nishi | yeah was goinhg to say that, thats a good idea to have a group | |
Geenz Spad | so, let's move on with what time we have here to the next agenda item | |
Typhaon Nishi | Mesh Content Creation Improvement Group or something | |
Elie Spot | 3 minutes teehee | |
dahlia1337 resident | adding processing cost to rendering avatars reduces the number of avatars that can be rendered while maintaining FPS | |
Geenz Spad | the meeting ends at 4:15, so that gives us 15 minutes | |
15:58 | Elie Spot | 3 minutes + 15 teehee |
Geenz Spad | Has there been any news on whether LL is leaning towards Qarl's deformer or Redpoly's cbone solution? Ashasekayi Ra 14:56, 10 July 2012 (PDT) | |
to my knowledge, Qarl's | ||
sachi Vixen | Would this expose mesh morphs the same way that sculpty maps are exposed via UUID? | |
Elie Spot | no combination possible? | |
sachi Vixen | Because that could be a serious security issue if it would | |
Geenz Spad | using unused bones will work with Qarl's deformer as is | |
15:59 | Elie Spot | what about adding the bones where they are missing? i thought this was the reason they were considering redpoly's solution in the first place |
Geenz Spad | but as an "official" solution, LL is leaning more towards Qarl's from what I've been able to gather thus far; but don't take that as an official endorsement on their part | |
I can't really comment on that Elie, sorry | ||
Elie Spot | ok | |
we should probably find that out | ||
somehow | ||
16:00 | dahlia1337 resident | Qarl's deformer is more or less an automatic morph target maker anyway |
Al Supercharge | way higher in priority is rigged objects -- is this a step away from Morph Targeting ? | |
Geenz Spad | Maxwell also had an idea he wanted brought up | |
Would like to have short review/discussion of New Features concept (will provide display that can be clicked to give out image to attendees) Maxwell Graf | ||
sachi Vixen | Is there a way to a way to lock down the UUID to ONLY be used on the mesh it's designed for, so it can't be applied like a sculpt map to any other prim | |
Maxwell Graf | This was in response to a call for new feature ideas | |
16:01 | if you cant read it, click to get a copy of the image | |
Geenz Spad | how about we talk about the technical aspects next time, or in a group chat sachi? | |
Typhaon Nishi | I like it | |
Geenz Spad | I apologize for trying to push things along here, but we we're already going to go over our time allotment | |
Typhaon Nishi | saves time when creating basic gradients etc. | |
Maxwell Graf | this would basically allow thumbnail sets to be used for textures and colors, based on folders in a new inventory folder type, or by selecting just a folder of textures. | |
16:02 | very helpful if you are doing a build where you need things over and over, similar to an organizer, but built into the UI tools. | |
sachi Vixen | Can you put that on the agenda for next time because i think its an important issue for creators, I'm pretty sure everyone is sick of all the ripping that goes on | |
Maxwell Graf | the gradient idea may take a bit more doing | |
16:03 | sachi Vixen | We don't want to invite them in |
Geenz Spad | yes sachi | |
sachi Vixen | Thank you :) | |
Geenz Spad | I do understand your concern, and I feel it's an important one as well | |
and regarding the gradient idea, only problem I can foresee is that may have to be moved into its own floater | ||
and with an upload button stuck somewhere on it | ||
16:04 | that's mainly due to how SL's asset system works though | |
though this does actually raise an interesting topic as well, how can we improve the build floater? | ||
Maxwell Graf | the layout of this as I have it here is very much just concept. The stuff below it could easily be re-organized to get more room also, like if we need material maps also later. | |
Geenz Spad | as it stands, the build floater's getting fairly cramped I think | |
16:05 | Elie Spot | agreed |
Nal | Translate it to German and look at it... | |
16:06 | Maxwell Graf | any suggestions or ideas re. these concepts? |
Elie Spot | what would gradients be used for? | |
Maxwell Graf | well, lets say you wanted to add a shaded border on a square wall | |
Typhaon Nishi | I think if it were to be implemented there could be a tab which extends the UI space | |
so that it doesnt cramp it up | ||
Nal | The texture thumbnails are really small. | |
Maxwell Graf | gradients would be applied over texture just like color. | |
Typhaon Nishi | sort of like an advanced options tab | |
dahlia1337 resident | I dont understand the gradient. are you mixing textures or just colors? | |
16:07 | Maxwell Graf | colors |
Elie Spot | so layering | |
pretty much | ||
Maxwell Graf | it would be applied just like color is | |
over a texture | ||
or rather, as a tint. | ||
Geenz Spad | I do like the the idea behind the thumbnails, even if they're a bit cramped | |
Typhaon Nishi | then you could have these options in a separate part of the window, like have a "+" or "advanced" pull out tab | |
Eboni | wouldn't people just bake/render textures? And if people aren't advanced enough to bake/render, or make their own textures in PS, they are going to be purchasing textures. What do you think the actual usage for a feature like this would be? | |
Nal | I can see several uses for gradients. Especially if we can mix a color and transparency. | |
16:08 | Elie Spot | i think having build tools for people without advancaed programs is good though |
Maxwell Graf | the idea is that you wouldnt need to have multiple textures. | |
you could apply a new gradient and save the effort and uploads. | ||
Geenz Spad | maybe it could be made into something like a texture compositor? | |
Elie Spot | so if you wanted a very thin shadow, you could control that w/ the gradient settings, then apply it to your wall? | |
Maxwell Graf | myes | |
16:09 | Elie Spot | i think yes for this concept, but i agree w/ geenz it should have a sep floater |
Geenz Spad | though then, we get into replicating the functionality of photoshop | |
Braydon Randt | could work hand in hand with a materials system ...... as thats ultimately the same | |
dahlia1337 resident | thumbnails++. gradient idea is cool but may have some compatability issues | |
Typhaon Nishi | could give newer residents who dont have the knowledge/accessibilty to graphics programs these options the ability to do these with SL. Could end up improving the look of their textures/ builds etc. | |
Drongle McMahon | Overlaying a tiled texture with an untiled low-res shadow map could be very efficient compared with baked textures. | |
Maxwell Graf | the small triangle mix sliders would control how the mix is, and when one is highlighted, you can then make that color transparent also | |
Geenz Spad | and generally speaking, if people want a texture editor, they'll just use photoshop or something along those lines | |
Elie Spot | yeah, being able to build a decent bit within SL without having to upload anything is good | |
Typhaon Nishi | mmm | |
16:10 | woulkd save time | |
Eboni | it seems like a poor allocation of resources. So the viewer would combine these resources, and render them out to the client? | |
Geenz Spad | hm | |
Maxwell Graf | the other aspect is here saving the sets once you have them. These could be traded among people. | |
Geenz Spad | not entirely sure how well that'd go down at LL | |
the gradient part at least | ||
Maxwell Graf | color palettes, gradient sets, etc. | |
not the textures, of course. | ||
Geenz Spad | the texture sets, color pallets, and so on though | |
16:11 | Elie Spot | gradient is a cool idea, but i agree that advanced creators/etc wouldnt make use of it |
Maxwell Graf | I would definately use it. | |
Geenz Spad | we're running really short on time here, so looks like I've got some homework for you all! | |
and I do apologize for cutting off the conversation for your feature Maxwell | ||
16:12 | Maxwell Graf | no worries, its a concept. |
Crash Uladstron | I think it's a nice way to give back some creativity to the average user when so much is being taken away with more advanced skills needed for things like mesh | |
Geenz Spad | but I just want to say, that it's very much worth giving some thought | |
Maxwell Graf | feel free to use the image as you like. | |
dahlia1337 resident | gradient might be easier if it didnt have the center point, then it could be more easily done with vertex colors. Problem is there's no room in the current protocol to add something like that | |
Maxwell Graf | id love to have me some thumbnail sets in here. | |
16:13 | Geenz Spad | and with how the asset system works, we'd have to store a gradient as a texture, which means paying for an upload |
Maxwell Graf | i dont like organizers. | |
Geenz Spad | so anyways, homework! hurray for homework :P | |
a couple things we don't really have time to get into a whole lot of meaningful conversation today, that I'd like everyone to think about: | ||
first off, how can we improve the build floater | ||
16:14 | things are getting cramped, and adding anything new to it seems like a nightmarish process | |
16:15 | this would have implications for many things that could come out of these meetings, and the best thing is it's something we can do something about in the immediate future | |
since that's just a viewer-side change | ||
dahlia1337 resident | the build floater is pretty large now, I have UI scaled up (bad eyes) and it often wont fit in the SL™ viewer window | |
Geenz Spad | so, let's think about how we can make it better | |
Eboni | we need multi monitor support! | |
16:16 | Geenz Spad | :P |
Braydon Randt | need tob e able to detach off the viewer | |
dahlia1337 resident | <3 the thumbnail idea but maybe better in a separate floater | |
Braydon Randt | now that WOULD be a good feature | |
Maxwell Graf | I would really love the ability to float them off the main window, also, like onto another monitor. | |
yes, what braydon said. | ||
Geenz Spad | next up, something interesting was brought up at the Mesh Import UG yesterday, that I think requires a bit of thought since it'll effect many of you who come to these meetings | |
Braydon Randt | so you could have your floaters off your main viewer ...... as I as a builder ... hate having to keep opening those little piggies up | |
16:17 | Geenz Spad | "Extended" skeleton for rigged meshes proposal discussion (continued from the Mesh Import UG) Geenz Spad 14:28, 16 July 2012 (PDT) |
this is one I really wish we had more time to discuss, but here's the gist of what was brought up: | ||
16:18 | Typhaon Nishi | thanks Geenz :) |
Geenz Spad | basically, the conversation generally went into what additional bones could we add for content creators to rig against and animate | |
maybe not necessarily add them to the default avatar mesh | ||
16:19 | but make them available as pre-existing bones that you can rig against; some examples brought up were fingers, toes, even tails and similar | |
dahlia1337 resident | face, hair, more limbs, tail, ... | |
Geenz Spad | think of it as an "extended" skeleton | |
Braydon Randt | ok ... i need to get back to work , so thank you for keeping me upto scratch on morph targets .. ( again) and elts hope we get some movment on it | |
Geenz Spad | we're over our time limit | |
but I do ask that everyone think about that | ||
16:20 | Asha | Thanks for the meeting Geenz. |
Geenz Spad | but anyways, thank you everyone for coming out |