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How will mesh handle flexibility and attachment?


Cloud Lemton
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The first half of the question is simple...will flexible and otherwise physically realistic Mesh be possible? If so, are there plans to incorporate any new physics-related options?

As for attachment, I am referring to the ability to create something akin to a joint. This would be especially useful when trying to attach things to the end of something flexible such as a tail or hair. Imagine a Stegosaurus avatar with a flexible tail and spikes jutting out of the end or hair with stuff tied to the end...or a leaf on a string. That sort of thing.

Wind chimes would work nicely, too.

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The best way to get answers to your many questions would be to start at http://wiki.secondlife.com/wiki/Mesh and follow some of the embedded inks to get some backgound.  Then I'd suggest becoming a lurker or an active participant in the Mesh Forum here >>> http://community.secondlife.com/t5/Mesh/bd-p/Mesh or the user group that is advsing development in this area >>> http://wiki.secondlife.com/wiki/Content_Creation,_Mesh_Import,_Scripting_User_Group . 

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Right now prims with flexi can be linked to other prims but if the other prims are linked to the end that sways the linked prims with not move with the sway, they will stay at the center center link point. Also sculpties can not be made to be flexable. Since mesh is a more accurate and detailed sculpty I can not imagine they would add features that they still can not add to normal prims or sculpties.

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