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Angel. Your point is well understood and was indeed the reason for the fix. The original order-only dependence was just as much a problem for Blender users as for anyone else. They were just fortunate

one wide spread rumour (still) is: Mesh has too many prims, err LI (well, if it's not optimized, it may have, in fact...) We all know seeing is believing, so I set up a (I think impressive) example

  • 3 weeks later...
  • 2 weeks later...

Aditi is being unstable at the moment. You do not need to be a premium member to attend the content creation usergroup. We actually had reports of some Premiums being unable to get in. 

We're going to move this to Agni to avoid the instability inherent in Aditi, and we're also going to widen the scope out to general Content Creation agenda items. I'll send more info out later in the week.

 

Charlar

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Da5id Weatherwax wrote:

link on wiki page labelled for 12-05 points back to the 11-28 meeting instead of to

The above link should naturally be:

https://wiki.secondlife.com/wiki/Mesh/Archive/2011-12-05

not:

https://http://wiki.secondlife.com/wiki/Mesh/Archive/2011-12-05

:smileywink:

 

But indeed the link labelled as:

2011-12-05

Points to:

https://wiki.secondlife.com/wiki/Mesh/Archive/2011-11-28

Instead of the correct one:

https://wiki.secondlife.com/wiki/Mesh/Archive/2011-12-05

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Angel. Your point is well understood and was indeed the reason for the fix. The original order-only dependence was just as much a problem for Blender users as for anyone else. They were just fortunate in that the that accessibility of the material index provided a work-around.

My query had nothing to do with changing the new material name dependence. When the fix was introduced, the requirement that all LODs have the same number of materials was relaxed, so that the lower only require a subset of the high LOD materials, not all of them. That had the advantage of removing the need for extra triangles at low LODs to accomodate materials that were not used on them, significantly lowering the triangle count for billboard lowest LODs. 

What happened since then was that the requirement to have the same number of textures reappeared, in addition to, not instead of, the name requirement. This made a nonsense of the error message implying that the low LODs had to have a subset of the high LOD textures. My question at the meeting was to find out whether this later change was deliberate, in which case the error message needed to be changed, or was accidental, in which case the situation after the original fix would be restored. The answer indicated the latter. So now I can compose the jira with that in mind.

Your protestations about favouring Blender are a bit out-of-place. As a result of the fix, all the Blender-generated Collada files for all my existing models were invalidated, and this was after release. I didn't complain because I appreciate the rationale for the change and because it's too not hard to fix and regenerate those for which I still have the Blender files. I musy say, though, that this has effectively stopped most of my originally planned importing to Agni for the time being.

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I'd agree with Drongle that your implication of favoritism for Blender is way off base. It wasn't until recently that people were able to make a workaround to import rigged mesh exported from Blender 2.6 and (rigged mesh with joint offsets from Blender 2.59). Every external modeling program has its own issues with the SL uploader.

As for "industry standards", that is a moot point for SL since it is a place where anyone can create not just commercial 3D game studios. 

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