#SL Mesh Deformer Update Week 41

The Mesh Deformer is in testing. Oz Linden still needs more test clothes to test with. While the first part of the Deformer is complete, a second part is just getting started.

The Deformer as is works. I think pretty well. That ‘deforming’ part is being tested. But, a part that was added to the Deformer is the base shapes feature. Currently we can select two base shapes for the Deformer to start its calculations from. But, we could have more base shapes because choice is really what Karl added in.

Possible Prototype for Deformer Upload

The only shapes that exist right now are the default female and male. Where are we going to get more? By making and uploading them. But, we can’t do that right now. That upload thing is the part that is in development now.

Darien Caldwell is currently working on that project. The repository branch https://bitbucket.org/oz_linden/viewer-storm-1716 is what Darin is forking for a starting point.

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Current State of Mesh Clothes

The new Mesh Deformer Project Viewer seems to be working well. See the left column for a link to it. I’ve been playing with it in ADITI. I’m excited and seriously getting into finishing some of my models (clothes). I’m spending more time weighting and tweaking now that I think we know how the Deformer is going to work.

Problem Clothes

I will caution you that the Deformer is only in testing. It could change. But, I think it is pretty much as it will be at release time and I could be wrong. So, keep that in mind, if you plan to go crazy with mesh clothes making…

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Another Deformer Update

With the Mesh Deformer project near completion several people are much more into testing, using, and complaining about  the Mesh Deformer. Early adopters are definitely jumping in. That doesn’t mean there are enough test clothes submitted. We still need more. But, those of us trying out the Deformer are bringing up our special cases. Avoid being left out, make sure your stuff works, get involved.

The Design Model – Default Avatar

I am interested in using the latest Deformer Project viewer (see the left column for a link to the download) to make tight fitting skirts. I and others have run into problems. That has increased chatter in the JIRA STORM-1716, which I covered a couple of days ago in: #SL Mesh Deformer Discussion. Discussion is continuing.

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#SL Mesh Deformer Discussion

There is some discussion going on in the JIRA thread STORM-1716. Everyone should be able to see the item. I am not sure who can and cannot comment on it. The comments over the last week or two are on the current Deformer, which I call 0.4.

Problem with Default Sit Pose

User Error

One of the Deformer problems Karl described as User Error. That term is going to mean different things to different people. I think Kitsune Shan best described the problem saying, “Anyway, I see why Qarl says that about “user error”. Most people here use Blender, they trend to just select the mesh and the skeleton, so the weights are copied, but NOT correctly applied. Handmade weights are always necessary if you want to do a good job. And the other factor is that people keep paying more attention in how the default mesh deforms than using a custom one. Tests can be done using a very high poly density mesh, so changes, spikes and vertex problems are more visible. Using the default avatar shape isn’t too bad as “test” but remember, no one will use the default mesh to make clothes.

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Mesh Deformer Test

Darien Caldwell did a test of the newly released version of the Mesh Deformer. The test is shown in an 8 minute video posted on YouTube. You can discuss the test over on SLUniverse: SL Deformer Test, where I first saw the video.

[youtube 1wnBB7c5NfM]

In the video Darien has the avatar wearing a copy of the clothing templates so we can see the avatar’s polygons. He used a copy of the avatar as a rigged mesh attachment with a black texture for clothing. This makes it really easy to see the places where the two meshes match up and overlay each other.

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#SL News Week 37

Well… let’s start with the JIRA Change. In the Content & Mesh User Group meeting Nyx, Vir, Hoz, Oz, and Alexa Linden were all there. I suppose they were there to handle JIRA Change blow back. It wasn’t that bad.

Alexa Linden in a fun avatar at Content-Mesh Meeting

The first topic of the meeting was the JIRA.

“Given that the jira is no longer going to be an effective means of accurate two-way exchange of information, how can we communicate with other users about problems with the content creation processes and their solutions, especially in the context of this user group where the commonest question is “can you give me the jira for that issue”? Drongle McMahon

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Mesh Deformer Update 36

We have the new Mesh Deformer Project Viewer. The upload options for deformable mesh have changed. All deformable mesh items previous made are now obsolete. It seems the viewer will not deform mesh previously uploaded.

Runatai Linden Mesh Avatar – Way Cute

If you are one of the helpful people that uploaded test clothes for the Mesh Deformer project, you need to upload the items again. The upload will set the new avatar selector switch, which will make then usable for testing.

The original request for test clothes is: Mesh Garments needed for testing deformer.

The download location for the Second Life Mesh Deformer Project Viewer.

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#SL Advanced Modeling Tips

3D modeling is sort of a new think in Second Life™. Now that 3DS, Blender, Maya, and SketchUp models can be imported we have a whole new realm of knowledge and learning to deal with. One of the tough areas is finding ways to handle the Level of Detail (LoD) aspects of modeling. LoD has a huge impact on Land Impact (LI) costs. So, we have lots of incentive to understand the concept.

3D Modeling Tips: Level of Detail

I watch for ideas and tutorials that will help me with that challenge. Indigo Mertel Plurked about a modeling expert giving out tips on 3D modeling LoD. So, I’m down with that. Her article and link to the tips is here: Expert games tips: Generate more effective level of detail models.

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