#SL Rigged Mesh Fix

A number of people still use Blender 2.49 to make their rigged mesh exports for Second Life. This means many people use the new 2.5 and 2.6 Blender installs to make mesh and move to 2.49 for the Collada export. Now there is a work-around to eliminate the need for Blender 2.49. \o/

Multiple Versions of Blender

Having multiple version of Blender is common. Depending on what you are using Blender with, having various versions can be a necessity. One never knows when a future change will render a feature or plugin we depend on useless. So, keeping a working version and installing a new version for testing is a good practice.

Because Blender depends on Python, changing versions can become a real pain. Some features and plugins used in Blender require a specific version of Python. One soon learns how much of a problem this can be.

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#SecondLife Mesh Week 46

At this meeting there was not lots of new information. Mostly there was reaffirmation of what we already know. Also there is more confusion about the Mesh Deformer or Deformation Project, which some label parametric-clothes.

Mesh Deformation Project

In previous articles I’ve described the problem with mesh clothes. Later today (5PM SLT/PST) in The Model’s Workshop I will likely be answering questions about the problem. See Mesh Workshop article.

Hamlet wrote an article on the project’s delay. Karl’s Crowdsourced Second Life Mesh Fix Update: Linden Lab Working With Him, But Progress is Delayed. This delay is to be expected. The Lab has been researching available technology to provide the feature. The research of finding technology is complete and the lab is in the process of deciding which technology will best serve LL and SL. The complications are figuring out what works with what we have without breaking existing content. Also, the Lindens have an internal road map for future projects. They have to figure out what will work with the planned directions.

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#SL Mesh News Week 45

I’m lagging getting this update posted. There have been other interesting things to do. Plus there is the mesh deformer news that ever so slowly trickled out. I splashed the update on the Deformer Project here in Mesh Deformer Update. Plus there is lots shaking in the background. Whatever, the latest on mesh follows.

Pumpkin Play Project - PE=2

CTS-694

CTS-694Missmatch of LOD meshes in multi object upload (linkset) yield viewer crash. This is supposedly fixed… sort of. I’m unclear.

A symptom of the problem is if you make a chair and table and export them as a single object. The Viewer’s uploader was mixing up the textures. It is… was a problem with how the viewer reads the Collada file and assigns the textures. If I understand correctly there is a fix so we can upload and fix textures after upload. I’m guessing a following fix will get the textures to match up with the model parts correctly.

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Mesh Deformer Update

Maxwell Graf has just posted an update on the Mesh Deformer project site: Mesh Clothing Parametric Deformer Project. Update on the mesh deformer project, 11/11/11: Karl has begun working on the code and was contacted recently by LL in order to facilitate development of this feature. He will be working directly with LL from this point … Read more

#SL Mesh News Week 44

Good meeting on mesh problems this week and the state of SL Viewers. For 3 or 4 months we have been having problems with the SL Viewers. Runitai Linden is working with many of the viewer’s OpenGL issues affecting us. These problems extend into third party viewers using the V3 render pipeline from the Lab. So, what can we expect?

Viewer Fixes Lagging Behind

Those of us that use project viewers and the development viewer know that many of the problems in the main SL Viewer and SL Beta Viewer have been solved. But, those fixes from the project and dev viewers are slow reaching the main viewer. Plus these viewers have had problems most residents would not want to put up with.

There are, what I consider, two primary hold ups delaying fixes moving to the main viewer. First is the chaos of rapid development. Multiple teams are tackling various aspects of the viewer. That makes for quicker fixes, but adds the problem of integrating and testing the fixes. More people and teams mean more work is done but communication problems increase. This means we see fixes in project viewers that take time to reach the development viewer which precedes the SL Beta Viewer which precedes the main viewer.

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