#SL Mesh Deformer Worries

Worrying is generally pointless. However, the concerns that bring the worry can be important to consider. Such concerns have come up in a thread over on SLUniverse. The basic concern is what will the Deformer do to our existing mesh clothes? Since they are mostly expensive it would be good to have an answer.

This is Alpha

The Deformer is in the alpha stage. So, we don’t know what the final Deformer will make mesh clothes look like. We have found problems and it seems many feel we will need a flag to tell the deformer whether to deform or not. But, even that is undecided as some of the problems the flag would address can be handled in other ways.

There is also the thought that perhaps a slider setting the amount of deformation may be better. So, we could tell the Deformer to deform by 0% to 100% of its normal deformation.

With so much unknown, all we can do is make intelligent guesses and speculate.

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Qarl Alignment Tool Rejected

Tateru Nino has an article about a reject response from Linden Lab in the JIRA STORM-468 comments. Charlar wrote the comment.

Thanks for making this effort. Alignment and snapping are an area where there are useful enhancements to be made.
However, we are not able to accept this contribution as it is.

These are the primary issues we found which resulted in that decision:

  • The feature should support the same modes as the other manipulation modes.
  • It does not work for non-mod permission objects. This functionality should work for all objects that the user can manipulate in-world.
  • It only supports World snap mode, not Reference and Local modes, unlike all our other manipulation modes.
  • It packs and aligns to the face of the object bounding box. If objects are not cubes and do not share the same alignment, or aren’t aligned with the world coordinates (see above), the result of the operation is unexpected. Ideally the operations would use the actual shape of the object for aligning and packing.
  • There are also some coding implementation style issues that would need to be addressed. These can be covered in more depth after the functionality is dealt with.
  • In it’s current form, this is usable for purely prim-based builders under specific circumstances. It’s less useful for building with non-cube prims, mesh, sculpties. It’s minimally useful for building when the structure is not facing a global direction (ex: North, South, East, West). It’s not usable by non-building residents who need to place and organize purchased items.

    I found many of the comments to Tateru’s articles interesting examples of transference. I always find it odd that people when told why something is rejected speculate on why it’s being rejected. Whatever…

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    Dolphin Viewer 3.2.4.22939 Released Review

    A new version of Dolphin Viewer 3 (DV3) is out. This one has a power user feature for inventory, show/hide links. I’ll get to that. The ability to change LookAt is added. There is drama there. New inventory API has been added. This is the one that sort  of breaks V1 viewers that have not been upgraded. Subsequent shift-D snapshots save in the correct file format. Plus other fixes.

    Dolphin Viewer 3 Look At Beacons

    Download

    File size is 27mb. Download is fast.

    Install seems to have changed and seemed quicker, may be multi-tasking just makes it seem that way today.

    Experience

    Links Explained

    Links… these are great. In inventory I often have items that are no-copy. Yes, I try to buy only Copy-ok items. But, some things are just too cute to pass up. Whatever, links allow me to place ‘apparent’ copies of no-copy items in more than one folder.

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    Old #SL Viewers Fading Away

    We have all heard about the Lab’s version 1.23 viewer disappearing, no longer available for download. It is no longer just the 1.23. Over the last couple of days several of the older versions were taken off the download server and marked as ‘Not available for download’ in the Old Versions list.

    You can find the list in the SL Wiki here.

    All versions prior to 3.0.0 have been removed from download availability.

    There is information about which viewers can connect to the grid and which cannot. Plus there are instructions for how to get them to connect if you really need to.

    #SL Content-Mesh UG Week 2

    The big news for mesh is currently Qarl’s Mesh Deformer. It is out and now in several Third Party Viewers (TPV) and a Linden Lab project viewer. I had to figure out where it is hiding. When I found it found it I had a ‘D’oh’ moment. The download link is in the summary. The feature works well enough in TPV’s. There are some problems.

    Deformer Complcations

    Part of the idea of the Mesh Deformer was to eliminate the need for us to change our shape to fit the clothes. The clothes would change to fit us. But, we are finding it is not that simple. Things like mesh shoes mess up unless one changes their foot size away from the 0 size many of us use. At 0 size the distorted foot distorts the mesh shoe. So, some are thinking that a switch is needed to tell the mesh deformer to deform or not. We could then mark the shoes No-Deform.

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