#SL News 2 Week 43

I’ve been distracted on weekends, so I’m just getting to writing up the last of the news from last week (43). There is no great news, but there are some interesting things.

Large Group Edit

The code for this change rolled out Wednesday. It had problems and was rolled back the same day. It is however currently running on the Snack Release Candidate Channel. You can get the details of that in: Second Life Large Groups Edit Week 43.

Server Scripting Meeting Oct. 2012

Part of the reason for getting this change up and running is to get it where Third Party Viewer Developers can test their viewers against the new server code. To use the new Group Editing code on the server viewers need to change the viewer code. Getting the code on a release channels allows TPV Dev’s to get their QA people and Beta testers involved.

The Problem

The package with the Large Group Edit code had a problem with the llSenor() function. It stopped returning a sorted list of objects. The sort is on distance. Not being able to figure out what is close or far meant breedables were not able to find food or each other… you know… to breed… The lack of loving was tragic.

The problem has been fixed. So, this week (44) we should see it move into one of the main release candidate channels.

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Mesh Deformer Update Week 42

Darien Caldwell is working on what I call the second phase of the Mesh Deformer. A bug in the Deformer has come up in that process. I suppose this is a minor bug… it is easy enough to work around. But, one does have to work around it and know about it. I talked with Darien in the Open Source user group meeting, which Oz Linden rescheduled then didn’t make it to. 😛

Thin shape – Height 53 Torso 50 – Click Enlarge

Darien has posted an explanation of the bug in STORM-1716, which anyone can see and most can post to. This is the comment:

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#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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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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