Re: [opensource-dev] Mesh support current status???
as soon as blue mars decided to go mac only the mesh project went into hibernation.. No more competition... so no need for it to progress.. Thus is the way these things seem to go. sighs. On Sat, Apr 16, 2011 at 7:58 PM, Daniel wrote: > The official answer continues to be mesh will go live "when it's > ready". As far as official links, there is latest mesh viewer > build at: > > http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/latest.html > It can only be tested on mesh enabled regions of the beta grid (aditi), > most of which are named Mesh Sandbox nn, where nn = 1 to about 36. You > can also look at the JIRA Mesh Beta project: > https://jira.secondlife.com/browse/CTS for status. > > From personal experience importing models, the state is "basic mesh > import works in most cases given a "clean" model to upload". What is > left to do is reduce the frequency of bad uploads, some of which is not > LL's fault, it's due to bad source models. Also things like the upload > cost and prim equivalence need to be determined. I have made a full > body mesh avatar: > > https://marketplace.secondlife.com/p/Experimental-Mesh-Avatar-Female-Boxed/2059187 > with custom skin weights and UV maps. Some of the joints could move > better, but that's more due to my limited experience than anything > else. On the whole it moves and looks pretty well, showing that nice > replacement avatars are quite possible in the hands of experienced > creators. > > I have no better idea than anyone else on when beta will be complete, > but my best guess is a couple of months. It's basically working right > now, but I think they want the UI and costs done, and an acceptably low > level of failures before going to Agni with it. There are other nice > features tied to the Mesh project besides mesh objects: shadows and > projected lights, and 64 meter prims. I think they very much want the > package to get out, but not in a buggy form. There are future > improvements to mesh that are not part of the first release, too. > Server side support for mesh has to be done also, but I have less > visibility on that than the client software. > > > From: Robert Martin > > Subject: [opensource-dev] Mesh support current status??? > > > > Does anybody have a WORKING link to what the current state of mesh is? > > Im particularly interested in what work has been done on Mesh based > > avatars. Bonus if somebody has an idea as to if we will have mesh on > > the main grid before say third quarter this year. > > > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > -- --- This email is a private and confidential communication. Any use of email may be subject to the laws and regulations of the United States. You may not Repost, Distribute nor reproduce any content of this message. --- --- ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Mesh support current status???
On 2011-04-16 15:29, Robert Martin wrote: > Does anybody have a WORKING link to what the current state of mesh is? > Im particularly interested in what work has been done on Mesh based > avatars. Bonus if somebody has an idea as to if we will have mesh on > the main grid before say third quarter this year There is no official date for availability of mesh on the main grid, but be assured that we are working as hard on it as possible, and are very excited about bringing this to Second Life. The resources others have already posted are good sources of information on the functionality. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] Any possibility of playing animation b y uuid?
We cal already play sounds, do textures why cant we play a animation by uuid via lsl / viewer. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Mesh support current status???
Le 17 avr. 2011 à 17:05, Brandon Husbands a écrit : > as soon as blue mars decided to go mac only the mesh project went into > hibernation.. > No more competition... so no need for it to progress.. Where have you eard that Blue Mars would work on Mac ? I see nothing on their website. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Mesh support current status???
There was an announcement t hey wold only be supporting mac a few months ago. On Sun, Apr 17, 2011 at 11:50 AM, Laurent Bechir wrote: > > Le 17 avr. 2011 à 17:05, Brandon Husbands a écrit : > > > as soon as blue mars decided to go mac only the mesh project went into > hibernation.. > > No more competition... so no need for it to progress.. > > Where have you eard that Blue Mars would work on Mac ? I see nothing on > their website. > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > -- --- This email is a private and confidential communication. Any use of email may be subject to the laws and regulations of the United States. You may not Repost, Distribute nor reproduce any content of this message. --- --- ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Mesh support current status???
I think you're referring to their announcement that they were shifting focus to iOS, not MacOS. They have never announced Mac support for Blue Mars, and they still support the PC all the same. On Sun, Apr 17, 2011 at 11:59 AM, Brandon Husbands wrote: > There was an announcement t hey wold only be supporting mac a few months > ago. > > > On Sun, Apr 17, 2011 at 11:50 AM, Laurent Bechir < > laurent.bec...@madonie.org> wrote: > >> >> Le 17 avr. 2011 à 17:05, Brandon Husbands a écrit : >> >> > as soon as blue mars decided to go mac only the mesh project went into >> hibernation.. >> > No more competition... so no need for it to progress.. >> >> Where have you eard that Blue Mars would work on Mac ? I see nothing on >> their website. >> >> ___ >> Policies and (un)subscribe information available here: >> http://wiki.secondlife.com/wiki/OpenSource-Dev >> Please read the policies before posting to keep unmoderated posting >> privileges >> > > > > -- > > --- > This email is a private and confidential communication. Any use of email > may be subject to the laws and regulations of the United States. You may not > Repost, Distribute nor reproduce any content of this message. > > --- > > --- > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Mesh support current status???
Brandon, your comments seem to be misinformed. The team working on mesh, as well as the residents involved in testing and feedback, have been far from hibernating. They have weekly meetings which are open to the public and what appears to be active message boards as well as test/sandbox regions on the aditi grid. Links are in previous posts, you're welcome to join in and participate (at one point they were even offering parcels on aditi that you could sign up for, so you could better test and play around with mesh if you wanted). As for Blue Mars, Geenz is absolutely correct. Blue Mars is not going to be offering Mac support anytime soon. Regardless of whether they wanted to or had the money (which they don't), the game engine they built the desktop version of their virtual world on is DirectX/PC only. Their recent announcement that they're shifting to iOS could also be read as "we've run out of money to develop for the desktop in a meaningful way and are going to try another, possibly less expensive approach. Their iOS app seemed to be a completely different approach, starting as a 'hot or not' avatar rating program, with eventual dreams of being more like IMVU. it remains to be seen whether they'll survive. On Apr 17, 2011, at 10:41 AM, Geenz Spad wrote: > I think you're referring to their announcement that they were shifting focus > to iOS, not MacOS. They have never announced Mac support for Blue Mars, and > they still support the PC all the same. > > On Sun, Apr 17, 2011 at 11:59 AM, Brandon Husbands wrote: > There was an announcement t hey wold only be supporting mac a few months ago. > > > On Sun, Apr 17, 2011 at 11:50 AM, Laurent Bechir > wrote: > > Le 17 avr. 2011 à 17:05, Brandon Husbands a écrit : > > > as soon as blue mars decided to go mac only the mesh project went into > > hibernation.. > > No more competition... so no need for it to progress.. > > Where have you eard that Blue Mars would work on Mac ? I see nothing on their > website. > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting privileges > > > > -- > --- > This email is a private and confidential communication. Any use of email may > be subject to the laws and regulations of the United States. You may not > Repost, Distribute nor reproduce any content of this message. > --- > --- > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting privileges > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Any possibility of playing animation b y uuid?
On Sun, Apr 17, 2011 at 9:39 AM, Brandon Husbands wrote: > We cal already play sounds, do textures why cant we play a animation by uuid > via lsl / viewer. Repeating what was done with textures and sounds is a non-starter; disallowing Second Life viewers from accessing animations by asset ID was a conscious decision. I saw third-party viewers with built in AOs, and people were passing AO configuration notecards around containing asset IDs for animations. In many cases, I confirmed that users had not obtained the animation creators' consent. If reference by asset ID is important enough that you'd want to work on it, lay out a proposal detailing what permissions could be baked into an asset at upload time, and how the permissions could be honored by all viewers. This would need to be done without the simulator process having to parse the asset. Eventually we'll want static assets served up on a CDN independently of the sim hosts, so it would be a liability if the simulator process needed to download animation assets. Any proposal should maintain current restrictions against raw use of existing animation assets, which don't have extra permissions metadata attached. I wouldn't add anything that limits a proposal to animations, either. If the same flags could be expressed when uploading sounds and textures, content creators could express permissions or new restrictions in future sound and texture metadata too. -- Brian McGroarty | Linden Lab Sent from my Newton MP2100 via acoustic coupler ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Any possibility of playing animation b y uuid?
On Sun, Apr 17, 2011 at 6:39 PM, Brandon Husbands wrote: > We cal already play sounds, do textures why cant we play a animation by uuid > via lsl / viewer. Viewer cannot "play" anything by asset id (at least I haven't seen UI for such a feature). You probably meant LSL scripts, and that was a conscientious decision not to allow it. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Any possibility of playing animation b y uuid?
I think I see what he's asking for, and it would be NICE to be able to do that. Having a copy of the animation in prim-x does no good if your animation script is in prim-y I've been thinking for a long time that something like this would be nice tho... llStartAnimationAdv( string anim, integer loc, integer pri ); Plays the animation anim, located in the inventory of prim loc (link number) at priority pri (allow you to override the animation priority, -1 = what ever is in the animation) On Sun, Apr 17, 2011 at 3:54 PM, Latif Khalifa wrote: > On Sun, Apr 17, 2011 at 6:39 PM, Brandon Husbands > wrote: > > We cal already play sounds, do textures why cant we play a animation by > uuid > > via lsl / viewer. > > Viewer cannot "play" anything by asset id (at least I haven't seen UI > for such a feature). You probably meant LSL scripts, and that was a > conscientious decision not to allow it. > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Any possibility of playing animation b y uuid?
Am 17.04.2011 21:02, schrieb Brian McGroarty: > If reference by asset ID is important enough that you'd want to work > on it, lay out a proposal detailing what permissions could be baked > into an asset at upload time, and how the permissions could be honored > by all viewers. This would need to be done without the simulator > process having to parse the asset. Eventually we'll want static assets > served up on a CDN independently of the sim hosts, so it would be a > liability if the simulator process needed to download animation > assets. I'd like to have this neat feature implemented, which would ease programming of multipose furniture and group animation tools. If a script is in a task accompanied by animations, it should be able to call an LSL function like this: key local_anim_key = llGetLocalAnimationKey(string inventory); Once it has that key, it can pass it around to other scripts in the same simulator, either to poseballs or group animation client HUDs, which could then use the local_animation_keys like this: llStartAnimationByKey(key local_anim_key); llStopAnimation(string local_anim_key); those local_anim_keys would be only valid as long as the task in the simulator exists. All local_anim_keys would be invalidated, when the sim is rebooted. The permissions to animations would be the same like this, instead of requesting permissions from the agent to animate the avatar, the semantics would be permissions by proxy then, allowing an object, which can request permissions instead which would be automatically granted, either sitting or wearing. A way to keep the local_anim_key consistent for the same asset would be preferable if possible. That way animations could be banned reliably. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges