Re: [opensource-dev] Mesh support current status???

2011-04-17 Thread Brandon Husbands
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???

2011-04-17 Thread Oz Linden (Scott Lawrence)
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?

2011-04-17 Thread Brandon Husbands
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???

2011-04-17 Thread Laurent Bechir

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???

2011-04-17 Thread Brandon Husbands
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???

2011-04-17 Thread Geenz Spad
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???

2011-04-17 Thread Trilo Byte
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?

2011-04-17 Thread Brian McGroarty
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?

2011-04-17 Thread Latif Khalifa
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?

2011-04-17 Thread Ilana Debevec
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?

2011-04-17 Thread Thomas Shikami
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