Lazy, or so you could say. For me being Lazy just means working on things I’m not supposed to be working on. Or doing normal things like sleeping and eating. (though if you get so lazy you can’t eat, that’s a whole other problem) 😛
So what has taken up my lazy week?
That’s what I’ll talk about here.
Lots of fun lately. Yesteday I had my 6th Rez Day! Hard to believe I’ve been around for 6 years now but it’s true. LL apparently sends Premium Members a rez day cake now, cute idea. So here’s the lowdown on what’s been going on lately:
It’s been pretty quiet as of late on this front, but some news has recently surfaced. It seems Last week on the Metareality podcast Karl Stiefvater was a guest and gave some new info on the current status of the project.
You can tune in here at 34:00 to hear, or go for the summary below: http://metarealitypodcast.com/Metareality_Episodes/MetaReality061512.mp3
The key points:
- The proposal to have either the default avatar as the base shape or to have the 5 Standard Sizes as the base shape, has shifted. In Qarl’s own words: “Instead of having fixed set of sizes, encode the actual parameters into the mesh. then you can have any base, any avatar shape as your base.” So what this would mean is you could encode a Standard Size as a base shape, or the default, or any shape you want, as it will build a base shape on the fly from your included parameters. This is actually a brilliant proposal. Nobody will be tied down to any one (or 5 or 50 for that matter) base shape for their deformation.
- Vertex matching is of course an issue. It’s been suggested by many that the base avatar be changed or fixed, but it now seems the prevailing idea is in Qarl’s words: “vertex matching needs to be tweaked a little bit to take into account position and the normals when it chooses the matching spot.” I can’t say how much of a difference that will make, but I guess we will see.
Personally I’m still trying to work out the implications of being able to have any base shape for the deformer. It seems to me, If you made a mesh for a small avatar, and set the deformer to use a large Base shape, you would still have deformation issues. So:
- I’m not clear this removes the need to make multiple sizes
- I’m not clear it improves the quality of deformation.
- and what happens if you use a large base shape, and the wearer has a small shape?
- would you still need to supply multiple deformer versions with various base shapes?
Some exciting developments, and when I know more, you’ll know more. 🙂
It’s been awhile since I posted anything about Karl Stiefvater and the Mesh Deformer project, so I figured I’d give a quick update on the latest.
There’s been a couple of revisions of the code since I last posted, V0.2 added some averaging which helped with the lumpy that was being seen earlier, and the latest V0.3 has added some threading to prevent ‘frame stalls’ while the deformer calculations are going on (think the viewer freezing for 4-5 seconds every time a new deforming mesh came into view).
The latest patch is available at Karl’s blog, here. I’m sure it will be included in some viewers for testing soon.
It’s been a few weeks since Karl Stiefvater released his alpha code and requested feedback on it.
Karl has posted a summary of his analysis of the feedback, and outlined the direction he will be going from this point forward in this video:
Some new developments on the project previously mentioned. Karl Stiefvater released his alpha-stage code and a video showing what he has so far, on his blog.
He’s urging 3rd party developers and LL to get an alpha out for people to try to give feedback before the project progresses further, which I think is a great idea. Judging from the video, it will certainly make mesh much more user friendly and easier to develop for the creators too. A great start to the New Year!
Another quick update on the Mesh Deformer Project mentioned previously.
The project now has an offical JIRA entry where you can keep abreast of the development milestones. This should also put to rest any questions about whether LL will be adding support for this in the official viewer. Things seem to be underway:
Mesh Deformer JIRA