nyuuzyou/wikis huggingface dataset:
Mesh/Archive/2013-02-25

==Agenda==
# Is there a workaround for the fixed pelvis position for rigged mesh avatars which are not standard avatar height or may have joint offsets? Sitting on unscripted objects while wearing an AO (with custom-made animations) produces unexpected results - in my case with smaller avatars, i am always floating at the same level and cannot change this regardless of where the pelvis is recorded in the animation. I see an old JIRA here ( https://jira.secondlife.com/browse/CTS-385 ) however it appears to be marked off as fixed. Aki Shichiroji 09:53, 18 February 2013 (PST)
# Why does the LI more info floater take so long to update after changes? Lares Carter 12:00, 18 February 2013 (PST)
# Would it be possible to extend the inspect floater for objects with the weights for each individual prim in the linkset? Lares Carter 12:00, 18 February 2013 (PST)
# Why does the physics weight given in the Mesh upload process not match the physics weight in-world? Lares Carter 12:00, 18 February 2013 (PST)
# Why is it way more expensive to upload individual Mesh pieces compared to uploading an entire scene at once? When I upload the whole scene I have no way to set individual physics shapes and LOD models. If I upload the Mesh objects of the scene one by one then I have to pay a lot more L$. Lares Carter 12:00, 18 February 2013 (PST)
# https://jira.secondlife.com/browse/VWR-6713 Are there any thoughts about this Jira. Is there a file format you can use to get fast "1 bit alpha" and if so, which should I use? Davido Chrome 10:41, 25 February 2013 (PST)
#With the materials project close to release, where can comprehensive documentation be found? Tiberious Neruda
#shape keys on collada files. blender can eport shape keys with collada now. so this can help in mehs clothing because we can use the shape keys data , instead the mesh deforer etc.. with shape keys can be more precise, even with cloth in layers Lluis Indigo
#outcome of the SSB test last week? TankMaster Finesmith 12:16, 25 February 2013 (PST)
#SUN-38 - thoughts on resolving this? TankMaster Finesmith 12:16, 25 February 2013 (PST)
==Meeting Notes==
Mesh/Archive/2013-03-25

==Agenda==
#When uploading a multi-part (unjoined) mesh object, currently, in the teeny, tiny upload preview window, it seems to me that a custom physics shape attaches to the smallest element of a multi-part mesh object. I would really like to be able to specify to which part my custom physics shape is attached. I think a custom physics shape would be a lot more custom if we could do that. Ivanova Shostakovich 09:16, 25 March 2013 (PDT) Ivanova Shostakovich
#Does it matter if the PointData, NormalData and UVData in the Collada file for a Mesh asset contain duplicates? Will they be sorted out by the uploader internally and do they have an impact on performance? Lares Carter 10:22, 25 March 2013 (PDT)
==Meeting Notes==
Mesh/Archive/2013-04-01

==Agenda==
#Mesh is better than regular prims or sculpties in all regard. It should be the future of SL. However, Mesh is being completely killed outside of clothing by the fact that Land Impacts are ridiculously high in comparison to regular prims or sculpties. No one would buy an optimized, zero lag, gracefully degrading with low levels Mesh chair, that is better for the servers and clients alike, which costs more than 1 Li, when they can buy a horribly laggy sculpty chair which is only 1 Li. Regular users don't even understand why sculpties are bad for them and everyone else. When a sculpty made of about 2000 triangles has 1 Li, even when it is a 64x64 mega, and a Mesh with about 300 tris in its highest LOD version, and all lower LODs rigorously optimized, can have a Li of 4 to 15 for example, depending on size, then Mesh simply has no chance at replacing the outdated, resource wasting sculpties. And as a builder who sworn to work exclusively in Mesh now, I feel like I'm being punished for using what is better for everyone. So, how could this situation be remedied? Storm Engineer 14:04, 25 March 2013 (PDT)
#Are there any trustworthy estimations yet on when the first normals/specular/diffuse maps compatible viewer may arrive? Storm Engineer 18:33, 28 March 2013 (PDT)
#Is rigging to the collision bone a feature linden labs supports or is it just a bug that will be fixed in future viewer release?
#What do we want? Arbitrary Skeleton and Character Animation System! When do we want it? NOW! Also, the amount of poly's people wear on their avatar needs to be limited. 500k poly hair is not cool, I don't care who you are. -Reed Steamroller 4/1/2013 Leave me alone I couldn't get it to work, and I have things to do!
#Any updates on height offset changes? TankMaster Finesmith 12:10, 1 April 2013 (PDT)
#A stop to emotionalism and argumentation regarding different building tools available in SL. Encourage the ending of the "us-versus-them" attitudes of some mesh creators (See Storm Engineer above). This is not the forum for "the outdated, resource wasting sculpties" & "using what is better for everyone" kinds of remarks. The arrival of Instagram photography doesn't make oil paintings irrelevant. Please stop the hate, it's not what makes SL great. Toady Nakamura 10:29, 1 April 2013 (PDT)
==Meeting Notes==
Mesh/Archive/2013-04-08

==Agenda==
# I still get complaints about my rigged suit, some people either can't see it, or it starts to throw random vertices all over the place. When I ask them to uncheck hardware skinning - the issue disappears. What's up with that ? FadeOut Razorfen
# When uploading skinned LODs from file, uploader doesn't care about weight maps on lower LOD mesh. It always generates weight maps from first LOD. This creates issues in rigging if mesh has some parts that intersect each other in default T pose. I've met that issue when I was creating female version of some sci-fi armor, legs did intersect each other just a little bit, so it turned out into this http://s017.radikal.ru/i438/1304/13/5a6f5f8b9ce9.jpg. I've worked around this issue by simply dividing mesh on different parts, but still it's very annoying. FadeOut Razorfen.
# So I hear we have materials to play with now. What kind of known issues are there and is there anything you need us to test? Aki Shichiroji 12:08, 8 April 2013 (PDT)
# Materials Project Viewer
==Meeting Notes==
Mesh/Archive/2013-04-22

==Agenda==
# What's the status for the importer issue nulling out z coordinates in meshes when face count is 3 or 4, messing up LOD switching scheme? JIRA SH-2837 is referenced to focus on such issue but it seems unavailable or locked. Here's a description of the issue: http://community.secondlife.com/t5/Mesh/LOD-s-switching-sooner-than-expected/td-p/1353749 Bunnie Mills 11:13, 19 April 2013 (PDT)
# This group's sessions transcripts are not available anymore? Clicking on the recent links leads to pages containing the questions only. Bunnie Mills 11:22, 19 April 2013 (PDT)
# Would it be possible to install, at this meeting venue, a chat repeater that sends local chat, via IM, to residents who cannot attend these meetings and wish to read timely transcripts of them? It could operate on a subscription basis, sending the transcript, en masse, at the conclusion of the meetings, to only those residents who explicitly ask for them. Ivanova Shostakovich 11:00, 21 April 2013 (PDT)Ivanova Shostakovich
# How is download bandwidth for attached mesh limited? Are busy sims (e.g., Fantasy Faire now, SL10B soon) vulnerable to extreme download congestion as many viewers try to load the mesh attachments of each avatar (in addition to the Land Impact-constrained unattached mesh on the sims)? (Question prompted by Monty's post to a forums thread.) Qie 05:57, 22 April 2013 (PDT)
# Why do objects smaller than 1x1x6m disappear at camera distances >150m independently of settings of farClip or renderVolumeLODFactor? (http://community.secondlife.com/t5/Mesh/Good-LOD-Guide/td-p/1979071 message 9)Drongle McMahon 
# The Default animation BVH files listed in the wiki don't work well with the default avatars provided in Blender and other formats. Are there any other copies of the default animation that the Lab may have? Is there anyone that can tell us about how to get copies of the animation or understand how they are supposed to work? Nalates Urriah
# What are the progresses done on SUN-38, please ?... It's becoming urgent with the upcoming SSB deployment... Henri Beauchamp
==Meeting Notes==
Mesh/Archive/2013-04-29

==Agenda==
#Specular hardness: Will there be a feature to adjust the hardness of specularity? ie. wood reflects light differently than metal, which isn't doable with the current specularity options. Nasty Annamemnon 09:30, 29 April 2013 (PDT)
# As per my topic at last weeks meeting (the one I couldn't attend, ironically), having a scripted object that repeats this meeting chat to subscribers is overcomplicated, which was probably the consensus at that meeting, I don't know. Perhaps Nyx could simply copy the meeting's chat into a no-mod notecard, put the notecard in a box here that gives it to anyone who wants to drop by and get it? That would require a very small time commitment. Ivanova Shostakovich 09:47, 29 April 2013 (PDT) Ivanova Shostakovich
# FS has SSA now!!! TankMaster Finesmith 12:04, 29 April 2013 (PDT)
#Any news about SUN-38 resolution, please ? Won't it be time for the Lindens in charge to *speak* with knowledgeable TPV developers about this one ? Henri Beauchamp
==Meeting Notes==
Mesh/Archive/2013-05-06

==Agenda==
# In the Materials viewer, setting a material on a rigged mesh to alpha masking seems to discard all the alpha. Why is this, and will this behavior be altered? Tiberious Neruda
# Why cant we export BVH files in Viwwer when third party programs can save them to disk Kennylex Luckless ANSI Soderstrom
==Meeting Notes==
Mesh/Archive/2013-06-03

==Agenda==
# "Seems that the release on the RC channels has brought about an annoying bug that affects control event triggering in attachment’s child prims after changing regions." The JIRA on this case is locked. References here: http://www.sluniverse.com/php/vb/sl-jira-issue-discussion/83394-bug-2601-control-event-issues.html and here: http://modemworld.wordpress.com/tag/materials-processing/ Bunnie Mills
# "LOD's switching sooner than expected" aka SH-2837 - this issue was in this group meeting's list a few weeks ago. Sorry to ask again but the JIRA case is still locked, no other source of information. Bunnie Mills
# What are the Linden uses for the following bones in the armature: mSkull, mFootLeft/mFootRight, mToeLeft/mToeRight, and mRoot (found in avatar_lad.xml as the bone the Avatar Center point is parented to)? At the moment, the most common user use for mSkull is a jaw, and the bones beyond mAnkleLeft/mAnkleRight can be animated via edited BVH, but need a 'reset' animation if stopped early. Finally, what would happen to the avatar if the mRoot bone is translated or rotated? Tiberious Neruda
# I know that the issues I'm pointing to are not show-stoppers, but it would be very convenient if they were fixed (in fact, I'm sure the Lab is aware of them): (a) It would be very helpful, now that we have quite large prims available, to allow up to 99% hollow rather than 95%. (b) When an object that has a texture with transparency in it (i.e. a .tga texture with alpha, such as hair textures) is placed in front of a transparent object, the first object becomes transparent in th area where it covers the second transparent object. Do we have an ETA for a fix for this? Mona Eberhardt
==Meeting Notes==
Mesh/Archive/2013-06-10

==Agenda==
# What's the current status of the mesh deformer? What features have been requested by content creators? Of these features, which are the most important and which could be omitted or postponed? Mona Eberhardt 15:42, 9 June 2013 (PDT)
# What are the progresses done on SUN-38, please ?... Henri Beauchamp 06:54, 10 June 2013 (PDT)
# Are there any plans for rigged objects? To be clear, not objects you wear, but objects with their own skeletons that are rigged and can be animated? Ivanova Shostakovich 12:00, 10 June 2013 (PDT)
# Is there any plans on a feature that we could replace the SL skeleton with own fully customized skeleton. This would open a lot of possibilities for content creators. Quenemue Cyberstar 11:41, 10 June 2013 (PDT)
# Are there any plans to enhance SL's build tools with capabilities from CSG (Constructive Solid Geometry) CAD applications like PTC's Pro Engineer (currently named "Creo")? Tools like chamfer, extrusion, more prim shapes, ability to drill a hole anywhere on the prim (and on any axis of it, tapering on the Z axis as well... I'm asking, because I saw some engineer friends of mine working with it in RL and was amazed at what it could do. Mona Eberhardt 12:07, 10 June 2013 (PDT)
==Meeting Notes==
Mesh/Archive/2013-06-17

==Agenda==
# What does "Icomplete" mean as a jira status? I ask in connection with SH-2045, which was recently incorrectly labelled as unable to reproduce while the original reproduction still works with the latest beta viewer. 
# What can be done about resetting the rotations on normally-inaccessible bones such as mSkull, mFootLeft/mFootRight, and so on when an animation that accesses those ends early, or with a non-zero rotation? Tiberious Neruda
# Feedback from last Friday's pile-on test? TankMaster Finesmith 12:09, 17 June 2013 (PDT)
# Are these meetings logged? (this has been asked before, but as there were no logs, I cannot look up the answer... Fenix Eldritch 12:14, 17 June 2013 (PDT)
# After SSB/A and materials, what's the next project we should expect? Mona Eberhardt
==Attendees List==
Mesh/Archive/2013-06-24

==Agenda==
# I have a couple of bugs with incorrect normals on legacy prims that showed up because of materials specularity, but were probably there before. Should I put these in MATBUG or in BUG?Drongle McMahon
# Mesh items that perfectly fit together don't do so after being rotated a few times. Link a perfectly fitting build, rotate it and unlink, the perfect fit is gone.. lines and flickering are visible and all the parts seem slightly off axis. Doctor Zimberman
# Is the issue of prim drift still around? If yes, is there any action going to be taken? Mona Eberhardt
# Besides merely adding a normal map, are there any adjustments that would help make the object look even better? If yes, what are they and are they going to be added? Mona Eberhardt
# Server Side Appearance update Nyx Linden 12:03, 24 June 2013 (PDT)
==Meeting Notes==
Mesh/Archive/2013-07-15

==Agenda==
# What are the progresses done on SUN-38, please ?... Henri Beauchamp 11:48, 15 July 2013 (PDT)
# There is a script-based exploit that makes perms for animations almost irrelevant. Pandora Wrigglesworth
# Can you explain more about the SSA caching and rebake commands? Nalates Urriah
==Meeting Notes==
Mesh/Archive/2013-07-22

==Agenda==
# Is there any chance we can get a feature for flipping mesh along one or more of its axes? It would simplify building symmetrical structures and possibly have a positive impact on performance, as you would only need to download one copy of the object (assuming the mirroring is stored as a property of the mesh.)Cain Maven
# When you squeeze any deminsion of a mesh to less than 0.5m, the server secretly switches it's physics shape type to Convex Hull, to avoid huge triangle-based weights. However, When a legacy prim is uses the new accounting syatem because of putting a specular map on it etc. this switch does not vhappen. This can cause astronomical physics weights. Is this omission a bug?Drongle McMahon
==Meeting Notes==
Mesh/Archive/2013-07-29

==Agenda==
# Can anyone enlighten me concerning whether the environmental light reflection from projected lights is behaving as it should? See http://community.secondlife.com/t5/Building-and-Texturing-Forum/Are-projected-light-reflections-strange/m-p/2105597#U2105597 Drongle McMahon 08:20, 29 July 2013 (PDT)
# Anyone else run up against this bug? https://jira.secondlife.com/browse/MATBUG-320 Essentially, applying a tga to a texture face that previously had a png diffuse and a tga normal map applied causes the face to not render. Aki Shichiroji 12:07, 29 July 2013 (PDT)
# Server Side Appearance Update
# Any ETA for LSL commands for the light projectors (FOV, Focus etc.)? They are useless without scripting. Tillie Ariantho 12:08, 29 July 2013 (PDT)
# Any idea whether negative offsets for normal and specular maps will be fixed any time soon? https://jira.secondlife.com/browse/MATBUG-268 Aki Shichiroji 12:09, 29 July 2013 (PDT)
==Meeting Notes==
Mesh/Archive/2013-08-05

==Agenda==
# What are the progresses done on SUN-38, please ?... Henri Beauchamp 12:06, 5 August 2013 (PDT)
# Plase add Geforce760GTX to GPU Table. I can't use shadows option. Yuzuru Jewell 12:15, 5 August 2013 (PDT)
# Texture transfer of avatar was stoppted. so avatar was gray particaly. Yuzuru Jewell 12:17, 5 August 2013 (PDT)
# Question from Gaia in the forum : Is the avatar U fixed or not? See http://community.secondlife.com/t5/Mesh/Is-the-skin-cloth-UV-Layout-fixed-or-not/m-p/2121771#U2121771 Drongle McMahon
==Meeting Notes==
Mesh/Archive/2013-08-12

==Agenda==
# Nyx need a bear ! https://jira.secondlife.com/browse/MISC-3309 ANSI Soderstrom 12:03, 12 August 2013 (PDT)
# Hexapoda: Can you go and suggest "Material presets"? So if I do material I can send you a preset card that you can drag and drop to get settings creator want ANSI Soderstrom 12:05, 12 August 2013 (PDT)
==Meeting Notes==
Mesh/Archive/2013-08-19

==Agenda==
# Mesh Objects Customized Centers: I can`t upload mesh objects with the centers that i first customize in RL. 1
# Is there any plan to limit the resolution of specular and bump maps for materials: if everyone is going to use 1024x1024 textures for those in excess of the alreay insane sizes used for the diffuse map textures on so many objects in SL, I foresee a "slight" memory issue with viewers (which are still 32bits and thus limited to 3Gb of virtual address space). Henri Beauchamp
# Are invisprims going to render OK again in LL's viewer (the code is only two tiny changes short of allowing them to render as they always did, including in deferred rendering mode): there are still many valid use cases for invisiprims (in-world objects or attachments only hiding one arm and not two arms like what Alphas only allow) ?Henri Beauchamp
# When editing objects where prims have been cut extensively, their centre is well outside of the part that remains and so these parts can often be rather difficult to select and edit. What can be done to assist us? Mona Eberhardt 12:17, 19 August 2013 (PDT)
==Meeting Notes==
Mesh/Archive/2013-09-09

==Agenda==
# Is it possible to get Substance Designer (textures) implementation in SL, with Substance Designer can you do complex textures that only take some few Kb on the server. http://www.allegorithmic.com/ Kennylex Luckless 13:07, 2 September 2013 (PDT)
# Conflicts between the new hover shape settings and currently old pre-existing large deformed avatars. Problem demonstrations. https://jira.secondlife.com/browse/SH-2574 Callak Skytower
# The above conflict may be the result of a bug in LL's viewer, which accounts twice for the Hover parameter. Full story here: http://sldev.free.fr/forum/viewtopic.php?f=4&t=1308#p5972 . This double accounting is also an issue because the resulting height correction differs whether the avatar is "standing", in which case the Hover is accounted for twice or "sitting" (on a pose ball), in which case the hover is only accounted for once. Could we hope seeing that (trivail) viewer bug fixed, please ? Henri Beauchamp 11:56, 9 September 2013 (PDT)
# What exactly do we need to propose to get serious consideration for extending the standard SL skeleton? Tiberious Neruda
==Meeting Notes==
Mesh/Archive/2013-09-16

==Agenda==
# (From Kennylex Luckless) Land scan tool to get land shape exported to .obj file.... ANSI Soderstrom
# I hope this is the right forum for this question. Are there any plans for adding a new, improved avatar that will coexist with the current one? I understand that replacing the existing one (despite all its flaws) with a new one, even if the new one is perfect, would have everyone up in arms due to content breakage. But adding a new avatar would lure content creators and users to use it, gradually abandoning the old one, which would then remain only as a "legacy" avatar. Mona Eberhardt
==Meeting Notes==
Mesh/Archive/2013-09-23

==Agenda==
# Does the viewer download textures on the back face of a cube we cannot see? Andrew thinks download priority is a matter of distance from camera and the number of screen pixels the texture covers. Is that right? If so, is a texture with no screen real estate never downloaded? Do textures on a 100% transparent surface download? Nalates Urriah 10:33, 18 September 2013 (PDT)
# One frequently discussed topic is the current default avatar, which has its fair deal of issues. Let's call it "Avatar 1.0", since it's usually referred to as such in many discussions. I understand that the debate regarding Avatar 1.0, a much talked-about transition to a much improved avatar, which shall be referred to as "Avatar 2.0", or a compromise (such as STORM-1800) is among the factors that hold back another much-requested and hotly-discussed feature that still has not been introduced in SL, the mesh deformer. I come here to propose a course of action which will consist of the following steps: 1. Get STORM-1800 into a candidate release/beta viewer (or however else they're called now) for QA. 2. Begin work on Avatar 2.0. 3. When Avatar 2.0 is ready, make it available to content creators and then make both avatar bases available to the users, having already explained (a) the differences between them, (b) that informing which attachments, clothes etc are designed for Avatar 1.0 and which are designed for Avatar 2.0 is up to thecontent creators and, of course, not the Lab's job - so content creators should be the ones that'll update their marketplace listings, notecards, blog posts etc (after all, LL can't be asked to run other people's businesses for them). 4. Configure the system so that content creators and users will be able to use custom avatar bases. 5. (this is for the viewer developers) Develop a mesh deformer that will be able to work with all possible avatar bases. Mona Eberhardt 12:24, 23 September 2013 (PDT)
==Meeting Notes==
Mesh/Archive/2013-09-30

==Agenda==
# How is the second round of SSA coming along? (the one with COF changes) TankMaster Finesmith 12:04, 30 September 2013 (PDT)
# As we all know, when a cylinder's X & Y dimensions are not equal to each other, we get an elliptic shape. Then, when hollowing out the cylinder, we set a percentage of hollowing - from 0 to 95%. Besides the fact that it'd be most welcome to be able to go to 99, perhaps even 99%, something that has bugged me, and I believe other people as well, is that the thickness of the cylinder's walls become different. Here's what I was thinking: For instance, if we have a cylinder with X being 0.10m and Y being 0.2m, could we have an option to set different hollow percentages for each dimension, or tell the system (e.g.): "for the X dimension, make the hollowing 95%. How thick is the remaining wall going to be? 0.0025m. OK, now make all of the cylinder's wall 0.0025m thick." Mona Eberhardt 12:15, 30 September 2013 (PDT)
==Meeting Notes==
Mesh/Archive/2013-10-07

==Agenda==
# The use of materials is severely limited by the lack of LSL functions to change the new properties, namely the normal and specular maps and their respective numerical settings, including specular color. For example, if you wanted to make something available in 20 colors, but have the specular color adjusted for each, you are forced to make 20 separate versions rather than using a color changer script. Any fears of causing stress by overusing such functions, or even using the to grief can be addressed easily by adding sleeps or throttle. Also see related JIRA: https://jira.secondlife.com/browse/MATBUG-359 Storm Engineer 04:33, 1 October 2013 (PDT)
==Meeting Notes==