nyuuzyou/wikis huggingface dataset:
Mesh/Archive/2013-10-21

==Agenda==
# With Karl no longer in SL, Is the code for the mesh deformer going to be released officially here, perhaps as part of some sort of avatar redesign or update? As open source code, and with the additional patch he added for the use of it in InWorldz, it seems very close to being doable if there are some changes to the avatar, as have been discussed in the JIRA. (Maxwell Graf).
# I would like to know why sometimes uploading the same mesh it gives me different prim count (land impact) .Also when uploading custom physics models sometimes the same model uploads well, other times the prim count when rezzed is completely diferent, and sometimes the same mesh gives me errors refusing to upload. I make tests using exactly the same mesh. (Kendra Zaurak)
# Will we see LSL functionality enriched to control normal and specular maps to match their respective textures? Mona Eberhardt
# I keep running into a bug when trying to use Pathfinding with mesh https://jira.secondlife.com/browse/BUG-2286. Other than discussing this bug, would be nice to discuss any future paths for animating mesh objects. Loki Eliot
==Meeting Notes==
Mesh/Archive/2013-10-28

==Agenda==
# I heard The HUD of the large z size (64m) can't hear its chat. Is it crrect? (Yuzuru Jewell)
# When rotating prims, aligning other prims with them has always been a bit of a pain. Could an aid be added that will display the coordinates of a prim's edges? (Mona Eberhardt)
# "Is it possible to get "llLink*Sound" functions? if its possible it would greatly reduce the number of small scripts needed by anything that uses alot of sounds" (ac14 Hutson)
# How long does garbage collection on the asset server take after the last reference is removed from the world? Drongle McMahon
# Mesh mirroring, is it possible , will it be made possible (sorry if the topic has already been discussed)(Lexbot Sinister)
==Meeting Notes==
Mesh/Archive/2013-11-04

==Agenda==
# Feasibility of llAdjustSoundFrequency and llLinkAdjustSoundFrequency as well as llLinkAdjustSoundVolume (see llLink*Sound above, which I will elaborate on as well) - these are critical to reducing script memory usage and reducing sound preloading issues which I will briefly explain Nelson Jenkins 22:57, 31 October 2013 (PDT)
# Can you tell if VWR-27992 was ever fixed? If I try to look at it, it says forbidden, even though I reported it! The issue came up in a recent mesh forum thread.Drongle McMahon 05:45, 2 November 2013 (PDT)
# Has anybody has addressed the issue of baked sl textures on mesh avatars? Cracker Hax 12:04, 4 November 2013 (PST)
# With AIS3 coming along, will older implementations of AIS be looked into getting deprecated? TankMaster Finesmith 12:20, 4 November 2013 (PST) 
==Meeting Notes==
Mesh/Archive/2013-12-02

==Agenda==
# Can you confirm that the "Prim" type physics weight of a sculpty in the new accounting system is always 1.8, independent of size? Why? Is it in fact a convex hull shape instead of a triangle-based shape as used for other legacy prims?Drongle McMahon 10:56, 2 December 2013 (PST)
# Why does the Convex-Hull-type physics weight of legacy prims in the new accounting system undergo step increases at dimensions of 5 and then 25m, while the convex-hull-type weight of mesh are independent of size?Drongle McMahon 10:56, 2 December 2013 (PST)
# The Materials and Hull is byggy, did you know? Kennylex Luckless
# Any chance for the calculation and allocation/assignment of texture repeats inside a hollow prim to get some love (I'll elaborate)? Mona Eberhardt
# When should we expect to see .dae files with the collision volumes and weights added to the Fitted Mesh wiki? The fbx files that are there aren't compatible with Blender. Ashasekayi Ra 12:10, 2 December 2013 (PST)
==Meeting Notes==
Mesh/Archive/2013-12-09

==Agenda==
# Would it be posible to get flexing mesh Kennylex Luckless 12:01, 9 December 2013 (PST)
# Is it possible to add more settings for mirroring sculpties - choose in which axis it should be mirrored? And how about mirror option for mesh objects? Siwo Resident 12:20, 9 December 2013 (PST)
==Meeting Notes==
Mesh/Archive/2014-02-10

==Agenda==
#What was the result of Motor's idea to be able to remove the avatar's collision when sitting on an object? I can find a few decent uses for that as well, and as long as the collision type is restored when unsitting (unlinking from the object), I don't see much reason it shouldn't be considered. Tiberious Neruda
# In the archive of recent meetings, the four most recent have the wrong year in their date - we're not in 2013 anymore... Anyway, other than this, I want to point out that making corners with prims at an odd angle between them is always a pain. Not only because tapering them is hit-and-miss in terms of accuracy, but also because we don't know where each corner (outer vertex) is. Could these two issues be addressed? i.e. make the taper's increments smaller (and please do this for path cut too) and also give us a button or something that will show the coordinates of each outer vertex (corner) of the prim being edited. Mona Eberhardt 12:08, 10 February 2014 (PST)
# What's the Swedish for "Arbitrary skeletons for unattached mesh" Drongle McMahon 12:10, 10 February 2014 (PST)
==Meeting Notes==
Mesh/Archive/2014-02-24

==Agenda==
# What is the precision of the build/edit tools? I mean, after the floating point in the X, Y, Z fields in the size and position sections of the "Object" tab, how many digits does SL's system support natively? Mona Eberhardt 12:05, 24 February 2014 (PST)
#new clothing feature Idea I was looking at the avatar window the other day. "the window that automatically changes your av into the av picture" and I thought what a waste!!. What makes the most money in sl, CLOTHES. So why not let people put there own outfits and upload there own pictures to this window so people will be able to see there there outfits before they put them on, with the ability to make sub-folders to put the clothes into and maybe a worn outfits tab in the same window. The advantages to this are really clear. The money generated from the uploaded textures and the fact you would only have tweak something that is already supported with in the viewer. This would be a really low cost way to generate money and by making clothes easier to to put on and help people remember what they have you will win popularity with the users. this is because there are people out there with literally thousands of outfits. so this feature would come in handy for the people who spend lots of money in sl catalina Gearbox 2/24/2014
# Why is the default convex hull physics shape of a mesh smaller than the actual convex hull of the mesh? Drongle McMahon
==Meeting Notes==
Mesh/Archive/2014-03-03

==Agenda==
# Will the specification of Fitted Mesh be updated near future? Yuzuru Jewell 12:05, 3 March 2014 (PST) 
# Any chance for some concise documentation regarding how to calculate texture repeats for hollowed-out objects (including spheres, toruses, rings etc)? The math I found earlier doesn't cover all cases; for instance, when I want to have a small number of horizonal repeats in a hollowed-out box, the equation simply falls apart. Mona Eberhardt 12:07, 3 March 2014 (PST)
# Is mesh upload process influenced by upload speed or packet loss? Something like SL thinking "oh my... this takes so long... it sure is something huge". I mean, does upload speed have influence on land impact calculation? I've tried uploading one object (multiple times) with slow(<32kbs upload) and fast(4mb) connection. Slow always resulted in li 3.2 and at fast 1.7, exactly the same source dae. Siwo Resident 12:16, 3 March 2014 (PST)
==Meeting Notes==
Mesh/Archive/2014-03-10

==Agenda==
# Has there been any progress with the issue of scripted primitive property changes not reliably reflecting in the viewer until it is re-rendered? (BUG-4427) (Ticket originally accepted 2013-11-12, last quarried 2014-01-27, second quarry today.) Callak Skytower 08:11, 10 March 2014 (PDT)
# Have you looked into the math for horizontal repeats and offsets in hollowed prims? Mona Eberhardt 12:05, 10 March 2014 (PDT)
==Meeting Notes==
Mesh/Archive/2014-04-14

==Agenda==
# Concerning triangle counts reported on the statistics bar: Turning of everything except Simple and Volume in Advanced->Render Types and looking at just a single subdivided cube with 12288 triangles: with Shadows off, the triangle count is 12KTro, as expected. Switching on shadows adds 50KTris (approx 4x 12288) giving 62 KTris. Then adding each of two projected lights adds 12K per light. Given that there is an extra set of triangles per shadow-casting light source, and allowing one for the moon (it was midnight), where are the three extra sets of 12K triangles getting used? Drongle McMahon 12:00, 7 April 2014 (PDT)
# How many triangles of geometry are equivalent to how many pixels of normal map in terms of GPU resource consumption?Drongle McMahon 08:47, 8 April 2014 (PDT)
# Due to the appearance of the Blender cloud, which is under CC and stipulates attribution, we (the users) must need to know if the import of [CC By 4.0 licensed content] will violate the TOS. In particular: how does LL handle the conflict where a user does due diligence and attributes in their product's accompanying literature ? LL's TOS stipulates "grant the right to use the content without indicating the originator". Since the user does not have the right to waive that, would the upload of CC By 4.0 licensed content then be illegal? Instead of letting every single user in the world clarify this important question on his/her own with the LL legal department, i propose to get an official yes/no answer to this very simple question: Can CC By 4.0 content be legally uploaded to SL ? yes/no ? Best would be to answer this right in the TOS Gaia
# Did anyone at LL notice the SUN-129 issue about AISv3 ?... Because it's a serious issue currently affecting the Sunshine project viewer. Henri Beauchamp 11:08, 14 April 2014 (PDT)
# Does the SL Collida import allow import of morph targets? Nalates Urriah 12:01, 14 April 2014 (PDT)
==Meeting Notes==
Mesh/Archive/2014-04-21

==Agenda==
# Can I haz the math for texturing hollowed prims plz? Mona Eberhardt 12:06, 17 March 2014 (PDT)
# Any word on what might be on the table for materials round 2? Tiberious Neruda
# Any chance to revisit BUG-5575? It seems that the run-up to materials brought about the end of a pre-existing capability. I'm not sure if this is more viewer-related, though. Mona Eberhardt
==Meeting Notes==
Mesh/Archive/2014-04-28

==Agenda==
# Can I haz the math for texturing hollowed prims plz? Mona Eberhardt 12:06, 17 March 2014 (PDT)
# Has anything been broken in the mesh model upload system? I've tried to upload meshes created with Mesh Studio, but, when trying to upload a .DAE file for the physics, I get an invalid asset error (both on Firestorm and on the official viewer). Mona Eberhardt
==Meeting Notes==
Mesh/Archive/2014-05-05

==Agenda==
# Can I haz the math for texturing hollowed prims plz? Mona Eberhardt 12:06, 17 March 2014 (PDT)
# In recent versions of the viewer (official and TPV), I've noticed that uploading a mesh with physics has become a more iffy and convoluted process. Any information on this? Mona Eberhardt
==Meeting Notes==
Mesh/Archive/2014-06-09

==Agenda==
# Can I haz the math for texturing hollowed prims plz? Mona Eberhardt 12:06, 17 March 2014 (PDT)
# Is the vehicle limitation of land impact only physics weight? If it is true, can I make over 32LI and under 32 physics weight vehicle using sculpt and material? Yuzuru Jewell 12:11 10 June 2014 (PDT)
==Meeting Notes==
Mesh/Archive/2014-06-16

==Agenda==
# Can I haz the math for texturing hollowed prims plz? Mona Eberhardt 12:06, 17 March 2014 (PDT)
# I still think the LI calculation is bad, for a torus the LI values jump as a drunken pirate bunne when just changing the Cut End value Kennylex Luckless
==Meeting Notes==
Mesh/Creating a mesh

__NOTOC__ 
You create mesh models using a third-party 3D modeling tool. If you're a seasoned content creator, you may already be familiar with tools such as 3ds Max, Maya, Blender, or other popular professional tools; Google's SketchUp also provides a low barrier to entry for aspiring 3D modelers. Any 3D modeling software will work, as long as it can output models in COLLADA (.dae) format. Note: Second Life uses COLLADA 1.4.
A list of software that has COLLADA support can be found at COLLADA.org Products Directory
A very extensive list of 3d software can be found at 3Dlinks.com under the software section. Which of either the COLLADA or 3Dlinks items
will work with Second Life is not known, but at least it is a starting point to look.
To learn more about some of the available 3D modeling tools, visit the 3D software guide created for use with sculpted prims. Most of the tools that work for sculpted prims should work with mesh, as long as they can export models in COLLADA format.
=== Collada(DAE) Supported Programs for Mesh===
Notes on mesh support for specific versions of various applications - please update if you have additional information:
Programs 	Bone	UV Mapping	Method 	Version
3ds Max 	Yes 	Yes 	Import/Export via FBX Plug-in 	2009 and up
AC3D 	No 	Yes 	Import/Export 	V6.7 and up
Bentley's MicroStation	No 	Yes 	Import/Export 	V8i and up
Blender 	Yes 	Yes 	Import/Export 	2.49 and up
Cinema 4D 	Yes 	Yes 	Import/Export 	R11 and up
DAZ 3D 	Yes 	Yes 	Import/Export 	2.0 and up
Fragmotion 	Yes 	Yes 	Import (Only Mesh)/Export via Collada exporter	1.1.7 and up
Lightwave 	Yes 	Yes 	Import/Export 	9.5 and up
Maya 	Yes 	Yes 	Import/Export via FBX Plug-in 	2009 and up
Milkshape 3D 	? 	Yes 	Export 	?
Modo 	No 	Yes 	Import/Export 	modo 401, 501. 601. Collada plugin on sourceforge. 601 has Collada import/export.
PhotoShop 	No 	? 	Direct open 	Creative Suite 4 (11) and up
SketchUp 	No 	? 	Import/Export 	5.0 & 7.0 and up (6.0 was not supported)
Wings3D 	No 	Yes 	Import/Export 	1.2 and up
MeshMixer(FREE) 	No 	Yes 	Import obj/Export obj,dae 	5.0 and upAutodesk ceased further development on MeshMixer in September 2021, but it's still available as a free download; Windows version only.
ROKURO(FREE) 	No 	C-SP 	Export Tutorial Video 	3.0.9 and up
ROKURO Pro 	No 	C-SP 	Export Tutorial Video 	3.0.59 and up
TATARA 	No 	C-SP 	Export Tutorial Video 	6.0.200 and up
NOMI 	No 	C-SP 	Export Tutorial Video 	4.0.47 and up
KUMIKI 	No 	C-SP 	Export Tutorial Video 	1.0.31 and up
==== Notes ====
:C-SP: compatible with sculpted prim
===General Tips===
* For the best results, first try outputting individual models before trying whole 3D scenes. 
* If you already have a library of 3D models and need a way to convert them to COLLADA format, try Autodesk's FBX Converter (our preferred converter) or MeshLab.
* Check out the troubleshooting guide for more tips.
* Check out the Kettle-Quest tutorials for a comparison of Mesh vs. Sculpted Prims
* SL Mesh Clothing/Avatar Scale Issue in Non-Mesh Viewers
Mesh/Exporting a mesh from Kanae project tools

== Basic workflow ==
=== Create a box (or monkey or teapot or hippo) ===
You can make the mesh object in the same step as work of the sculpted prim. 
The only thing which you do is saving it as the collada file format.
Tutorial T610 Make a teapot
Tutorial Blog(sculpted prim)
=== Reduce polygons ===
=== Apply textures ===
=== Scale to meters ===
=== Export to COLLADA ===
=== Import to SL ===
== Best practices ==
Forum thread on Kanae project tools best practices
=== Bones and rigging ===
=== Gotchas and Workarounds ===
=== Optimization techniques ===
== Tutorial links ==
How to make Mesh by KANAE PROJECT Tools
How to make Mesh by KANAE PROJECT Tools(Japansese)
Mesh/Exporting a mesh from ZBrush

== Video tutorial ==
=== Sequinned sheep ===
== Basic workflow ==
=== Create a box (or monkey or teapot or hippo) ===
=== Reduce polygons ===
=== Apply textures ===
=== Scale to meters ===
=== Export to COLLADA ===
=== Import to SL ===
== Best practices ==
Forum thread on ZBrush best practices
=== Bones and rigging ===
=== Gotchas and workarounds ===
=== Optimization techniques ===
== Tutorial links ==
Mesh/Getting started

== Getting started ==
To try out mesh:
# Go to one of all the sandboxes in Second Life. See Second Life Public Sandboxes.
#: Some sandboxes may become overcrowded with Residents and have poor performance. If you see objects that look like a lot of flat triangles, try moving to another region.
# See what people have been working on, or try uploading some sample content of your own!
=== Save L$ by testing on the beta grid ===
Uploading mesh content to the main Second Life grid costs Linden dollars. For development and testing, 
upload your content to the Aditi beta grid instead. For more information about Aditi, see Preview Grid. 
Follow these steps to upload models to Aditi:
# Import your SL account to Aditi (see Updating Your Account on Aditi for instructions).
# Enable the grid selection dropdown on the Second Life login screen in Me > Preferences > Advanced > Show Grid Selection or by typing CTRL+SHIFT+G.
#: Note: You may need to enable the Advanced menu by pressing Ctrl+Shift+D
# In grid selection, choose the Aditi beta grid.
# Your account on the beta grid has its own L$ balance, so Linden dollars earned and spent on Aditi do not affect your main grid L$ balance.
Mesh/Getting started/pt

== Introdução ao mesh ==
Para experimentar o mesh:
* 1. Vá para qualquer uma das sandboxes do Second Life. Veja uma listagem das sandboxes públicas do Second Life.
: Algumas das sandboxes podem tornar-se superlotadas devido ao afluxo de Residentes e poderão apresentar um desempenho ruim. Se você estiver vendo objetos que se parecem com um monte de triângulos planos, tente se deslocar para uma outra região.
* 2. Veja o que as pessoas já construíram em mesh, ou tente fazer o upload de alguns exemplos de conteúdo em mesh.
=== Economize L$ fazendo testes na grade beta ===
O envio de conteúdo em mesh para a grade principal do Second Life, custa dólares Linden. Para desenvolvimento e testes envie o seu conteúdo para a grade beta chamada Aditi. Para maiores informações sobre Aditi, veja: Preview Grid (grade de testes).
Siga as seguintes etapas para enviar/carregar modelos para Aditi:
# Importe a sua conta do SL para a grade Aditi (veja atualizando a sua conta para a grade Aditi para maiores instruções).
# Habilite no seu Visualizador o seletor de grades no menu suspenso na sua tela de login, fazendo: Eu->Preferências->Advançado->Mostrar grade selecionada ao entrar ou apertando simultaneamente as teclas CTRL+SHIFT+G.
#: Nota: Você pode necessitar ativar o menu Avançado pressionando simultaneamente as teclas Ctrl+Shift+D
# No seletor de grade, escolha a grade beta Aditi.
# A sua conta na grade beta tem seu próprio balanço de L$, para os dólares Linden ganhos e gastos em Aditi, não afetam o balanço da grade principal.
Category:Mesh
Mesh/Interface utilisateur de chargement de modèle

La fenêtre Chargement du modèle permet de charger des fichiers COLLADA (.dae) dans Second Life. Elle comprend trois onglets, ainsi qu'une zone d'aperçu toujours visible.
== Aperçu ==
Reportez-vous à la zone d'aperçu pour prévisualiser un modèle sélectionné selon différents niveaux de détail. Pour effectuer un panoramique ou agrandir/réduire la vue du modèle, utilisez les .
=== Poids et frais ===
Affiche le calcul des coûts de téléchargement, physique et serveur du modèle, son coût équivalent en prims et les frais de chargement résultants.
== Niveau de détail ==
== Propriétés physiques ==
== Modificateurs ==
Mesh/Mesh Debugging

=== PE ===
Prim Equivalence is the greater of streaming weight, physics weight, or server weight. See https://wiki.secondlife.com/wiki/Mesh/Prim_equivalence
===Streaming Weight===
* Enable Develop menu > Show Info > Show Render Info
* Select the object in question, and look at bottom right of screen for "Selection Streaming cost"
=== Physics weight ===
* Open Advanced menu > Show Debug Settings and set ShowAdvancedBuilderOptions = TRUE
* Edit an object
* Physics weight appears in the edit tools just above the tabs.
=== Server Weight ===
Is there a way to see Server Weight?
===Debugging Capabilities (Caps) issues===
is some debug value needed?
capture log file and do develop > consoles > capabilities info to debug console. 
===Ignore the SLM file when uploading a mesh===
Advanced menu > Debug Setting > MeshImportUseSLM > False
Category:Mesh
Mesh/Mesh Server Weight

== READ THIS FIRST ==
This is a preliminary design of an unimplemented cost algorithm. EVERYTHING is subject to change, and certainly will change, during the course of implementation.
== Motivation ==
The server must track all pieces, or prims, in the region at all times. As such every individual piece, or prim, has a certain cost to the server regardless of its physical or visual complexity. There are, however, some factors that make an object more or less expensive for the server to track: in particular truly passive objects that are not scripted or physical are much easier to track than scripted or physical objects.
== Concept ==
There are two basic goals for this cost:
* The maximum server load from objects should not increase from mesh content.
* Allow more passive content than before.
== Equation ==
# Take the number of prims in the object.
# If the object contains no scripts and is not physical: divide by static_bonus
* per_prim_cost = 1.0
* static_bonus = 2.0
* cost_scalar = 1.0
The static_bonus only applies if the object is not physical and contains no scripts.
Server weight per prim: cost_scalar * (per_prim_cost / static_bonus)
== Examples ==
Prims	Scripted Or
Physical	Server 
Cost	Non-Mesh
Cost
1 	No 	1 	1
1 	Yes	1 	1
10 	No 	5 	10
10 	Yes	10	10
30 	No 	15	30
30 	Yes	30	30
== How To Optimize ==
* Consolidate mesh shapes such that the individual uploaded meshes are as complete as possible.
** A more complete mesh will generally have a streaming cost of several PE and not be server bound.
* Separate static content from dynamic content when possible.