nyuuzyou/wikis huggingface dataset:
Mesh/Mesh Tests

Mesh tests required:
* The walk-throughs function as a Mesh smoke test:
** Mesh/Mesh_Walkthrough:_Simple_Mesh_Upload
** Mesh/Mesh_Walkthrough:_Complex_Mesh_Upload
** Mesh/Mesh_Walkthrough:_Rigged_Mesh_Upload
** Mesh/Mesh_Walkthrough:_Decomposing_Physics
* Mesh_Import_test Everything about the Mesh upload window.
** Include test for model with multiple LOD's
** Include test for model with textures
** Verify bulk upload fails for meshes.
** Mesh decomposition tool needs more detail.
* Rigged Mesh test incomplete
** uploading a rigged object that contains joint offsets
** bone offsets
** need examples files.
* Mesh Upload test suite A collection of models for regression testing.
* Mesh_Prim_Equivalence_test How many prims a mesh counts as in the parcel limit and simulator limit.
* (2011-01-06 failed) Parcel Prim Limit Overflow test
* Physics shape type (with un/linking, de/rez, duplication, etc.) (is this sufficiently covered by Mesh_Shape_Changing_test?) 
* Mesh Edit Tools test
* Load testing. assets<->sim, sim data<->client, client rendering, etc
* Mesh viewer performance
** Viewer Performance testing for large (64m) prims
* Mesh sim performance
** Server Performance testing for large (64m) prims
* Mesh Caching test
** Mesh should already be cached in the VFS. Develop > Show Info > Show Render Info shows how much data received for mesh.
* Mesh Shape Changing test Test swapping meshes onto mesh objects.
** high prim equiv. mesh onto a physical object
* Mesh_Accounting_Test is a starting point for several tests. Break the tests out and expanded on them.
* Render_Cost_test
** Target overall scene triangle count at 128m, medium detail (currently 125K/tris)
* Streaming Cost test
* Physics Cost test
* Upload Cost test -- TBD
* Physics Material Settings test
* Test LSL functions that interact with physics and size and textures.
* Localization
* Compatibility testing: Mac OS X 10.4.11?
* Mesh Limits test
** Maximum model size in MBs
** Maximum number of meshes per model.
* Mesh Upload Enablement
** Mesh Upload Enabled
** Mesh Upload Not Enabled
----
Other rendering features
* Deferred_Rendering_Test aka Lighting & Shadows
* Transparency_test
* Depth_of_Field_test
----
Other simulator features
* The 10cm gap has been eliminated for nearly all(which ones?) objects.
* Test for LlCastRay
Category:Test Plans
Category:Mesh
Mesh/Mesh rollout plan/pt

= Plano de implantação do mesh =
Atualmente o mesh já está implantado, sendo que alguns ajustes finais vão abranger um período de várias semanas. Aqui estão descritas as etapas que estão sendo implementadas:
# Implementação do mesh por toda a principal grade do Second Life: Etapa completada !
# Visualizadores: O Visualizador do Second Life na versão 3.0 ou superior, suporta o conteúdo mesh. Etapa completada !
# Comércio: Os conteúdos mesh podem ser vendidos no mundo virtual ou usando ferramentas de vendas do Marketplace.
== Regiões ==
Para o rez ou para importar conteúdo mesh, você deve procurar uma região que esteja habilitado o conteúdo mesh. Isto significa que o software simulador deva estar rodando na região e deva ser capaz de analisar e avaliar o cálculo do impacto sobre o terreno do conteúdo mesh, para que passe as informações para o Visualizador. A partir de 23 de agosto de 2011, todas as regiões da grade principal (grid em inglês) do Second Life estarão habilitados.
Para uma lista das sandboxes e regiões de teste, veja uma listagem em http://wiki.secondlife.com/wiki/Mesh/MeshRegions.
== Visualizador ==
Além de ser utilizado em uma região onde o mesh esteja habilitado, você também precisará usar um Visualizador que suporte o mesh (verifique na página dos visualizadores de terceiros para ver se eles suportam o mesh) para poder carregar e renderizar conteúdo mesh. Todos os visualizadores oficiais do Second Life na versão 3.0 ou superior estão habilitados para o mesh. Você poderá obter a versão mais recente do Visualizador oficial do Second Life na página de downloads.
== Comércio ==
Tanto no mundo virtual como no Marketplace suportam a venda de objetos mesh. Como comerciante, se você optar por vender mesh, é de sua responsabilidade comunicar aos seus clientes que o item a venda, contém conteúdo mesh e que pode não renderizar corretamente se eles não estiverem usando um visualizador que suporta mesh. Você pode indicar aos seus clientes este artigo para eles obterem maiores informações.
Comerciantes que estão autorizados a enviar conteúdo mesh, são agora capazes de exibir listagens de produtos no Marketplace informando que seus produtos são parcialmente ou totalmente composto por conteúdo mesh. Clientes do Marketplace podem visualizar esses dados e tomar decisões, informados se o conteúdo mesh seja apropriado para o seu atual Visualizador e para verificar a alocação de prims em seu terreno (land). Note que para objetos que são parcialmente composto por conteúdo mesh e de prims não mesh, serão reavaliados usando o mesmo peso no cálculo do peso de prims.
Isto significa que a ligação entre um prim com um objeto mesh pode provocar que este prim possa valer mais de um prim!
Desde que no mesh o cálculo do impacto sobre o terreno é análogo aos valores dos prims, nenhum campo adicional é necessário ser adicionado no Marketplace para informar o uso do terreno para objetos mesh.
Mesh/Other resources

__TOC__
=== Limitations ===
* Limited to 8 faces per asset
* No support for transforms or instancing in the collada asset
* 64K vertex limit
=== Known Bugs ===
=== Download Mesh First Look ===
*link goes here
=== Mesh Forums ===
* Current forum
* Archive, through February 20, 2011
===Mesh on Pjira===
All mesh bugs should be created as a Viewer (VWR) issue. When you are asked to choose Components, please mark your issue with Mesh. 
 
If you have never used Jira or are unsure of how to file a bug, please go here JIRA
===Office Hours===
===FAQS===
https://wiki.secondlife.com/wiki/Mesh/FAQs
 
----
== Other Information ==
During T Linden's road map presentation at SLCC 2009, a sneak peek was shown for Mesh importation into Second Life, along with dynamic lighting and shadows:
Tech Demo Video:
<videoflash>swh6gY_dEH0|425|344</videoflash>
Category:Mesh
Mesh/Prerequisites

== Prerequisites ==
Before you can upload mesh objects, you must:
* Have payment information on file. You can add payment information by visiting the Billing Information section of your Second Life account page.
* Accept the IP Terms (if you're using the Aditi beta grid, click here instead), which verifies your knowledge of intellectual property rules. Be sure you own the rights or have permission from the rights owner before uploading your mesh content. Violations of intellectual property rights can result in the suspension or termination of your Second Life account and may even cause the permanent revocation of your ability to upload mesh objects!
* Have at least one compatible COLLADA (.dae) file on your computer. You can create your own by using most popular 3D software packages, or, if you have the appropriate rights, you can download models created by other 3D artists from online repositories. Try our sample content page for a free model if you're just getting started.
You may check your mesh upload status at any time by visiting your account page on the Second Life website.
=== Cost to upload ===
There is a Linden dollar fee to upload a model; the fee depends on the model's complexity. During the beta period the fee is discounted.
Mesh/Project Information

== Mesh Import User Group ==
The Mesh team holds a weekly user group focused on all things related to the mesh import project. For full information on the user group and an archive of past transcripts, check out the Content Creation, Mesh Import, Scripting User Group page.
== Fixes and feature requests ==
To see features and fixes other Residents are asking for, check out the most popular open issues. To bring more attention to an issue, please add your vote!
Found a new bug or want to request an improvement? Here's how to report it.
== Discussion forums ==
To discuss the latest news, or anything related to Mesh, go to the Mesh discussion forums.
Latests posts from the forum:
== Archive ==
* List of Mesh-enabled regions - Mesh is enabled on the entire Second Life main grid, so you don' need to be in a special region. However these sandbox regions may still be useful for exploring and creating mesh content.
* Mesh tests
Mesh/Project Information/pt

= Informações sobre o projeto =
=== Grupo de Usuários Importadores do Mesh ===
Semanalmente a equipe do Mesh tem um grupo de usuários focado em todas as coisas relacionadas com o projeto de importação de mesh. Para maiores informações sobre este grupo de usuários e arquivos de conversas passadas, veja na página Content Creation, Mesh Import, Scripting User Group.
=== Correções e pedidos de novos recursos ===
Para ver funcionalidades e correções solicitadas pelos residentes, veja as questões mais populares. Para conseguir obter uma maior atenção a uma questão, por favor vote !
Encontrou um novo bug ou deseja solicitar uma nova funcionalidade ? Veja aqui como fazer este procedimento.
=== Fóruns de discussões ===
Para discutir as últimas notícias, ou qualquer coisa relacionada ao Mesh, vá para os fóruns de discussão sobre o Mesh.
Últimas postagens do fórum:
== Arquivo ==
* Lista de regiões com Mesh habilitado - O Mesh está ativado para toda a grade principal do Second Life, você não necessita ir em uma região especial. De qualquer maneira estas sandbox que ocupam toda uma região, podem ser úteis na exploração e na criação de conteúdo em mesh.
* Testes sobre Mesh
Mesh/Rendering weight

Render weight (called "display" in the viewer) represents the amount of work your computer must do in order to display an object. It does not affect land impact, but high render weight values may result in low visual performance on some hardware.
Render weight values are calculated by category as described below. Results are rounded down to the nearest whole number.
To see avatar weights, open Me>Preferences... from the main menu. Under the Advanced tab, enable "Show Advanced Menu". Back at the main menu, pick Advanced>Performance Tools>Show Draw Weight for Avatars.
# 1000 points for the base avatar
## (-200 points for each baked texture marked invisible)
# Base cost
## Base cost is a weighted average of the number of triangles times 5. Triangle count is weighted by the count of triangles at each LOD and the area each LOD is visible from, giving the average number of triangles visible within the visible range of the object. This uses the same distribution function as the streaming cost code, but left in terms of triangles, not scaled to prims.
## This is the base cost for regular prims, sculpties, and mesh prims.
# Multipliers (per prim)
## glow x1.5
## bump x1.25
## flexi x5
## shiny x1.6
## invisiprims x1.2
## rigged mesh x1.2
## planar mapped x1.0 (negligible impact)
## animated textures x4.0
## alpha x4.0
# additions
## particles: + 100 points per prim
## light emitting prims: + 500 points per prim
## media-enabled faces: + 1500 points per face
## for each unique texture (including sculpt textures) in the linkset: + 256 + 16 * (resX/128 + resY/128)
Mesh/Report a bug or request a feature

Found a Mesh bug or want to request a new feature? Please help us make the mesh feature better by reporting it on the Bug Tracker!
# Go to the Bug Tracker.
# In the upper-right hand, click Log In. (This site is owned by Linden Lab, so you'll see the usual web login form, and your Second Life name and password are safe.)
# Check the "Most Popular" Viewer issues and search to see if your issue has already been reported. If not... 
# Click + Create Issue in the upper-right.
# For Project:, select Second Life Viewer - VWR, and for Issue Type:, select Bug or New Feature.
# Click Create.
# Next to Labels select or type "mesh".
# Fill in the rest of the details to the best of your knowledge.
#: Specifically, as the Bug Tracker help says: "Include (1) steps to follow, (2) what you expected to happen, and (3) what happened instead. If you're able to provide pictures in addition to text, even better. The goal is to show Linden Lab what you see, so we can see it too, then hunt down and fix the bug or evaluate the new feature."
# Click Create at the bottom.
# Bookmark your issue for future reference! You can always come back and add additional details.
Category:Mesh
Mesh/Report a bug or request a feature/pt

= Reportando um bug do mesh ou solicitando um novo recurso =
Encontrou um bug no mesh ou deseja solicitar um novo recurso? Por favor, ajude a tornar melhor o mesh relatando-o o problema no Bug Tracker!
# Vá para o Bug Tracker.
# No lado superior direito da página, clique em Log In. (Este site é propriedade da Linden Lab, então você verá o conhecido formulário de login no site, e então o seu nome e senha do Second Life estarão seguros.)
# Verifique: "Most Popular" Mesh issues e search ( pesquisa) se o problema que encontrou já foi relatado ou não. Se não foi... 
# Clique em + Create Issue no canto superior direito.
# Em Project: selecione Mesh Beta e em Issue Type: (tipo de problema), selecione Bug ou New Feature (novo recurso).
# Clique no botão Create. (Criar)
# Próximo de Component, selecione Mesh Beta.
#:
# Preencha o restante do formulário com os maiores detalhes que puder fornecer.
#: Especificamente, no Bug Tracker ajuda incluir o seguinte roteiro: (1) descreva as etapas que realizou, (2) o que você esperava que acontecesse, (3) e em vez disso, descreva o que aconteceu. Se você não puder enviar uma imagem do fato, escreva um texto da melhor forma possível. O objetivo é mostrar a Linden Lab que você vê, para que possamos vê-lo também, e então procurar e corrigir o erro ou avaliar o novo recurso solicitado.
# Clique no botão: Create.
# Guarde o endereço do seu problema para futura referência! Você sempre pode voltar e adicionar mais detalhes.
Category:Mesh
Mesh/Rezzing a mesh

There are two ways to rez a mesh object in the Second Life world. If you already have a mesh object in your inventory with the item type, you can simply drag it from your inventory to the ground.
If you only have a mesh item with the item type, you can follow these instructions to rez the mesh object:
# Open the Build Tools by choosing Build > Build.
# Select the icon from the tool window and click the ground to rez a new sphere inworld.
# Click the Object tab of the Build Tools window.
# Change the object type from Sphere to Sculpted.
# From your Inventory, drag your mesh onto the box in the Build Tools window marked Sculpt Texture.
# Set the Stitching type to Mesh.
At this point, your mesh appears. It is fully physical and can collide with other objects as defined by its shape.
Category:Mesh
Mesh/Rigged mesh

=== Use the default Second Life skeleton ===
* Skeleton for use in Blender:
* Skeleton for use in 3DS Max:
* Skeleton for use in Maya: BasicSkeleton.mb
=== Creating your own skeleton ===
* 
=== Assign skin weights to the skeleton ===
=== Export ===
=== Upload rigged mesh to Second Life ===
=== Wear rigged mesh ===
Category:Mesh
Mesh/Rigging Fitted Mesh

__TOC__
===Download links===
Second Life Skeletons
(Last updated April 15, 2014)
Includes the male and female models in the following formats:
 .ma
 .fbx
 .blend
 .dae
Note that the .blend files require a Blender version >=2.70)
===What is Fitted Mesh?===
Fitted Mesh is a technique in which an avatar's collision bones are used to add further deformation detail to an avatar or clothing. The benefit of this technique is that it allows Mesh clothing and avatars to be adjusted using an avatar's Body Shape sliders in the Appearance Editor. This results in clothing that can adjust and fit to your avatar's own personal body shape and style.
For content creators, the key difference between a Fitted Mesh skeleton and the previous standard skeleton is that a Fitted Mesh skeleton has more bones. The rigging workflow is the same except that the additional collision bones are also included in the skinning/binding process. Note that unlike the mBones, you do not need to include all of the collision bones, rather only the ones you wish to use.
===Collision bones===
====List of original collision bones:====
* PELVIS
* BELLY *
* CHEST
* NECK
* HEAD
* L_CLAVICLE
* L_UPPER_ARM
* L_LOWER_ARM
* L_HAND
* R_CLAVICLE
* R_UPPER_ARM
* R_LOWER_ARM
* R_HAND
* L_UPPER_LEG
* L_LOWER_LEG
* L_FOOT
* R_UPPER_LEG
* R_LOWER_LEG
* R_FOOT
====Collision bones added with Fitted Mesh====
* BUTT *
* LEFT_PEC *
* RIGHT_PEC *
* LEFT_HANDLE
* RIGHT_HANDLE
* LOWER_BACK
* UPPER_BACK
===Rigging using the Fitted Mesh technique===
# Download one of the skeleton files.
# Follow one of the many tutorials for rigging avatars in your modeling program of choice. (Where?)
#* Links to video tutorials on rigging mesh avatars in Maya and Blender can be found in Uploading and wearing a rigged mesh.
# Export your new rigged mesh from your modeling program of choice:
#* Exporting a mesh from Blender
#* Exporting a mesh from 3DS Max
#* Exporting a mesh from Maya
# Import the rigged mesh to Second Life and wear the model, as described in Uploading and wearing a rigged mesh.
# Adjust your body shape, make sure to save your changes, and enjoy your creation.
#* Information on changing your avatar’s appearance and body shape can be found in the Second Life Knowledge Base, under Controlling your avatar’s appearance, and by clicking the ? button at the top of the Appearance editor.
===Additional resources===
* Exporting a mesh from Blender
* Exporting a mesh from 3DS Max
* Exporting a mesh from Maya
* Uploading and wearing a rigged mesh
* Ways to fix a problematic Avatar Rig
* Clothing Tutorials
* Controlling your avatar's appearance
* Appearance Editor and affected bones
Mesh/Sample Content

In support of trying out the new"New" in 2010/1, that is. Mesh technology is considered to be absolutely mature these days, having been through several iterations of polishing, until the present generation — a bumpy ride, but one which ultimately arrived at its intended destination and gone beyond it. functionality of mesh support, we've collected some sample mesh objects that you can see in-world and try importing yourself!
Feel free to download and test each of the following meshes.
You can also find in-world examples of these meshes free to copy at the following location: [secondlife://Aditi/secondlife/Mesh%20City%204/70/67/23 Mesh City 4]
All works are the intellectual property of the individuals listed next to each example. They are provided here for reference and testing — please contact the original creatorsThe creators mentioned on this page have not logged in to Second Life for the past 5-6 years, so it's unknown if they're still active as of November 2023. with any questions regarding rights to use or redistribute their intellectual property.
Description 	Triangles 	Streaming Cost 	Download Link 	Sample Image
 	 	 	 	
Sample 1: Streetlight, provided by Racush Cheeky 	1,896 triangles 	~7 prims streaming cost 	Street_Lamp.zip 	
 	 	 	 	
Sample 2: Truck, provided by Jennifur Vultee 	10,672 triangles	~28 prims, streaming cost	truck.zip 	
 	 	 	 	
Sample 3: Simple Doors, provided by Drongle McMahon	1,454 triangles 	~13 prims streaming cost 	door.zip 	
 	 	 	 	
Sample 4: Doric Column, provided by Drongle McMahon	814 Triangles 	~6 prims streaming cost 	doric_column.zip	
=== Notes ===
Mesh/Sample Content/pt

= Exemplo de conteúdo mesh =
No sentido de ajudar a experimentar as novas funcionalidades do mesh, colecionamos algumas amostras de objetos mesh para você poder os ver, no mundo virtual e experimentar!
Sinta-se livre para fazer o download e testar cada um dos seguintes mesh. Você também pode encontrar exemplos no mundo virtual de mesh gratuito na seguinte localização: [secondlife://Aditi/secondlife/Mesh%20City%204/70/67/23 Mesh City 4]
Todas as obras são de propriedade intelectual dos indivíduos listados ao lado de cada exemplo. Eles são fornecidos aqui para referência e teste - por favor consulte os criadores originais sobre qualquer dúvida em relação aos direitos de uso ou de redistribuição da sua propriedade intelectual.
Descrição 	Triângulos 	Custo do fluxo de mídia 	Link para o download	Imagem exemplo
 	 	 	 	
Exemplo 1: Luminária de rua, fornecido pelo Racush Cheeky	1,896 triângulos 	~7 prims Custo do fluxo de mídia 	Street_Lamp.zip 	
 	 	 	 	
Exemplo 2: Caminhão, fornecido pelo Jennifur Vultee 	10,672 triângulos	~28 prims, Custo do fluxo de mídia	truck.zip 	
 	 	 	 	
Exemplo 3: Simples porta, fornecido pelo Drongle McMahon 	1,454 triângulos 	~13 prims Custo do fluxo de mídia 	door.zip 	
 	 	 	 	
Exemplo 4: Coluna dórica, fornecida pelo Drongle McMahon 	814 Triângulos 	~6 prims Custo do fluxo de mídia 	doric_column.zip
Mesh/Support overview

===Have questions about Mesh?===
See if your questions are answered here:
*Mesh FAQs
*Mesh forums
Ask questions during the Mesh team office hours:
Office hours transcripts are posted in the Mesh forums.
===Need help with a specific problem you're having?===
Check the troubleshooting guide and tool-specific pages on this wiki, or ask your question in the Mesh forums or Second Life Answers.
===Is there a feature in the Mesh that doesn't work the way it should?===
Let us know!
*Report a Mesh bug or request a new feature
===Want to improve these Mesh help pages?===
Help your fellow Residents and directly contribute to these help pages! Learn more here.