InWorldz

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 Post subject: Mesh, clothing deformer, LSL Vehicle Physics
PostPosted: Wed Jul 03, 2013 12:09 pm 
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Joined: Tue Sep 08, 2009 7:44 pm
Posts: 4182
MESH

InWorldz is happy to announce that we are just about ready to roll out mesh support to the main grid. We expect this to happen early next week.

The rollout will include mesh costing using PE (prim equivalency) and is based on the current gridwide average of 422 vertices/prim. In other words, a mesh with 422 vertices will be equal in cost to a single prim on InWorldz when it is counted against your land usage. When a mesh object consists of multiple parts, each part may actually cost less then 1 prim, and the linkset itself will reflect that in its PE. This makes it possible to build highly efficient mesh linksets that are actually much cheaper than their prim counterparts when it comes to server and client resources used. We are keeping some of the other calculations open for now to allow us to reward designers who are conscious of their resource usage and contribution to overall performance of the InWorldz grid.

In exciting related news, sometime later today we will merge an enhanced version of Qarl's mesh clothing deformer to the InWorldz viewer.

For those who don't know what the clothing deformer is, the simple explanation is that it allows mesh clothing to fit the avatar instead of the avatar having to change their shape to fit the clothing.

Karl Stiefvater has done some work for us to enhance the performance of the deformer and this has led to an optimized version that is now able to perform the calculations around 20x faster than the original code. This should ensure that the deformer performs well even on older hardware.

In the spirit of cooperation that has gotten the viewer to where it is today, we are releasing this source code under the LGPL license for other TPVs to freely pick up and use. We hope this can help usher in a new era of mesh clothing that fits.

--

LSL Vehicle Physics powered by Nvidia PhysX

Shortly following the release of mesh to the main grid, LSL vehicle physics will begin an open beta on the InWorldz beta grid. Balpien has been hard at work coding the server side support for the LSL vehicle functions and we're almost at the point where we want you to come test it, break it, and enjoy it. I've seen demo cars and airplanes already and I'm really loving the realism of movement that Balpien has achieved. Watch the forums for the announcements and dates for test events and be prepared with your favorite vehicle scripts.

Thank you for your patience with these projects. We're almost there!


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 Post subject: Re: Mesh, clothing deformer, LSL Vehicle Physics
PostPosted: Wed Jul 03, 2013 12:14 pm 

Joined: Mon Jun 14, 2010 8:33 pm
Posts: 1422
WOOHOOO on the deformer ..... this makes me a happy bunny indeed <3


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 Post subject: Re: Mesh, clothing deformer, LSL Vehicle Physics
PostPosted: Wed Jul 03, 2013 12:15 pm 

Joined: Tue Aug 10, 2010 11:50 pm
Posts: 811
Happy is an understatement :D :dance:


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 Post subject: Re: Mesh, clothing deformer, LSL Vehicle Physics
PostPosted: Wed Jul 03, 2013 12:27 pm 
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Joined: Fri Jul 29, 2011 2:10 pm
Posts: 3989
Location: France
WOOOOOO HOOOOOOO!!


/me builds a temple to honor the grid monkeys, all in mesh



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 Post subject: Re: Mesh, clothing deformer, LSL Vehicle Physics
PostPosted: Wed Jul 03, 2013 12:30 pm 
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Joined: Fri Jul 29, 2011 2:10 pm
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Location: France
422 vertices is indeed very large, common prims don't have so much. 1 plain cylinder = 48 vertices (92 triangles)


Last edited by Yichard on Wed Jul 03, 2013 12:43 pm, edited 1 time in total.


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 Post subject: Re: Mesh, clothing deformer, LSL Vehicle Physics
PostPosted: Wed Jul 03, 2013 12:35 pm 
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Joined: Thu Sep 23, 2010 10:45 pm
Posts: 309
Location: New Mexico
AWESOME!! :nananana:

Two questions;
- I assume that if using a viewer that does not have the deformer in it, mesh clothing isn't going to look right?
- Would it be possible to give statistics on what viewers are being used, like how many are using mesh capable viewers and how many are clinging onto older non-mesh viewers, so merchants can better decide what to concentrate on?



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 Post subject: Re: Mesh, clothing deformer, LSL Vehicle Physics
PostPosted: Wed Jul 03, 2013 12:35 pm 
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Joined: Mon Apr 19, 2010 8:38 am
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Location: Miami
rosielavochkin wrote:
WOOHOOO on the deformer ..... this makes me a happy bunny indeed <3

I thought you were a kitteh- a NEKID kitteh at that!



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 Post subject: Re: Mesh, clothing deformer, LSL Vehicle Physics
PostPosted: Wed Jul 03, 2013 12:40 pm 
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Joined: Mon Aug 09, 2010 1:19 pm
Posts: 283
Location: Wisconsin
Well done, founders and other developer-people!

Can't wait to start bringing mesh stuff in!



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 Post subject: Re: Mesh, clothing deformer, LSL Vehicle Physics
PostPosted: Wed Jul 03, 2013 12:41 pm 
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 957
WOW we are better! BETTER! BETTER!!!

I love this place :)

pulls her warm fuzzy out of her inventory and gives it a big hug


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 Post subject: Re: Mesh, clothing deformer, LSL Vehicle Physics
PostPosted: Wed Jul 03, 2013 12:45 pm 
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Joined: Sat Jul 03, 2010 3:03 pm
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Location: Virtual Reality & the US
this would be merging the deformer to the v2 beta viewer?



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