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Old 06-25-2012, 04:21 PM   #1 (permalink)
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Alternative to Mesh Deformer?

[2012/06/25 12:02] Siddean Munro: I don't dare move my ... - justpaste.it


you can see it in action at around 3:00
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Old 06-25-2012, 04:37 PM   #2 (permalink)
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I was half way tru the transcript that poped on plurk when someone pointed me the this thread, the deformation is incrediblle.
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Old 06-25-2012, 04:42 PM   #3 (permalink)
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I've tried the demo inworld and it really looks good on my shape. no bum or breasts the size of a County! Still, had to wear alpha for a glitch on my thighs. Overall was very impressed.

L$0 Demo can be obtained from http://slurl.com/secondlife/Daxos/213/62/2985
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Old 06-25-2012, 04:55 PM   #4 (permalink)
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I have this item. It conforms to most of the settings like muscle, fat, butt, handles, saddle bags. It specifically does not respond to changes in the breast size.

This same stuff was brought up in SLU a few months ago, but the coolness was lost in complaints about the arm weights.
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Old 06-25-2012, 04:56 PM   #5 (permalink)
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Quote:
Originally Posted by Paola Tauber View Post
I've tried the demo inworld and it really looks good on my shape. no bum or breasts the size of a County! Still, had to wear alpha for a glitch on my thighs. Overall was very impressed.

L$0 Demo can be obtained from http://slurl.com/secondlife/Daxos/213/62/2985
Both me and Innula at the store right now trying it, i see a few issues on bottom overlaping on my system pants when i make mysel really reallt fat but it works wonderfully.
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Old 06-25-2012, 05:08 PM   #6 (permalink)
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It deforms amazingly well just adding maybe to bones to the avatar would solve the breast isue totaly because this deformes basically flawlessly. The small poking from the jeans can be solved with an alpha.
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Old 06-25-2012, 05:08 PM   #7 (permalink)
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also, elsewhere on the interwebs... more info and techie speak about this:

#SL Mesh Deformer Alternative
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Old 06-25-2012, 05:18 PM   #8 (permalink)
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Very Interesting indeed. I like the fact that it leaves the deformation in the hands of the creator, so that you can control the location and overall strength of the deformation on a per-vertex basis.

It's just too bad it doesn't work for all sliders and especialy not for the breasts. Certainly gives some food for thought.
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Old 06-25-2012, 05:19 PM   #9 (permalink)
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Apart from the breast issue, this is great. It goes a bit strange if I max out the sliders but, for normal use, it's really good. Far better, in my inexpert opinion, than what I've seen with the deformer so far.
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Old 06-25-2012, 05:30 PM   #10 (permalink)
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And the dramah is stirring all over plurk.


/me hides.
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Old 06-25-2012, 05:39 PM   #11 (permalink)
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Wow that's really something. I wonder what this means for Quarl's deformer. And why why this hasn't been considered earlier.
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Old 06-25-2012, 06:06 PM   #12 (permalink)
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Quote:
Originally Posted by Elysium Hynes View Post
And the dramah is stirring all over plurk.
Breast defenders or what kind of drama?

As for the idea / concept / principles, I can only repeat what I already wrote on YouTube,
Quote:
Writing as a plain customer, I understand exactly nada of the technical bits behind mesh, mesh deformer and your concept of adapting to the shape. Plus, I'm not a convinced fan of standard sizes. But I can perfectly imagine that your kind of "warping", perhaps along with standard sizes, could be heaven sent, at least for my preferences in shape editing. Would be an awesome feature.
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Old 06-25-2012, 06:54 PM   #13 (permalink)
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Would this work with avatar physics?
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Old 06-25-2012, 06:54 PM   #14 (permalink)
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cant speak for anyone else, but i would be a-ok with spending more time on the actual weight painting and less time dicking around with multiple sizes.

also, i keep hearing that "it wont get rid of the need to wear alphas". i hate to be the bearer of bad news, but nothing will ever get rid of the need for alphas. the only way that can be accomplished is if the edge flow and weighting of the garment is *exactly identical* to the sl avatar's, and that would make having mesh capability pointless. embrace the alpha. it is your friend.
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Old 06-25-2012, 06:57 PM   #15 (permalink)
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Could someone translate this for the clueless? What exactly is this: something we wear, something content creators use when making items?
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Old 06-25-2012, 07:02 PM   #16 (permalink)
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beebs from what i understand this all happens creatorside. on the consumer end, you put it on and it just works.
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Old 06-25-2012, 07:05 PM   #17 (permalink)
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beebs from what i understand this all happens creatorside. on the consumer end, you put it on and it just works.
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Old 06-25-2012, 07:07 PM   #18 (permalink)
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Could someone translate this for the clueless? What exactly is this: something we wear, something content creators use when making items?
Basically instead of weighting against the avatar bones, he's weighting against the avatar collision 'mass'. This mass changes as the body shape changes, so that your get semi-realistic collisions when your avatar bumps into things. It's a clever hack.

But as pointed out in Natales' blog post, it need some TLC from LL to make viable, and some nice tools to make it usable for most creators.

You just wear it, all the heavy lifting is done by the person making the mesh.

As for "Does it work with physics", the answer is no. The collision mass doesn't move with the Physics layer, so the mesh won't either.
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Old 06-25-2012, 07:46 PM   #19 (permalink)
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Wow that's really something. I wonder what this means for Quarl's deformer. And why why this hasn't been considered earlier.
This issue of using collision volumes was brought up during the beta actually. Prep Linden had some of us send him clothing samples that were rigged against the collision bone names. However, I know I never personally heard from the Lab if the tests went badly or not. During the meeting, RedPoly said he brought the idea up to Prep in November 2011.
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Old 06-25-2012, 09:17 PM   #20 (permalink)
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This looks pretty awesome.
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Old 06-25-2012, 09:41 PM   #21 (permalink)
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I took a nap, which i sometimes do. And such naps are great for processing new information.

After my nap I have the following conclusions to share:

- There's no reason we can't have Karl's Deformer *and* this deformer. They aren't mutually exclusive. they use very different mechanisms, and in fact could be used together or separately for very different situations. More choices is always good.

-------------------------------------------------------

- (Editorial note: the following generalizations do not apply to everyone or any particular individual and should not be taken by any individual of any given group to mean *them specifically* And yes, some people are in more than one group, and are *super special* in that regard. )

There's 3 Groups involved with Mesh:
- The Programmer group (makes the tools)
- The Creator group (uses the tools)
- The Consumer group (enjoys the fruits of labor from the first two groups)

the current deformer cases really call to one of the 3 to put in effort:
  • No Deformer: The Consumer Group is on the hook in this case to put in lots of effort to make existing mesh work for them. Unfortunately this is the least skilled group to handle this (and quite possibly the laziest). Creator group can put in a lot of work to make sizes, but they will never be numerous enough to satisfy the Consumer group. Programmer group zones out playing with do/while vs. while comparisons. Consumer group complains about the bad fit and having to wear Alphas.
  • The Parametric Deformer( Karl's): The Programmer Group is working hard in this case, to make something that "just works". Both the Consumer group and the Creator group have minimal effort to put in to make it work. However, The Creator group has very little control over the deformation results. The Consumer group will complain about this as they won't like 'the ugly lumpy parts' and having to still wear Alphas.
  • The Collision Volume Deformer (Redpoly): The Creator group is the workhorse in this case, having to a large part of the work for this type of deformer. The Consumer group once again doesn't have to do much. The Programmer group also doesn't do *as* much, though they are still needed to make nice tools, as they had to do with Mesh in general. The nice thing is the Creator group has a large amount of control over how this kind of deformer affects their mesh. The Consumer group will still complain about having to wear Alphas.
*yawns and feeling refreshed from her nap, goes to work on something*
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Old 06-25-2012, 09:53 PM   #22 (permalink)
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I'm curious if either deformer option is a burden server side or client side or if clothing that uses them simply renders without extra effort.
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Old 06-25-2012, 10:16 PM   #23 (permalink)
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i'm with eunoli, "this looks pretty awesome". also it looks more natural than what i saw of the deformer tests.
p.s. not all consumers are complaining about alpha layers. i can pile em on. once you get used to the fact that you need to wear shoes inside your boots, pants under evening gowns and bicycle shorts under skirts, a lil ole invisible thing is not a big deal.
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Old 06-25-2012, 11:13 PM   #24 (permalink)
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100% ok with alphas, here!
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Old 06-25-2012, 11:19 PM   #25 (permalink)
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Quote:
Originally Posted by Eunoli Rain View Post
I'm curious if either deformer option is a burden server side or client side or if clothing that uses them simply renders without extra effort.
From what I've seen of it it's scripted. That will increase the server side load over the LL one. It'll also likely increase the load on the client side, but probably no more than LL's.

Correction; It doesn't seem to be scripted.

Not sure how they do it then, but it does work pretty well. I see a little bleed through, but it's nothing that a decent alpha or an underlayer wouldn't fix and it would still be my shape, so this could allow mesh clothing to be usable without using the alpha to replace the shape completely.

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