Qarl – The Simplest Solution Is The Best One – And Collision Bones Are Indeed MUCH Simpler Than The Mesh Deformer

The arguments regarding the collision bones versus Mesh Deformer solution continue to rage in the Second Life forum. The problem with solutions is that better is very very subjective, both solutions have pros and cons and neither of them are the perfect solution.

Personally I’d have preferred to see a two state solution here because the Mesh Deformer and the Liquid Mesh type solution should have been able to work side by side as a server side value as to whether a mesh needs to be deformed was part of the Mesh Deformer solution. Therefore if a content creator went with the Liquid Mesh style solution, they would just have changed the value of their mesh to signify it did not need to be deformed by the deformer.

However when forming an opinion on solutions it’s useful to get feedback from people who know what they’re talking about and former Linden Karl Stiefvater (Qarl Fizz, formerly Qarl Linden) has responded largely positively to the news that Linden Lab are adding extra bones to the Second Life skeleton to aid content creators to make Mesh clothing that fits various avatar shapes. This is despite the fact that Linden Lab are not implementing his Mesh Deformer solution.

I say largely because Qarl has some complaints about the way his Mesh Deformer project has been received at Linden Lab and quite frankly I agree with him. However in a statement on the Mesh Deformer Jira Storm-1716 Qarl says:

Several people have asked me – this seems like the best place to answer.

LL’s assessment here is mostly good. in almost all situations, the simplest solution is the best one – and collision bones are indeed MUCH simpler than the mesh deformer. as i see it, collision bones have two downsides: 1) they are substantially harder to use for the person creating the garment and 2) probably don’t track as well to the avatar shape.
in the end, the evaluation must be made by the content creators who use the tool.

i will reiterate that the two year delay and refusal to communicate are unacceptable.

Are there politics at play in Linden Lab’s decision? I honestly don’t know but we’ll come back to that later. The fact of the matter is that Linden Lab have gone with a solution that will largely work as intended.

Continue reading “Qarl – The Simplest Solution Is The Best One – And Collision Bones Are Indeed MUCH Simpler Than The Mesh Deformer”

Mesh Clothing Parametric Deformer Goes Alpha

First of all, Happy New Year to everyone.

The Mesh Clothing Parametric Deformer project has now reached an alpha release. At the end of yesterday’s MetaReality Podcast the news was broke that it would be released tomorrow .. which is today! Warning, the MetaReality podcast was live and the podcast posted is uncensored, I haven’t listend to it all yet so it may contain naughty words. A video has been released to show the code in action and to point out that it’s not finished:

This project is to make mesh clothing in Second Life more viable, the problem so far with Mesh clothing has been getting it to fit. This project goes some way to addressing that.

Continue reading “Mesh Clothing Parametric Deformer Goes Alpha”

Follow

Get the latest posts delivered to your mailbox: