Jump to content

The good old grumpy Pivot / Root-Prime


Tirichan
 Share

Recommended Posts

Hello SL building fans, SL community and hopefully somebody in charge of programming this mesh import system. This is my first post and i hope it does not sound that i'm some grumpy cat that just wants to rant. In fact, after two days of crying in pain i need to vent. I'm pretty new to SL mesh building but 3D Artist for over 20 years. I thought it might be fun to import some objects on my own here.

In fact, it isn't when it comes to importing regular meshes through collada. In my whole career, i never ever experienced that after exporting my assets into other game engines - my pivot gets affected in any possible way. SL seems to have other policies and just centers the pivot into its geometrical center. My first reaction was thinking that this might be a joke or some odd bug. I want to be honest: I would file a bug report if SL might be 5 months old  - but i can't believe how you people were able to survive the last years with that issue. I tried some root-pivot/prime but it seems not to work at all (wrong placement of objects with same/correct root-prime, wrong position parameters, random selection of root-primem, etc.)

Dear Lindenlab coders: I know you might be busy with Sansar but i you can spare some time, could you take a look at your system and think about a proper solution for offset or even importing pivots at their "correct" places? If its something to "prevent" offset meshes then give them a 64x64x64 meter position limit, but please allow me to use my pivots like i want and need. (Like setting up a door-hinge or importing two meshes with different dimensions but need to work as one modular placement system with predefined pivot-position offsets)

Thank you and have a nice weekend,

"crying and cake-eating Tirichan" :P

 

Edited by Tirichan
english grammar at 4am..
Link to comment
Share on other sites

On 9/22/2018 at 3:43 AM, Tirichan said:

In fact, it isn't when it comes to importing regular meshes through collada. In my whole career, i never ever experienced that after exporting my assets into other game engines - my pivot gets affected in any possible way. SL seems to have other policies and just centers the pivot into its geometrical center. My first reaction was thinking that this might be a joke or some odd bug.

Welcome to the world of Second Life mesh. You ain't seen nothing yet. :P

 

On 9/22/2018 at 3:43 AM, Tirichan said:

Dear Lindenlab coders: I know you might be busy with Sansar but i you can spare some time, could you take a look at your system and think about a proper solution for offset or even importing pivots at their "correct" places? If its something to "prevent" offset meshes then give them a 64x64x64 meter position limit, but please allow me to use my pivots like i want and need.

Don't be too hard on the current SL developers, it's not their fault. There were six dark years - beginning with 2008 and ending with 2013 - when the LL developers simply were unable to do anything right. Mesh was introduced right in the middle of that time period so there's no wonder it's a mess. They got a new boss early 2014 and since then they've been slowly but surely learning how to do a decent job but the backlog of old sins is overwhelming.

As for the pivot point problem, there are three workarounds.

The common one is to use a "balancing face" ("face" is what we call materials in SL) - a single triangle textured with a low res transparent texture (alpha masking, not alpha blending!) to offset the mesh's bounding box center.

A more elegant but slightly risky method is to use a single loose vertice the same way. Loose vertices are supposed to be eliminated during upload but due to a bug, the first vertice on the list will always be kept even if it's a loose one. The risk is of course that we're exploiting what is technically a bug here and there is a very lsight chance that LL will decide to "fix" it some day. Probably not but you never know.

The third workaround is one you don't want to use.

 

Edit:

As for diverting developer resources from Sansar, NO!!! The Sansar dev team seems to be stuck in the six dark years mode still. We do not want to let them loose on the SL code again - at least not unless they've been properly housetrained and re-educated first.

Edited by ChinRey
  • Thanks 1
Link to comment
Share on other sites

Thank you for the honest words. I didn't know that SL had such a hard time, especially when it comes to intern job stuff. Game Development can be unfair at certain times..
Well, i will try the methods you offered - i had another idea by adding one big box around in the same mesh and then hiding it plus excluding any collision. Not sure, will see. I wonder how people can offer proper modular sets in the Marketplace then?!

Link to comment
Share on other sites

  • 2 weeks later...

I read some Sansar dev's did come back to SL side recently, im sure theres a lot of good cross pollination going on anyhow.  You can look and see a lot of the dev schedule and info for SL on the website, they're always hard at work on something cool.   I would not be at all surprised to see a mesh uplaoder revision in the coming years either, its been on the list of demands for quite some time.  Thing is it would probably need other major things like animesh, flexymesh, new li accounting, tweaks to mesh system and such to make enough excuse to bust all that uploader code wide open and revise it.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...