On Mon, Dec 12, 2011 at 2:07 PM, Mike Chase
wrote:
> On Mon, 2011-12-12 at 10:25 -0700, Moriz Gupte wrote:
>> Or to save some time, get the blender files from the link I provided
>> earlier ... and examine the mesh files in blender
>> R
>
> Yep, Gaia's project is very relevant. It include 2 meshes
On Mon, 2011-12-12 at 10:25 -0700, Moriz Gupte wrote:
> Or to save some time, get the blender files from the link I provided
> earlier ... and examine the mesh files in blender
> R
Yep, Gaia's project is very relevant. It include 2 meshes, the SL one
and a Makehuman mesh as well as an SL compatibl
Or to save some time, get the blender files from the link I provided
earlier ... and examine the mesh files in blender
R
On Mon, Dec 12, 2011 at 8:53 AM, Mike Chase <
mike.ch...@alternatemetaverse.com> wrote:
> On Mon, 2011-12-12 at 09:40 -0500, Robert Martin wrote:
> > On Sat, Dec 10, 2011 at 2
There is no single number you can define for all cases. During the mesh
beta one Linden
staffer noted the mesh cost formulae were made assuming 300K triangles
for the entire scene being
rendered would allow low end PCs to run at adequate frame rates. Note I
said "triangles", which
is what grap
On Mon, 2011-12-12 at 09:40 -0500, Robert Martin wrote:
> On Sat, Dec 10, 2011 at 2:56 PM, Dahlia Trimble
> wrote:
> > The MakeHuman mesh is probably far too complex (vertex count) to allow
> > reasonable real-time performance for many users with less than the best
> > graphics cards. There's pr
On Sat, Dec 10, 2011 at 2:56 PM, Dahlia Trimble wrote:
> The MakeHuman mesh is probably far too complex (vertex count) to allow
> reasonable real-time performance for many users with less than the best
> graphics cards. There's probably other meshes available on other 3d content
> sites which are
The MakeHuman mesh is probably far too complex (vertex count) to allow
reasonable real-time performance for many users with less than the best
graphics cards. There's probably other meshes available on other 3d content
sites which are better designed for real-time animation.
On Sat, Dec 10, 2011
On Sat, Dec 10, 2011 at 1:18 PM, Moriz Gupte wrote:
> Hey there may be something here
> http://blog.machinimatrix.org/avatar-workbench/
>
> On Sat, Dec 10, 2011 at 10:57 AM, Robert Martin
> wrote:
>>
>> Does anybody have (and would like to share) a Normal Human Mesh Avatar??
>>
>> As part of play
Hey there may be something here
http://blog.machinimatrix.org/avatar-workbench/
On Sat, Dec 10, 2011 at 10:57 AM, Robert Martin wrote:
> Does anybody have (and would like to share) a Normal Human Mesh Avatar??
>
> As part of playing with MakeHuman i would like to be able to use it to
> make Mesh
Does anybody have (and would like to share) a Normal Human Mesh Avatar??
As part of playing with MakeHuman i would like to be able to use it to
make Mesh Avatars but i need to sort out the right workflow.
things that are currently NOT DOCUMENTED
1 what should be the maximum number of vertexes in
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