Re: [opensource-dev] "Standard Human Mesh Avatar"???

2011-12-12 Thread Robert Martin
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

Re: [opensource-dev] "Standard Human Mesh Avatar"???

2011-12-12 Thread Mike Chase
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

Re: [opensource-dev] "Standard Human Mesh Avatar"???

2011-12-12 Thread Moriz Gupte
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

Re: [opensource-dev] Standard Human Mesh Avatar

2011-12-12 Thread Daniel
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

Re: [opensource-dev] "Standard Human Mesh Avatar"???

2011-12-12 Thread Mike Chase
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

Re: [opensource-dev] "Standard Human Mesh Avatar"???

2011-12-12 Thread Robert Martin
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

Re: [opensource-dev] "Standard Human Mesh Avatar"???

2011-12-10 Thread Dahlia Trimble
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

Re: [opensource-dev] "Standard Human Mesh Avatar"???

2011-12-10 Thread Robert Martin
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

Re: [opensource-dev] "Standard Human Mesh Avatar"???

2011-12-10 Thread Moriz Gupte
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

[opensource-dev] "Standard Human Mesh Avatar"???

2011-12-10 Thread Robert Martin
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