Flexi Mesh
Journey Bunny
Back in 2024 when GLTF mesh project was getting looked-into by dear Runitai, there was a lot of chat about mesh cloth and the impracticalities and learned lessons about MD-to-Sansar, and I asked the following:
Could the viewer possible simulate a collision shape made of hulls along bones, scaled by avatar deformer weights? Like a kind of viewer-side auto-generated rough collision skellie that mesh could "opt in" to being deformed by? Would get rid of storing all the data in the asset, provide flexi-like basic movement to a pre-draped clothing item
Runitai Linden replied with:
flexi mesh is practical
auto-rig a mesh to a flexi prim at runtime, animate mesh with the flexi anim
see also physics bones you could rig to
So! At the time, Runitai was working on GLTF and I didn't bother with a feature request bc he was on top of it. But since he's gone on to other things...I realized I ought to capture this in a request, and put his winsdom on how it'd be done in there!
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Summer Serendipity
We women need skirts that FLOW not stick to us like cement blocks ! Flexi in SOME form is the answer . How about it guys???
Chrissey Resident
Love Lexy mess for gown and hair. Is this possible?
Violaine Villota
Flexi mesh all day pretty please!
steph Arnott
The issue has always been the huge computation load on the servers.
Miyushu Babii
steph Arnott doesnt WOW have it?
Rheia Silvercloud
steph Arnott The point here is to have it rendered client-side, and thus only the flags for its' existence and the flexi-prim it's rigged to have parameters sent, which in this case would be the same definitions as exist currently, just with a link connecting it to the mesh asset. More than likely, this would be some form of XML file or a similar, compressible text-based file, or, equally, stored as some form of Fast Prim Parameters to allow rapid transfer. All graphical computations, including collisions, would thus be handled entirely on the client's end of the spectrum. A bit of a sanity check here would be to have the option to limit how many are rendered at the same time and at what resolution (how many points of articulation), with the latter going down based upon LOD.
Kuuko Shan
I am in favor of this feature, but we should do it properly. glTF already has some support for dynamic bones with colliders and some physical properties. We should get that into SL. I do not want some "hacky silly" way of doing it; I want to do it in the same way that it's being done for every single game and engine out there. Basically, allow for custom bones and, with them, physical dynamic ones. I am fine with having certain custom bones limits per avatar as well as one for dynamic ones.
Ikaros Alpha
Years ago Qarl Linden gave us flex prims and sculpties. We were very happy with him in general. Het got fired nonetheless. Then came mesh. We needed clothes to form around any avatar automatically. Crowdfunding(!) brought back Qarl (Karl Stiefvater). He worked out "Mesh Deformer". In the mean time designers had adopted 'liquid mesh'. Mesh deformer was (near) ready but guess what the leadership of that time did? They shelved it! And gave in to "liquid mesh" which they had first opposed. I have a profile pick about where Karl can be found nowadays. Just saying.