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Tuesday, September 13, 2011

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Hitomi Tiponi

From what I understand of what Charlar Linden was saying I gather that they would like to do this in some way, but it is not a priority at the moment.

Hitomi Tiponi

Having said that I see it has been assigned to Sprint 28. :)

Arcadia Codesmith

Yes, priorities can be shifted sometimes :)

I know creators who are very interested in mesh, but the first pass doesn't have the features they need. I hope the system is actively refined and expanded.

Danielle

There is a very simple way to implement this fix, described in an attachment to that issue. The base avatar shape is morphed by the various appearance sliders. The way they interact is complex, but the end result is simple: each vertex (point) of the base avatar is moved a certain amount in X,Y, and Z relative to the "neutral" avatar shape. All you need to do is move any mesh attachment vertexes by the same amounts as the nearest vertex of the underlying base avatar, and then use the "as modified" attachment in place of the "as designed" one made for the neutral shape.

Then LL needs to tell us what appearance settings are the "neutral" or "reference" ones, so we can design to that shape. There are some more details to make it work, but the basic idea is simple: have the mesh follow the underlying avatar shape changes.

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