[opensource-dev] "Standard Human Mesh Avatar"???
Mike Chase
mike.chase at alternatemetaverse.com
Mon Dec 12 11:07:25 PST 2011
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 compatible rig.
Mike
>
> On Mon, Dec 12, 2011 at 8:53 AM, Mike Chase
> <mike.chase at alternatemetaverse.com> wrote:
> On Mon, 2011-12-12 at 09:40 -0500, Robert Martin wrote:
> > On Sat, Dec 10, 2011 at 2:56 PM, Dahlia Trimble
> <dahliatrimble at gmail.com> 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 better designed for real-time animation.
> >
> > the trick with MakeHuman is it can be used to generate
> multiple meshes
> > it would be understood that it would need to be downsampled
> (to below
> > XK vertexes) before it could be used on the grid. The big
> question
> > would be What is the recommended Maximum Vertex count??
> (define X
> > please)
> >
>
>
> You could always dump the avatar mesh from the viewer (in the
> develop
> menu I believe) and pull it into blender to get an idea of
> what your
> dealing with.
>
> Mike
>
> >
> >
>
>
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