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.ch...@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
>         <dahliatrim...@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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> 
> 
> -- 
> 'Consider how the lilies grow. They do not labor or spin.'
> Rameshsharma Ramloll PhD, CEO CTO DeepSemaphore LLC,
> Affiliate Research Associate Professor, Idaho State University,
> Pocatello, ID 83209 Tel: 208-240-0040
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