Inspired by a recent post by Inara Pey concerning mesh which is imminently upon us…
…and which we are told… “Uploaded objects may be destroyed or broken permanently, and may no longer work after the full mesh deploy in August. If you move rezzed mesh objects from a new mesh-enabled version to a sim running the current release version, they may be destroyed or broken permanently – and this includes vehicles and attachments.”
Fit the Fourth, [The Hunting of the Snark].
” ‘But oh, beamish nephew, beware of the day,
If your Snark be a Boojum! For then
You will softly and suddenly vanish away,
And never be met with again!’
“It is this, it is this that oppresses my soul,
When I think of my uncle’s last words:
And my heart is like nothing so much as a bowl
Brimming over with quivering curds!
“It is this, it is this–” “We have had that before!”
The Bellman indignantly said.
And the Baker replied “Let me say it once more.
It is this, it is this that I dread!
“I engage with the Snark–every night after dark–
In a dreamy delirious fight:
I serve it with greens in those shadowy scenes,
And I use it for striking a light:
“But if ever I meet with a Boojum, that day,
In a moment (of this I am sure),
I shall softly and suddenly vanish away–
And the notion I cannot endure!”
…. this is based a little in Fact….
Natales blog tells us…”A current bug can render rigged mesh (clothes) invisible. In general if you come into an area wearing rigged mesh the avatars there can see the mesh. Those avatars that arrive after you, will not be able to see the mesh you are wearing. We saw some of that at the meeting.
Well, that’s amusing….
Further…”You may notice that default mesh names used by the viewer use the name of a previously uploaded mesh. This is a bug in the mesh uploader. It is unlikely to be fixed before roll out. People will just have to be careful with naming and pay attention. Some time post roll out the problem will be fixed.”
…and it goes on…. ARC will be corrupted, i.e. not reliable… sculpties linked to mesh may count as more than one prim… costs of 150L$ per mesh in upload fees may be reduced… just as well, as Inara reports “Uploaded objects may be destroyed or broken permanently, and may no longer work after the full mesh deploy in August.”
…also from Oz … “During this phase of the rollout, LL may alter the Prim count for mesh objects and cause objects to be returned to inventory – note this might be any objects on a parcel / the sim, not just mesh objects..”
Well, the brilliant idea of enabling a bug riddled feature on a bug riddled viewer on a grid with poor servers could be commented on at length… except… Crap has done it so well…here.
If you want to find out what you need to learn to do it properly Loki Eliot has this advice … here.
I would advise against trying to read this, Artist Best Practices…. as I had to go lie down in a darkened room after I tried… it’s advice, from the Boys, Rand Linden in this case.. “The attached PDF is a chapter from Havok technical documentation with advice and information on best practices for artists when setting up Havok collision objects and scenes. Following these recommendations will typically result in reduced Physics Weight for your in-world creations as well as improved performance and reduced lag.”
I’m warning you…don’t!! You may be an artist, and you may want to practice as best you can…but… it’s a Boojam.
…… if I “softly and suddenly vanish away, And never be met with again!’… it’ll be because I’m in InWorldz with sensible devs who sort out one problem before creating a raft of new ones…