<html>
<head>
<meta content="text/html; charset=ISO-8859-1"
http-equiv="Content-Type">
</head>
<body bgcolor="#FFFFFF" text="#000000">
On 10/10/2011 4:46 AM, M.E. Verhagen wrote:
<blockquote
cite="mid:CA+RcaTR6RB5a0rDCDfd-tZ2KJSUTT0ECEU5iH=YpFTdpjAkDnw@mail.gmail.com"
type="cite">
<pre wrap="">Good you figured it out. :)
So the rigged meshes for avatars work in viewers wich are mesh enabled, and
no server side code is needed for that part ?</pre>
</blockquote>
right.<br>
<blockquote
cite="mid:CA+RcaTR6RB5a0rDCDfd-tZ2KJSUTT0ECEU5iH=YpFTdpjAkDnw@mail.gmail.com"
type="cite">
<pre wrap="">
Does the same apply for rigged mesh objects ?</pre>
</blockquote>
which ones? You mean - non avatar? As I recall, without the correct
# of<br>
bones and names, you can upload but then the question is what you
will<br>
do server-side. I believe animation (.bvh) is avatar-based.<br>
<br>
-p<br>
<br>
<blockquote
cite="mid:CA+RcaTR6RB5a0rDCDfd-tZ2KJSUTT0ECEU5iH=YpFTdpjAkDnw@mail.gmail.com"
type="cite">
<pre wrap="">
</pre>
<br>
<fieldset class="mimeAttachmentHeader"></fieldset>
<br>
<pre wrap="">_______________________________________________
Opensim-users mailing list
<a class="moz-txt-link-abbreviated" href="mailto:Opensim-users@lists.berlios.de">Opensim-users@lists.berlios.de</a>
<a class="moz-txt-link-freetext" href="https://lists.berlios.de/mailman/listinfo/opensim-users">https://lists.berlios.de/mailman/listinfo/opensim-users</a>
</pre>
</blockquote>
<br>
</body>
</html>