
| The following notes were taken from: |
Table of Contents |
Meeting Purpose
- The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work.
- This meeting is generally held on alternate Thursdays at Hippotropolis and is held in a mix of Voice and text chat.
- Dates and times of meetings are recorded in the SL Public Calendar.
Official Viewer Status
- Default viewer: 26.2.0.25386466510, May 19 -“flat” UI and font update.
- Second Life Lua Editor Alpha viewer 6.1.0.23768336784, April 29.
Viewer Notes
- Viewer 26.3.0 is undergoing some fine tuning as it passes through QA, and the hope is this work will complete in the next week or two, allowing it to surface as a beta / RC viewer.
- The Lua editor viewer should be next in line to progress towards release behind 26.3.
- The Graphics Care Package (GCP – including Index of Refraction, PBR specular, significantly improved Screen Space Reflections, HDR EEP settings, etc.) viewer is liable to be some time after the Lua viewer.
- A request was made for displacement maps, but these were referenced as being unlikely any time soon.
Discussion: “Updating SL Mesh”
As introduced by Geenz Linden:
Today I had a topic I’d like people to consider and see what people want here. If we were to do an update to SL Mesh, what would people like? Our current setup is quite old, and we’d need to adopt a new format internally to really push things forward with newer features and such. So today it’s not easy to extend due to viewer compatibility issues. But if we were to revisit this, say having a variant of glTF, that enables extensibility much more easily – what sort of features would people be interested in seeing?
– Geenz Linden
This obviously caused a wide range of feedback with comments including:
- Increasing the number of available materials faces.
- glTF mesh hierarchies with proper origins.
- Implementing Universal Scene Description support.
- This was seen as “interesting” and that adding SL-specific schema would be “easy”.
- Allowing partial editing of glTF metadata via the viewer’s Build floater and scripts to allow building more complex scenes with multiple meshes, object hierarchies etc.
- Basic in-world mesh building tools such as mesh panels, the ability to edit vertices (which would require care!) and / or manipulate vertices and faces.
- Seen as difficult to implement due to the mechanics of assets in SL.
- “Fleximesh” for clothing, hair, etc.
- Seen as difficult to pull off, while a physbones (“physics bones”, basically a defined “chain” of bones with a beginning and end, with the viewer simulating them moving around and such. It’s a technique seen in low-cost games and has the advantage of being low-overhead for the viewer to simulate, if a little basic) approach might be preferable.
- Better Blender support.
- More bone control for avatars, notably custom skeletons / avatar rigs.
- Seen as likely necessitating some sort of in-viewer set-up unless we were to adopt something like VRM and utilise something like the VRM Unity-based rig. This was seen as “not out of the question”.
- These comments came with a warning that there are a lot of opportunities for depositing bullets in pedal extremities with custom skeletons (mainly around animation compatibility), but these could be navigated were things to move in this direction.
- A caveat was also given that while there has been thinking about custom skeletons within LL, “It’s not s short path”.
- The requests for custom skeletons / rigs raised a second question: how would people use them. Responses included:
- Ropes, plants, chains, snakes, cows.
- “Everything that needs to move for animation.”
- Animals like birds or fish.
- Blendshapes (see this request as well).
- Geenz noted that some hardware acceleration added for skeletons, but further hardware acceleration would be necessary for something like blendshapes – and noted this also is not off the table.
- Geenz further noted on the discussion:
The biggest thing that stops us from doing this is really just the whole we can’t touch the original format. It has to stay in amber. But that doesn’t mean we can’t have a new internal format.
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- Exactly how this would work would be a case of TBD – presumably if / when any project has been scoped in terms of content and goals.
Geenz’s final comment on the discussion was:
I just want to close with although these are all good suggestions, I can’t guarantee when/if these will land. Chances are if we do a SLMesh 2, you’re getting feature parity first before we move on to adding shiny stuff to it. Whatever we do here will be iterative, rather than a big all in one release.
General Discussions
- Kyle Linden indicated a possible change in direction for documentation:
- The Second life Creation portal (/Getting Started with Scripting) could be refocused more towards helping those new to Second Life.
- The Second Life Wiki might be re-opened for broader edit access and maintenance of information there (some of which is now badly out-of-date).
- No further details were forthcoming.
- As a part of the discussion on SL Mesh, requests were made for enhancements to the prim building capabilities (e.g. adding a bevel capability, more basic prim types, etc.). It was indicated that there are currently no plans to enhance or extend the prim system at present.
- A hint was given that in terms of graphics API, it appears that LL is leaning back towards Vulkan as a solution, with the promise of more to talk about this in the future.
Next Meeting
- 13:00 SLT, Thursday, July 16, 2026, at the Hippotropolis Campsite.



























