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A Possible Breakthrough: Merging Geometry?



Second Life Insider reader Funk Schnook sent me an in-world tip regarding Qarl's blog. As previously discovered by Moriash Moreau, the URL corners changed to qarners and then to qarl on Cubesque. Now it appears as if Qarl Linden is the person behind the event which we have not determined the nature of yet.

We now have solid theories, thanks to Funk. On September 15th, 2006 at 4:46pm, Qarl blogged about merging geometry in Maya. This would make seams between two parts smooth. This entry is not visible on his blog. The entry DID end up being cached in his RSS feed, which allowed pictures to be taken of this entry. Click here and here to see the step by step instructions he gave.

With no recent updates to the CubeOverload site, and the Cubesque site rapidly filling with blocks, only time will answer our burning question. See you at 9:46am PDT/SLT!

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