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[BUG-37546] [BENTO] facial bone joint offset issues #11907

Open sl-service-account opened 8 years ago

sl-service-account commented 8 years ago

Steps to Reproduce

Actual Behavior

*Not sure if this is a second life problem or a problem with avastar exports!*

Since the new facial bone changes and new avastar update, I'm seeing my meshes with the new facial bone structure crumbled. I didn't work with these bones when they were in testing so I don't know if this problem is new since they went live.

What we're seeing:

Expected Behavior

Other information

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Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-37546 | | Summary | [BENTO] facial bone joint offset issues | | Type | Bug | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Reporter | Teager (teager) | | Created at | 2016-07-22T16:42:28Z | | Updated at | 2016-08-10T15:12:32Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2016-07-22T12:51:15.457-0500', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': '**Not sure if this is a second life problem or a problem with avastar exports!**\r\n\r\nSince the new facial bone changes and new avastar update, I\'m seeing my meshes with the new facial bone structure crumbled. I didn\'t work with these bones when they were in testing so I don\'t know if this problem is new since they went live.\r\n\r\n\r\nWhat we\'re seeing: \r\n\r\n- Mouth, jaw, and eyelid joints not deforming correctly on my horse (with custom joints)\r\n- When I play an animation to force the bones into the right places (shown in gifs below) the mesh fixes itself\r\n- Medhue appears to be having the same problem on his upright wolf (custom joints)\r\n- Mel is seeing his heads correctly (default joints)\r\n- I can upload a copy of the avastar head and see it correctly (default joints)\r\n\r\n\r\nI\'ve tried:\r\n- Checked that my new bones are parented and named correctly\r\n- Replaced old skeleton with new one\r\n- (Avastar) added weights to unused facial bones to force them to export\r\n- (Avastar) disabled "only weighted bones" and "only deform bones" on export\r\n\r\n\r\nTheories:\r\n- A difference in bone scale between blender and second life?\r\n- A slight difference in amount of bone offset, which is more visible on the horse and wolf because of the long face / long distance between bones?\r\n- A problem with reset skeleton?', 'What were you doing when it happened?': '-', 'What were you expecting to happen instead?': '-', } ```
sl-service-account commented 8 years ago

Gaia Clary commented at 2016-07-22T17:51:15Z

Avastar has not yet the newest skeleton definition files. We try to get an update within the next 10 days.

sl-service-account commented 8 years ago

Kyle Linden commented at 2016-07-22T20:36:21Z

Thanks for the report. Bringing this issue to the Bento team.

sl-service-account commented 8 years ago

Teager commented at 2016-07-25T19:59:31Z

Mel had more to say in relation to facial bones not appearing as expected:

https://community.secondlife.com/t5/Building-and-Texturing-Forum/Project-Bento-Feedback-Thread/m-p/3051564/highlight/true#M15609

sl-service-account commented 8 years ago

Kyle Linden commented at 2016-07-25T23:26:13Z

Have confirmed the Alt Eye Right and Alt Eye Left are now too high, among the other issues in Forum.

Thanks!

sl-service-account commented 8 years ago

Whirly Fizzle commented at 2016-07-26T13:38:17Z

Gaia said on the forum thread that Mel's left and right center eyebrow bone issue was currently expected behaviour: https://community.secondlife.com/t5/Building-and-Texturing-Forum/Project-Bento-Feedback-Thread/m-p/3051829/highlight/true#M15611

sl-service-account commented 8 years ago

Gaia Clary commented at 2016-07-27T14:33:44Z

The position of the eye brow bones is unexpected but i believe it is correct. Here is the reason and how to get back the rest pose:

The most recent version of the Bento Avatar definition files includes slider definitions for the eye brows. You find those sliders in the Hair Editor of the SL Viewer. The default settings for the Hair wig moves the eye brow bones away from their rest pose location.

If you want to restore the rest pose location, then open the Hair Editor and change the "Eyebrow Points" slider from 48(the default value) to 0 (the rest pose value).

sl-service-account commented 8 years ago

Kyle Linden commented at 2016-07-27T18:40:11Z

Thank you for the update comments!

sl-service-account commented 8 years ago

Teager commented at 2016-08-03T17:28:30Z

I noticed today that the problem seems worse when I add weights to the teeth bones than when I have no weights on the teeth bones. Images added to reflect that.

The deformation of the lips persists either way

sl-service-account commented 8 years ago

Whirly Fizzle commented at 2016-08-05T22:30:19Z

Forum comment & new repro mesh from [~Pirschjaeger.Fassbinder]

Here is a quick and ugly demo head that I made in Avastar alpha 4 in the same fashion as my dragon head:

http://www.pasteall.org/blend/42991

However, this head is only weighed to mHead, mFaceChin, mFaceJaw, and the lip bones. It too shows the same distortions in the lip and chin area when uploaded in world and worn as an attachement.

sl-service-account commented 8 years ago

Tornleaf commented at 2016-08-08T17:46:02Z

Having this issue as well, looks like it's effecting jaw/lower lips/eyelids and... head scale? Dunno. Fixed when playing facial animations. Teeth are poking through upper lip.

https://gyazo.com/e93e82f5b7bcee3a6e23a60670e4a4f0

sl-service-account commented 8 years ago

Vir Linden commented at 2016-08-09T14:46:45Z

Probably related to known avastar issues, will need to retest once a fix is available.