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[BUG-40672] [BENTO] Avatars/Attachment with different display behavior on Bento Viewer #12316

Open sl-service-account opened 8 years ago

sl-service-account commented 8 years ago

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Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-40672 | | Summary | [BENTO] Avatars/Attachment with different display behavior on Bento Viewer | | Type | Bug | | Priority | Unset | | Status | Needs More Info | | Resolution | Unresolved | | Reporter | Whirly Fizzle (whirly.fizzle) | | Created at | 2016-10-11T05:38:31Z | | Updated at | 2017-07-07T15:51:27Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2016-10-13T02:39:31.941-0500', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': 'Filling in...', 'What were you doing when it happened?': '...', 'What were you expecting to happen instead?': '...', } ```
sl-service-account commented 7 years ago

sovereign.engineer commented at 2016-10-31T13:44:49Z

So in regards to the Garou avatar, if you wear it, reset skeleton so it gets stuck into that messed up skeleton state, detach it, reset skeleton again, then reattach it, it will still be stuck in a broken state.

sl-service-account commented 7 years ago

Izome Rigaud commented at 2016-11-02T04:29:39Z

Hi there, I did the rigging on the Garou avatar and was made aware of this issue recently. The armature for the avatar is the reference skeleton just with bones translated into position before skinning. The only "weird" parts I can recall are the face and tail which use attachment bones for animating. These .anim files for some facial expressions do have bone translations in them if I recall correctly, I know sometimes SL's animation blending can produce unexpected results. Additionally, I'm not sure about the engine side of things but if SL treats attachment point bones differently it might be possible that a sanity check somewhere might be moving them into unexpected (for avs with skinned attachment bones anyway.) positions. The head has the following hierarchy:

mHead 
├ mSkull (Rigged to mouth)
├ HEAD
├ mEyeLeft
├ Chin (Rigged to left eyelid/brow)
├ mEyeRight
└ Nose (Rigged to right eyelid/brow)

I'm also unsure what might be causing the arms to deform. I used scale values from the XML inside the SL directory for the fitted mesh volume bones, so I suppose it might not be out of the realm of possibility that I might have made a typo someplace. I'll have to go through and double check them all. If anyone needs a copy of the avatar for testing feel free to IM izome.rigaud inworld.

sl-service-account commented 7 years ago

polysail commented at 2016-11-04T15:46:50Z

Ty, Izome~ I pinned down the problem finally after a few hours of poking at it. For some odd reason the collision volume positions are not being correctly "read" by the Reset Skeleton tool. I've created another issue for that problem specifically and have tethered it to this one. Ty for explaining to me how you rigged and set up your av's~ it helped point me in the correct direction for where to look.

sl-service-account commented 7 years ago

Vir Linden commented at 2016-11-04T17:55:42Z, updated at 2016-11-04T19:49:47Z

It does look like there's a problem with reset skeleton - it resets joint positions defined for bones and attachment points correctly, but misses joint positions for collision volumes. Will be fixed in an upcoming build.

Thanks for all the input on this!

sl-service-account commented 7 years ago

Dante Tucker commented at 2016-11-26T11:27:33Z

I have some rigged mesh feet effected by this. Puppy paws available here https://marketplace.secondlife.com/p/Puppy-Paws-Rigged-Mesh/4019091

Before bento: https://i.sli.mg/m3KRO1.png After: https://i.sli.mg/F5Q074.png

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-11-26T20:28:13Z

I can't reproduce the broken puppy paws on my system, the mesh renders correctly on LL release, LL Bento-RC and the latest Firestorm Bento Alpha at all graphics quality settings. The paws still render correctly when Hardware Skinning is disabled. Resetting skeleton does not break the paws.

Second Life 5.0.0.321760 (Second Life Release): http://prnt.sc/dc57nu

Dante, in the top menu bar of the viewer, go to Help -> About Second Life / viewer name. Click the "Copy to clipboard" button & paste all your system information into a comment here.

This is my system information where the bug does not reproduce:

Second Life 5.0.0.321760 (Second Life Release)
Release Notes

You are at 89.9, 115.1, 21.9 in Testylvania Sandbox located at sim10344.agni.lindenlab.com (216.82.50.66:13012)
SLURL: http://maps.secondlife.com/secondlife/Testylvania%20Sandbox/90/115/22
(global coordinates 332,634.0, 306,291.0, 21.9)
Second Life RC BlueSteel 16.11.02.321369
Release Notes

CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (3491.96 MHz)
Memory: 16268 MB
OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 750/PCIe/SSE2

Windows Graphics Driver Version: 21.21.0013.7570
OpenGL Version: 4.5.0 NVIDIA 375.70

J2C Decoder Version: KDU v7.2
Audio Driver Version: FMOD Ex 4.44.31
LLCEFLib/CEF Version: 1.5.3-(CEF-WIN-3.2526.1347-32)
LibVLC Version: 2.2.4
Voice Server Version: Vivox 4.6.0017.22050

Packets Lost: 59/23,026 (0.3%)
November 26 2016 12:23:30
sl-service-account commented 7 years ago

Dante Tucker commented at 2016-11-26T22:20:16Z

I'm only here because Lassie included the link in the latest alpha notice. I have not tested it on an official LL viewer. The issue persists after deleting cache and all related SL/Firestorm folders. And is resolved on Release Firestorm.

 Firestorm 4.7.10 (51989) Nov 21 2016 17:31:34 (Firestorm-alphax64) with OpenSimulator support
Release Notes

You are at 163.3, 242.8, 58.7 in Ryder Beach located at sim9186.agni.lindenlab.com (216.82.42.122:13006)
SLURL: http://maps.secondlife.com/secondlife/Ryder%20Beach/163/243/59
(global coordinates 233,635.0, 257,267.0, 58.7)
Second Life Server 16.11.02.321369
Release Notes

CPU: AMD FX(tm)-6300 Six-Core Processor              (3515.54 MHz)
Memory: 16366 MB
OS Version: Microsoft Windows 10 64-bit (Build 14393)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 660 Ti/PCIe/SSE2

Windows Graphics Driver Version: 10.18.0013.6191
OpenGL Version: 4.5.0 NVIDIA 361.91

RestrainedLove API: RLV v3.1.4 / RLVa v2.0.3.51989
libcurl Version: libcurl/7.47.0 OpenSSL/1.0.1i zlib/1.2.8
J2C Decoder Version: KDU v7.8
Audio Driver Version: FMOD Ex 4.44.61
LLCEFLib/CEF Version: 1.5.3-(CEF-WIN-3.2526.1347-32)
LibVLC Version: 2.2.4
Voice Server Version: Vivox 4.6.0017.22050

Settings mode: Phoenix
Viewer Skin: Vintage (Classic)
Font Used: Deja Vu (96 dpi)
Font Size Adjustment: 0 pt
UI Scaling: 1
Draw distance: 200 m
Bandwidth: 1500 kbit/s
LOD factor: 2
Render quality: High-Ultra (6/7)
Advanced Lighting Model: Yes
Texture memory: 1024 MB (1)
VFS (cache) creation time (UTC): 2016-11-12T22:40:28 
Built with MSVC version 1800
Packets Lost: 0/1,356 (0.0%)
November 26 2016 14:13:02 SLT 
sl-service-account commented 7 years ago

polysail commented at 2016-11-26T22:28:28Z

I have the exact same graphics card on win 10 with an Intel chip and I haven't been able to repro yet.

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-11-27T10:18:18Z

@Dante You are on the latest version of the Firestorm Bento Alpha, which has all the fixes for broken legacy content that the LL Bento-RC viewer has.

Please can you test on the LL Bento-RC viewer at http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/5.0.0.321760 and see if the puppy paws are still deformed.

Thanks!

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-11-27T10:34:11Z

Oh now that's odd. I just relogged wearing the puppy paws and they are deformed as in your picture. They were displaying just fine before relogging!

Same system information I gave above: http://prnt.sc/dcbo1k

Before relogging I changed into default female avatar - Develop -> Avatar -> Character tests -> Test female. Then I wore the "Puppy Paws - Male Shape - Chinchilla", the "Puppy Paws Sock", the "Puppy Paws - Alpha" and the "Puppy Paws - Leg Muscle 50 - Fat 0" Then I relogged.

Reset Skeleton & Reset Skeleton & animation do not fix the problem.

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-11-27T10:57:53Z, updated at 2016-11-27T11:41:08Z

Ok so, these paws are acting very oddly. Sometimes on login they look normal and other times the left paw is deformed. I'm seeing this same inconsistency on LL Bento-RC Second Life 5.0.0.321760 (Second Life Release) and Firestorm 4.7.10 (51989) Nov 21 2016 17:31:34 (Firestorm-alphax64) with OpenSimulator support.

When the paws are deformed, sometimes they remain deformed for the session, even after taking them off and adding them back on etc. Other times, the paws will suddenly snap into the correct shape, even after displaying deformed for 10+ mins.

Polysail noticed that when you edit the worn paws on a Bento viewer, the left paw has odd vertices stretching out to infinity. This does not reproduce on non-Bento viewers.

Example: https://gyazo.com/60d46dc1fcbdd0e9282dd4092933992f

It appears that the paws only deform (sometimes) when ALM is enabled. I'm only seeing the odd lines shooting off to infinity in edit when ALM is enabled too.

When hardware skinning is disabled, the left paw mesh explodes over the region (but it's inconsistent, sometimes the paw looks ok): https://gyazo.com/27dcbb5815386d2d877925389eb390d0

sl-service-account commented 7 years ago

polysail commented at 2016-11-27T11:31:18Z, updated at 2016-11-27T11:49:49Z

Odd vertex deformation in edit mode is affected by toggling any single one of the following settings while using my nVidia graphics card: Enabling/Disabling VBO Enabling/Disabling Basic Shaders Enabling/Disabling Advanced Lighting Model Enabling/Disabling Bump / Shiny Enabling/Disabling Hardware Skinning ( this actually made sense to me )

Swapping to an IntelHD 4600 graphics, with it's associated drivers causes this bizarre behavior to cease. However, with this chipset enabled, disabling Hardware Skinning produces the appended related image. Enabling Hardware Skinning on this chip, seemingly regardless of what other graphics options ( that are disabled by default due to the card spec ) are turned on , IE shiny, VBO, ALM, Bump Shine etc ~ the mesh still displays correctly.

At this point ~ I'm starting to think that this may have some sort of strange tie-in with https://jira.secondlife.com/browse/BUG-20019 , but that is unfounded theory at this point.

sl-service-account commented 7 years ago

Vir Linden commented at 2016-11-29T13:55:57Z

Puppy paws problems seem to be an issue with vertex weights - there are some out-of-bounds joint references. Presumably there are differences in how we handle these in the Bento viewer. Imported this as its own bug (SL-540) for more investigation.

sl-service-account commented 7 years ago

SweetSerefina commented at 2016-12-07T02:53:32Z, updated at 2016-12-07T02:54:05Z

Not sure if this is related ut on last two versions i have noticed a lot of issues with my toddleedoo head having huge gaps on the head/neck as it moves , with which i have never had or noticed before that last 2 versions. Like before it was stuck solid and would have stretched in the motion it is now having awkward gaping holes :/ quite distracting

https://gyazo.com/fb6a1e695c9785daaf7a2f1c0e666dc4

sl-service-account commented 7 years ago

Henri Beauchamp commented at 2016-12-07T09:53:54Z

What is the status of this bug ? Bento went live, but AFAIK, the werewolf still renders badly, even with the puppy-paws fix implemented...

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-12-07T10:52:49Z

As far as I'm aware, it was decided not to fix the DC next gen werewolf because the mesh was actually broken (some of the sub-meshes contain bad joint position overrides for various joints that the model is rigged to) & no other content has come to light yet that's broken on Bento because of the same problem & it would be difficult to fix without breaking other existing Bento content.

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-12-07T12:46:40Z

@SweetSerefina

Which Toddleedoo head are you using from https://marketplace.secondlife.com/stores/182374 ?

Are you wearing the Toddleedoo mesh body too? As far as I'm aware the Toddleedoo heads will only fit correctly onto the Toddleedoo bodies.

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-12-15T07:11:07Z

@Vir Here's another fitted mesh that doesn't behave correctly on Bento viewers - BUG-41063

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-12-17T13:47:03Z

@Vir Has a decision been made yet about whether to fix the DC Next gen werewolf? I have a couple of Firestorm support tickets reporting this avatar is broken on the bento release and I'm not sure what to tell them, apart from to point them here & explain it's a known issue and why. I'm guessing now bento is released, this particular werewolf can't be fixed because the fix would now cause too much bento content to break?

sl-service-account commented 7 years ago

Henri Beauchamp commented at 2016-12-17T14:24:27Z, updated at 2016-12-17T14:25:25Z

@Whirly

I was under the impression that LL already said they won't fix it (I got an email about it, but thought it was a reply in this JIRA to my question above and deleted it since from my mail client folder), unless they changed their mind...

I'm also getting reports (for my viewer, but every issue reproduces with LL's official release viewer) about the fitted meshes issues, so that's a lot of existing contents breakage: not sure all of this can be ignored and it would perhaps be wiser to treat new Bento meshes as a new mesh version (in the mesh repository version sense) and treat old mesh with old/compatible code... IMHO it will be easier to get Bento mesh creators to re-upload their quite new/recent contents, than to get in contact with every broken mesh contents creator for assets that got uploaded years ago and is now broken, and obtain from them that they "fix" and re-upload everything, then update all their customers/users with the newly fixed contents...

sl-service-account commented 7 years ago

Vir Linden commented at 2016-12-17T14:28:41Z

We are not currently planning to make any changes related to the next-gen werewolf problem (caused by bad joint positions in the model). We don't yet know what is causing the new fitted mesh issues, so I can't say anything now about what will happen with them.

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-12-17T16:25:05Z

Re the fitted mesh issue, BUG-41063. That bug doesn't reproduce will all fitted mesh, only some. Would it be helpful to give more repro fitted meshes or are the sweatpants enough to see what the cause is? Maybe it does reproduce with all fitted mesh & the ones that don't repro are just a baggier fit - I'll have to check that again....

sl-service-account commented 7 years ago

Whirly Fizzle commented at 2016-12-17T16:37:25Z

@Henri I saw this post on your forum http://sldev.free.fr/forum/viewtopic.php?f=6&t=1702 I think this case may be that her shape has the torso muscles set over 50 and her shape will now render correctly on bento viewers because VWR-28308 has been fixed - her arms will be thicker on a bento viewer & the attachments will behave as in her images. We've had a ton of reports of "broken content" on Firestorm bento that turned out to just be this.

sl-service-account commented 7 years ago

Henri Beauchamp commented at 2016-12-17T17:45:13Z

I think this case may be that her shape has the torso muscles set over 50 and her shape will now render correctly on bento viewers because VWR-28308 has been fixed - her arms will be thicker on a bento viewer & the attachments will behave as in her images.

I won't call this a "fix", I'd call it a backward incompatibility, and therefore a breakage of existing contents... There have been quirks in avatar_lad.xml's joint positions for years (since SL exists !): there have been reasons for not "fixing" them...

sl-service-account commented 7 years ago

Vir Linden commented at 2017-07-06T14:42:48Z

Our apologies, it appears this jira has been a victim of a spammer. We've cleaned up the offending comments, sorry for the mess!