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[BUG-7433] Change in Maintenance Viewer breaks my joint rigged mesh avatar #15147

Open sl-service-account opened 9 years ago

sl-service-account commented 9 years ago

Steps to Reproduce

logging in world on the Second Life Maintenance Viewer version 3.7.17.294943

Actual Behavior

i logged into Second Life to find my avatar deformed (stretched) out of shape. My new mesh avatar uses Joint rigging to achieve certain shoulder positioning. This thing i find odd, is other avatars that use joint rigging to achieve smaller size seem to appear fine.

I'm worried this is an issue with the way i have rigged my avatar and there for lead to having to scrap my avatar if this change in the maintenance viewer progresses to the main viewer.

Expected Behavior

I was expecting my mesh avatar to appear the same as on the main Second Life version 3.7.16.294015. I have attached two pics showing the difference.

Other information

Attachments

Links

Related

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-7433 | | Summary | Change in Maintenance Viewer breaks my joint rigged mesh avatar | | Type | Bug | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Reporter | Loki Eliot (loki.eliot) | | Created at | 2014-10-02T11:48:31Z | | Updated at | 2015-02-26T03:28:45Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2014-10-02T08:31:52.237-0500', 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': "i logged into Second Life to find my avatar deformed (stretched) out of shape. My new mesh avatar uses Joint rigging to achieve certain shoulder positioning. This thing i find odd, is other avatars that use joint rigging to achieve smaller size seem to appear fine. \r\n\r\nI'm worried this is an issue with the way i have rigged my avatar and there for lead to having to scrap my avatar if this change in the maintenance viewer progresses to the main viewer.", 'What were you doing when it happened?': 'logging in world on the Second Life Maintenance Viewer version 3.7.17.294943', 'What were you expecting to happen instead?': 'I was expecting my mesh avatar to appear the same as on the main Second Life version 3.7.16.294015. I have attached two pics showing the difference.', } ```
sl-service-account commented 9 years ago

Lucia Nightfire commented at 2014-10-02T13:31:52Z

Are you seeing https://jira.secondlife.com/browse/BUG-3416 ?

sl-service-account commented 9 years ago

Maestro Linden commented at 2014-10-02T17:36:20Z, updated at 2014-10-02T18:06:32Z

Hi Loki, could you send Marissa Linden, Vir Linden and myself a copy of this avatar, so we can attempt to reproduce the issue? Alternatively, if you don't have the ability to transfer it, can you describe where it is in your inventory?

sl-service-account commented 9 years ago

Loki Eliot commented at 2014-10-02T18:12:48Z

Ok Setting one up now, should arrive in the next 15 minutes

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-10-02T21:10:15Z, updated at 2014-10-02T21:12:26Z

Please see BUG-7436 I think BUG-7436 is likely to be a dupe of this issue but I wasn't sure so filed a new issue with a repro.

Not sure but I think this issue may be a regression of BUG-6304

sl-service-account commented 9 years ago

Maestro Linden commented at 2014-10-02T21:43:19Z

Thanks, I've tried the meshes on, and have attached some screenshots:

sl-service-account commented 9 years ago

Loki Eliot commented at 2014-10-02T21:52:04Z

I shall send you my shape as well

sl-service-account commented 9 years ago

Maestro Linden commented at 2014-10-02T21:52:41Z

Actually, do you see the stretched appearance in 294943 if you don't have any other attachments on (and then relog), as in my screenshots?

sl-service-account commented 9 years ago

Maestro Linden commented at 2014-10-02T21:57:44Z

Whirly, you know what, I was just observing myself on the Maint RC. I guess I should have a 2nd avatar on the same build observe me in that case.

sl-service-account commented 9 years ago

Vir Linden commented at 2014-10-02T22:22:37Z

If any other meshes worn by the original avatar have rigging information (that is, if they deform with character motion), they could also be affecting the joints on the character. Could the gloves or boots be rigged?

sl-service-account commented 9 years ago

Loki Eliot commented at 2014-10-02T22:23:11Z, updated at 2014-10-02T22:26:40Z

Tried with no other attachments, still get the same strechyness, So no other rigged attachment is causing the issue. is it cos i is Mac? anyway made a video to show my issue. http://telly.com/1N83DKA

sl-service-account commented 9 years ago

Loki Eliot commented at 2014-10-02T22:54:39Z

Im adding the is side by side comparison. Running both Main release & Maintenance viewers side by side. Im in black shorts on Maintenance, victor in blue on Main Viewer. We are both wearing just the Joint Rigged Mesh Body and simply rigged shorts.

sl-service-account commented 9 years ago

Maestro Linden commented at 2014-10-02T23:51:58Z, updated at 2014-10-02T23:52:44Z

Loki gave me a shape named "Loki MeshBody Pro - 5.9"", and I see a pronounced difference when wearing it with the mesh body and shorts. The avatar is noticeably more 'stretched' in the maintenance viewer.

The attached "maestro BUG-7433 compare with loki shape.png" compares the appearance of the agent in the 3.7.16 (294015) release viewer (right side) with the 3.7.17 (294943) maintenance RC viewer (left side). It basically matches the results in Loki's latest side-by-side attachment.

Both viewers in this screen shot were observing a 3rd party avatar, but I see a similar view when viewing myself with this outfit set, in both viewer versions.

sl-service-account commented 9 years ago

Maestro Linden commented at 2014-10-02T23:56:26Z

I see the same body shapes in each viewer version when I wear Loki's shape but don't wear the shorts (even after a relog with this outfit).

sl-service-account commented 9 years ago

Maestro Linden commented at 2014-10-03T00:17:10Z

The 'stretching' is almost certainly related to the fix for BUG-6197, which is in the maintenance viewer. It's possible that the mesh has some 'ugly' joint offsets which only became apparent with the fix, but we need to investigate further.

sl-service-account commented 9 years ago

Loki Eliot commented at 2014-10-03T00:34:16Z, updated at 2014-10-03T00:44:18Z

It is quite possible that my joint rigged mesh avatar skeleton is NOT traditional, it might even be missing a joint or two.

To try and get a better shape for my child like appearance I went for shrinking an adult skeleton down. I then adjusted the shoulder joints to compensate for the slimmer arms and higher shoulders. I also removed the eye joints to avoid bug eye syndrome. It's also using 'partial' fitted mesh, because it's bloody hard to add full fitted mesh to a custom avatar mesh. So perhaps one of these innovations (ugly joint offsets) is not compatable with the 6197 Fix? .

I shall do some investigations of my own after I've slept, specifically the eye joints and fitted mesh.

sl-service-account commented 9 years ago

Loki Eliot commented at 2014-10-03T15:32:47Z, updated at 2014-10-03T15:45:15Z

OK i deleted my previous comments because i thought i had fixed the issue myself. I've been experimenting all day messing with the armatures and bones. I reintroduced eye bones and this seemed to fix the issue. Unfortunately when relogging still causes the avatar to stretch to an Undeformed state. I can almost correct this by detaching and reattaching the mesh avatar, but i found that my feets ankles would become angular. But then sometimes it loads and deforms correctly, its all being a bit random so i'll keep testing.

I also discovered that if i link the mesh avatar to a prim and attached it, the avatar would stretch to undeformed state. If i linked the prim to the Mesh avatar it would deform almost correctly, not sure if thats helpful info:-s.

While i love the fix, I'm not sure what to do about my creations. People have been buying my clothes, shirts and hoodies over the past year and this fix will break them.

sl-service-account commented 9 years ago

Vir Linden commented at 2014-10-08T21:39:58Z

Hi Loki,

It would be very helpful if Maestro Linden and I could get copies of any other items that are affecting your results. That would let us make sure that we understand what is causing the results you are seeing. If there is a "bug eye" syndrome that's different from other joint offset issues, it might be worth filing a separate issue for that - and there also, it would be very helpful to have the items for reference.

sl-service-account commented 9 years ago

Loki Eliot commented at 2014-10-09T10:56:41Z

The bug eye thing i don't think is a bug, more a limitation of the SL skeleton which i did a work around by deleting the eye bones, which i now consider a big mistake. I no longer use this practice in making clothes for SL and my Mesh Avatar is still in the creation stage so I've been able to fix that. This issue now only effects legacy products, namely my V3 Range, Hoodies, T-Shirts, Longsleeve Shirts.

The Maintenance Viewer seems to exhibit different deforming effects. For instance sometimes the eyes will disappear when wearing the tops,sometimes the shoulders will deform correctly, other times they will not.

I have sent you the basic teen avatar with a demo shirt. This one will often deform correctly to the joint rig, but the eyes disappear.

The second shirt i sent is the Programme Black shirt, This shirt is a jointed rigged shirt, with a non-joint rigged overlay linked on top of the shirt for the masked Glow pattern. The combination of the two types of rigged object might cause the shirt to never deform correctly giving a sloped shoulder look. Relogging.

in both cases relogging brings back the eyes. I have added the V3RangeProblems.jpg to show these shirts.

sl-service-account commented 9 years ago

Henri Beauchamp commented at 2014-10-15T15:35:21Z

I, too, noticed issues with eyeball joints and tiny mesh avatars after backporting the changes from viewer-tiger that are supposed to fix "MAINT-4158 WIP" (or so it is called in the commits. BTW, why can't we see MAINT JIRA issues ?...).

I therefore disabled the new joints position tracking code and kept the old one (I can switch from one to another by simply flipping a define in the sources).

I'm adding two screenshots, one taken with the current release version (old code) of the Cool VL Viewer (TinyHenriMeshOK.png), and one taken with the same version recompiled with the new code enabled (TinyHenriMeshKO.png): notice how the eyeballs are displaced with the new joint position tracking code.

I can send a copy of the (self-made) tiny mesh & associated shape to any Linden needing them for tests/repro.

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-10-22T12:53:09Z

Henri, I believe I'm seeing this same eye problem on the Lion builds - see BUG-7583

sl-service-account commented 9 years ago

Henri Beauchamp commented at 2014-10-22T13:39:26Z

@Whirly

Yes, the related commit apparently got propagated to many viewer branches (bear, tiger & Co)... That's kind of worrying, since it could end up in viewer-release without getting fixed first...

sl-service-account commented 9 years ago

Loki Eliot commented at 2014-10-22T21:36:10Z

The maintenance viewer has been withdrawn, so i doubt its going to appear in main viewer. Im sure they are beavering away and will come back with another maintenance viewer to try. Just gotta sit and wait :)

sl-service-account commented 9 years ago

Loki Eliot commented at 2014-11-07T11:11:20Z

Do Lindens get Bonuses? because who ever apparently fixed this issue in the latest Second Life Attachments Viewer version 3.7.20.296355 deserves a bonus. http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/3.7.20.296355

So far my Mesh body can be removed and re-attached with nor distortion to deformations. My old joint rig shirts appear to attach exactly how they should and now detach without any issues. Eyes also appear to display correctly.

Hope others see same results?

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-07T15:14:50Z

Yep! Its working really well.

I cannot reproduce any of these issues on the Attachment-RC:

Avatar distorted when changing outfits BUG-6197 MAINT-4158

Shape distortion when wearing / taking off rigged mesh with joint offset (BUG introduced in version 3.7.9.290582 BUG-6439 MAINT-4189

Body crusher animations for quadruped avatars do not appear to load BUG-7505 MAINT-4572

[LION] Avatar eyes sometimes disappear after adding or removing rigged mesh BUG-7583 MAINT-4605

[LION] Avatar shape is deformed after removing some rigged meshes. Deformation is only seen by users on the Lion viewer, not default release. BUG-7585 MAINT-4606

[Maintenance-RC] Attachments appear in wrong position for observers on the Maint-RC but appear in the correct position to yourself on the Maint-RC. Observers on default release see attachments correctly. BUG-7436 MAINT-4536

sl-service-account commented 9 years ago

Maestro Linden commented at 2014-11-07T17:05:23Z

Thanks for the feedback, guys. Vir's the one who fixed these issues.

sl-service-account commented 9 years ago

Henri Beauchamp commented at 2014-11-08T13:48:07Z, updated at 2014-11-10T10:00:28Z

I'm afraid the latest code changes are not enough to cure the bug... Here is what I get when changing a full (mesh-less) outfit for an outfit containing a full-rigged mesh and a different shape.

I proceeded as follow:

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-10T07:33:16Z

Henri, This looks like the same repro you gave in VWR-28458

sl-service-account commented 9 years ago

Henri Beauchamp commented at 2014-11-10T09:58:28Z

@Whirly

Wow... I had forgotten about that (two and half years old !) report, but yes, it's basically the same bug: fact is, the new joint position tracking code that was supposed to solve it (together with all the joint position related bugs) fails.

sl-service-account commented 9 years ago

Vir Linden commented at 2014-11-17T22:14:37Z

Folks who are still seeing problems, could you try this build: http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/vwr_attachment-fixes-drtvwr-388-2/rev/296809/index.html and let me know if it helps? Any feedback would be appreciated.

sl-service-account commented 9 years ago

Henri Beauchamp commented at 2014-11-17T22:39:21Z

@Vir

Just did a quick test(with the problematic outfits) and so far so good, but it's bedtime for me now, so I'll do more tests tomorrow...

sl-service-account commented 9 years ago

Henri Beauchamp commented at 2014-11-18T13:09:33Z

@Vir

Two pieces of news, one good, one bad:

The good news first:

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-18T13:34:35Z

@Vir

On your test build, Second Life 3.7.21 (296809) Nov 15 2014 12:21:27 (Second Life Test) I'm afraid Im seeing some serious problems :(

For example:

Avatar A and Avatar B are both logged in on your test build. Avatar A changed into a "petite avatar". Avatar A sees themselves very deformed as in image below.

http://i.imgur.com/XhDuxwH.png

Avatar B sees Avatar A correctly http://i.imgur.com/ytXsNLA.png

Even after relogging both Avatar A and Avatar B, Avatar A still sees themselves deformed and Avatar B sees Avatar A correctly.

I'll set up repro items and file a new issue for this.

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-18T14:44:12Z

@Vir - filed at BUG-7846

sl-service-account commented 9 years ago

Henri Beauchamp commented at 2014-11-18T16:02:06Z

@Whirly

Strange, I did the tests with a (self-made/uploaded) tiny shape as well and don't see any deformation in the viewer of the avatar wearing/removing it.

Is there a way to (legally) get hold on a copy of the tiny mesh that triggers this bug ?

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-18T16:19:07Z

@Vir, BUG-7436 repoduces again on the vwr_attachment-fixes-drtvwr-388-2 viewer. This bug was fixed on the Attachments-RC.

Should I file a new issue for this? The repro is the same as on BUG-7436

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-18T16:22:42Z

@Henri - that avatar you see in the images is a rigged mesh avatar. I'll see if I can find a free demo of a petite mesh that will repro it.

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-18T16:40:18Z, updated at 2014-11-18T16:43:48Z

@Henri

Looks like any petite will reproduce this. Give this one a try: https://marketplace.secondlife.com/p/DEMO-Petites-Female-tiny-mesh-avatars-Fallen-Gods-Inc/3117430

From the demo box, wear the alpha layer, the shape, one of the heads and the body.

The avatar on vwr_attachment-fixes-drtvwr-388-2 wearing the petite sees http://i.imgur.com/9hPdTbQ.png

Observers on vwr_attachment-fixes-drtvwr-388-2 see http://i.imgur.com/4gJA1LH.png

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-18T17:41:31Z

Results from http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/vwr_attachment-fixes-drtvwr-388-2/rev/296809/index.html testing

(!) [vwr_attachment-fixes-drtvwr-388-2] "Petite" avatars render deformed for the wearer but not for observers BUG-7846 New bug on the vwr_attachment-fixes-drtvwr-388-2 viewer.

(!) [Maintenance-RC] Attachments appear in wrong position for observers on the Maint-RC but appear in the correct position to yourself on the Maint-RC. Observers on default release see attachments correctly. BUG-7436 MAINT-4536 This bug has regressed on vwr_attachment-fixes-drtvwr-388-2 and reproduces again Bug was fixed on Attachments-RC: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/3.7.20.296355

(y) Avatar distorted when changing outfits BUG-6197 MAINT-4158 I cannot reproduce this so far, apart from the old behaviour filed in VWR-28458 and which Henri already mentioned.

(y) Shape distortion when wearing / taking off rigged mesh with joint offset (BUG introduced in version 3.7.9.290582 BUG-6439 MAINT-4189 I cannot reproduce this so far but I dont have the BUG-6439 repro mesh. Seems same bug as BUG-6197 though so see above comment.

(y) Body crusher animations for quadruped avatars do not appear to load BUG-7505 MAINT-4572 Does not reproduce on vwr_attachment-fixes-drtvwr-388-2

(y) [LION] Avatar eyes sometimes disappear after adding or removing rigged mesh BUG-7583 MAINT-4605 Does not reproduce on vwr_attachment-fixes-drtvwr-388-2

(y) [LION] Avatar shape is deformed after removing some rigged meshes. Deformation is only seen by users on the Lion viewer, not default release. BUG-7585 MAINT-4606 Does not reproduce on vwr_attachment-fixes-drtvwr-388-2

Okay, I think I'm done lol

sl-service-account commented 9 years ago

Henri Beauchamp commented at 2014-11-18T19:28:47Z

@Whirly

Bug confirmed. Interestingly, when I try from the Cool VL Viewer, the bug only occurs when I make it restore the initial outfit from the COF. If I make it restore the initial outfit from the outfit.xml file, the bug does not occur... Might be because we try to restore the joint positions to the worn shape's while the latter... is not yet worn !

In my outfit.xml-based restoration, wearables are restored first (so the shape is worn before the attachments, always), while with the COF-based restoration, things happen out of order...

I'll investigate, time permitting.

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-18T19:51:30Z

Yeah actually - I just did a few relogs on the vwr_attachment-fixes-drtvwr-388-2 viewer while wearing the repro petite avatar. On 2 relogs out of 6, the avatar was actually not deformed on login.

Taking the repro mesh off and attaching again always produces the deformation though. It does not appear to matter if I wear the shape first or the repro mesh first, it always deforms.

sl-service-account commented 9 years ago

Henri Beauchamp commented at 2014-11-18T20:25:45Z

@Whirly

Confirmed: with that particular rigged mesh and with the test viewer, you must wear the shape first, then the mesh, else you get a deformed body...

sl-service-account commented 9 years ago

Vir Linden commented at 2014-11-19T22:03:34Z

Thanks for all the comments and testing! I believe http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/vwr_attachment-fixes-drtvwr-388-2/rev/296876/index.html fixes the petite issue.

Whirly, in the case of combining the shoes with the dress (BUG-7436), I'm not sure the behavior is actually wrong - ie, the appearance is correctly reflecting the joint offsets added by the dress - although of course it does not look that great. In my testing, the behavior was consistent between the build with latest changes referenced above, and the latest RC build for attachments work (http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/vwr_attachment-fixes-drtvwr-388/rev/296729/index.html), and was consistent between avatar as viewed by self vs. avatar viewed by others running the same viewer build.

sl-service-account commented 9 years ago

Henri Beauchamp commented at 2014-11-20T00:43:45Z, updated at 2014-11-20T00:46:21Z

@Vir

Yes, the setId(LLUUID::null) addition seems to make the difference and to fix the "petite" issue.

The spectators' issue is yet still to be solved (but I doubt it can without a rework on how visual params updates transmitted by the server are taken into account in the viewer... which may necessitate some new server messaging...

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-20T06:04:56Z, updated at 2014-11-20T06:06:14Z

@Vir

Petite bug (BUG-7846) is fixed on Second Life 3.7.21 (296876) Nov 19 2014 06:57:49 (Second Life Test)

My COF keeps getting into a bad state when testing on this viewer - but I'm unsure if its just a transient problem or releated to all the maintenance going on. Just thought I'd mention it because this is a test viewer and everything appears normal when I swap over to using the default Linden release and change outfits but things go bad again when relogging on the test viewer and changing outfits. Problem happens on multiple regions

I'll test again later to see if things have cleared up. I'm attaching my logfile from one problem session on Second Life 3.7.21 (296876) where I saw the problems - whirly_log1.log

Problems started at line 4768 in that log Whirly sees her outfit changes correctly but observers see old avatar bakes.

How Whirly sees herself: http://i.imgur.com/DA03eKx.jpg (note COF version mismatch from hell ;)) How observer sees Whirly: http://i.imgur.com/ZvDz1ty.jpg

Hopefully its just coincidence but thought I should mention it just incase as its persisting over relogs :)

sl-service-account commented 9 years ago

Vir Linden commented at 2014-11-20T15:28:23Z

OK, thank! I haven't been tracking any COF issues, or seen them myself. It seems unlikely that these changes would have anything to do with COF version mismatches, but will keep an eye out.

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-20T15:56:24Z

@Vir, BUG-7436 is fixed again on Second Life 3.7.21 (296876) Nov 19 2014 06:57:49 (Second Life Test) \o/

sl-service-account commented 9 years ago

Loki Eliot commented at 2014-11-21T15:18:06Z, updated at 2014-11-21T15:20:49Z

I'm having a lot of trouble with Eyes now. in viewer 3.7.20.296094 viewer 3.7.21.296876. If i go edit eyes then save, the seem to snap back to unedited position while slider remains edited. It becomes very confusing knowing what the joint rig eye positions actually are since they end up different on different viewers. This only appeared because my Anime style avatars eyes are in a different joint rigged position to my main avatar.

Here is a video showing the issue. Editing with my main avatars eyes, then editing with my new joint rigged Anime style avatar. You can see the eyes pop back while the slider in the edit menu remains edited. http://www.zippcast.com/video/a5cc8dd1a83638ba2c2

Should i report this as a new bug?

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-21T16:49:02Z

Hmm part of that isnt new behaviour.

At the start of your video where you edit shape A and change eye depth to max, then you use "save as..." rather then save on the shape to save it as Shape B, and the eye depth slider reverts to the unedited value even though you are wearing Shape B. This happens on default release and is really old. Inventory (in Body parts folder) shows both shapes as worn when you use "save as..." after editing shape A and saving as shape B. COF shows only Shape B worn but the edit sliders show the values for Shape A. It gets really confusing :D

I'm not sure if this is what you are seeing though.

sl-service-account commented 9 years ago

Loki Eliot commented at 2014-11-21T16:58:06Z

I did 'saveas' to see if saving as a new body would get different result, but it did not. In some cases it felt like there is a sticky deformation to which it keeps reverting to. I'd like to know if anyone else is having eye editing issues.

sl-service-account commented 9 years ago

Whirly Fizzle commented at 2014-11-21T17:38:10Z

So far I cant repro it. Are either of your body meshes available somewhere? I may not have a mesh thats going to repro it. The only way so far I can reproduce the eyes reverting is when I use "save as.." rather then save when editing the eyes which seems to be a different problem from yours.