Open sl-service-account opened 10 years ago
Lucia Nightfire commented at 2014-10-02T13:31:52Z
Are you seeing https://jira.secondlife.com/browse/BUG-3416 ?
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?
Loki Eliot commented at 2014-10-02T18:12:48Z
Ok Setting one up now, should arrive in the next 15 minutes
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
Maestro Linden commented at 2014-10-02T21:43:19Z
Thanks, I've tried the meshes on, and have attached some screenshots:
"maestro BUG-7433 294943 DRTVWR-380 fresh outfit replace.png" was also from viewer 294943. In this case, I switched to my normal avatar, then replaced my outfit with your two meshes
The images look pretty similar to me - nothing like your stretched.png. I wonder if this bug depends on having a certain avatar shape?
Loki Eliot commented at 2014-10-02T21:52:04Z
I shall send you my shape as well
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?
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.
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?
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
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.
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.
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).
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.
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.
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.
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.
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.
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.
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
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...
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 :)
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?
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
Maestro Linden commented at 2014-11-07T17:05:23Z
Thanks for the feedback, guys. Vir's the one who fixed these issues.
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:
I then changed back to the initial outfit (step3_BackToInitialAvatarKO.png): see how the shoulders are narrower.
Repeating this cycle again (wearing the mesh avatar, then back the initial mesh-less avatar), I get even narrower shoulders each time (see step6_BackToInitialAvatarKO.png).
The problem is only when you change a full outfit and the new outfit got a different shape (here, with much narrower shoulders).
Interestingly enough, in the Cool VL Viewer (that got the same code backported to it), I get the opposite effect (the shoulders widen), which can only be explained by the way the two viewers differ in their "Replace Outfit" implementation (I implemented the COF in a different way in the Cool VL Viewer, so the order in which the wearables and the attachments are worn is different than in the official viewer).
My guess (but it's just a guess because I had no time and will have no time to investigate it in the coming days/weeks) is that the problem is related with:
the inherent out-of-order operations implied by changing outfits (the shape may be changed first, then the mesh, or the other way around, depending either on the algorithm in the viewer, the server lag, or simply the user's action on individual items), which needs to be tracked in a LIFO stack (I have been surprised when backporting the code, that a map was chosen for keeping track of offsets: granted, offsets should be commutative, but when rotations come into play...); as a coder, I'd have personally used a list instead of a map...
To summarize: the new code is a step in the good direction, but still far from sufficient.
Whirly Fizzle commented at 2014-11-10T07:33:16Z
Henri, This looks like the same repro you gave in VWR-28458
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.
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.
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...
Henri Beauchamp commented at 2014-11-18T13:09:33Z
@Vir
Two pieces of news, one good, one bad:
The good news first:
I tested more extensively with the new test viewer, and as an enactor (i.e. while logged in as the avatar changing the outfit), everything seems to work fine, whether I'm changing the outfit with "Replace Outfit" or by individually changing parts (rigged meshes, shapes, in whatever order).
Now, the bad news:
While logged in with the same viewer release, under another avatar and thus, as a spectator, I can still see the deformations occurring when the enactor switch outfits.
See:
TestViewerAfterMeshoutfitSwitchAsEnactorOK.png which is the (correct) result I get with the enactor avatar, after changing to an outfit with rigged mesh and a different shape and back to the original outfit.
TestViewerAfterMeshoutfitSwitchAsSpectatorKO.png which is what the spectator avatar sees in the same test viewer release after the outfit changes.
This is no surprise to me, since the visual parameter changes, while now properly ordered in the enactor's viewer, still happen out of order on the server side (and thus in the spectators' viewer which simply applies the visual params changes as sent by the server). The only work-around for this issue is for the enactor avatar to TP away from the spectators and back to them (this way, their avatar is wiped out of the spectators' viewer memory and rebuilt from scratch).
I also backported your changes into the Cool VL Viewer, albeit in a different way (because of the differences in the outfit management, which doesn't use the COF in the same way in my viewer): when changing the avatar's shape, I'm simply using clearAttachmentPosOverrides() first, then I change the shape, then I reapply (with a new addAttachmentPosOverrides() method) all the worn attachment offsets after the shape has changed. This works well, but it doesn't solve the spectators' problem either.
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.
Avatar B sees Avatar A correctly
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.
Whirly Fizzle commented at 2014-11-18T14:44:12Z
@Vir - filed at BUG-7846
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 ?
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
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.
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
Observers on vwr_attachment-fixes-drtvwr-388-2 see
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
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.
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.
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...
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.
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...
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 :)
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.
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/
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?
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.
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.
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.
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.', } ```