Open sl-service-account opened 8 years ago
aki.shichiroji commented at 2016-06-02T16:11:04Z, updated at 2016-06-02T16:11:43Z
Pulling back, here's a better demonstration of what I mean. Note every time the eyelid texture changes, so does the hover height/z-offset.
(https://i.gyazo.com/d33ebc63a8b691220cf3b337ce20913e.gif if the attachment module still doesn't load)
Vir Linden commented at 2016-06-03T18:35:25Z
Aki, could I get copies of something that reproduces the issue? To investigate this, we would need to be able to check in a viewer what's happening when the AO and eyeblinks are active.
aki.shichiroji commented at 2016-06-03T18:45:18Z
Vir: I've sent you a copy of the existing affected material on Agni. Please let me know if you need the content in any greater detail.
Whirly Fizzle commented at 2016-06-06T03:07:20Z
Another report of this bug on the forums from [~Pirschjaeger.Fassbinder]. https://community.secondlife.com/t5/Building-and-Texturing-Forum/Project-Bento-Feedback-Thread/m-p/3037032/highlight/true#M15102
Not exactly sure where this goes, because I cannot determine if this problem is a bug or an error on my part. When I animate the separate eyelid mesh of my dragon head with an alpha flipping script, it causes the avatar hover height to flicker everytime the head blinks. I am using partial joint positions with only some of the head bones being utilized. I am uploading all the head meshes together. I double checked my weights on all of my meshes for the head and deleted unnecessary vertex groups. The eyelids are only rigged to mHead. I am using Avastar 2.0.10. I do realize that I could just animate them using the new bento bones, but I was unable to get it to blink precisely how I wanted it to using the bones.
Okay the eyelids are able to blink without distorting the hover height when they are a separate attachment that does not use joint positions. However, this is somewhat inconvienent to attach them separately.
Pirschjaeger Fassbinder commented at 2016-06-06T04:51:05Z
I forgot to mention in my post that this is occurring on aditi for me. It sometimes doesn't appear when first attaching the item, but as soon as I relog, it occurs. I have not tried it on agni.
Vir Linden commented at 2016-06-06T14:41:41Z
From a forum thread discussion:
It looks like some change related to the blink is causing a bunch of recalculations to take place for updating the geometry. Ultimately one of the effects of the updates is to update the body size calculation (the body size is computed using the position and scale of a chain of joints from the left foot to the head: mPelvis, mSkull, mChest, mHead, mTorso, mHipLeft, mKneeLeft, mAnkeLeft, and mFootLeft, and is used in placing the avatar) So it's likely that the actual change to the joint positions took place earlier (presumably from some other animation), but the effect wasn't immediately visible because the body size didn't get updated right away. If this is all correct, there are a couple of possible routes to go here:
1) Be careful about animations that affect the positions of the chain of joints used for body size calculations (note that unless you need to change the shape of wyvern, you should be able to use rotations instead, and rotations won't have any effect on the height calculation).
2) Minimize the use of changes that trigger geometry updates - for example, if the eye blink was implemented using an animation of the eyelid bones, you probably wouldn't see the same behavior.
Neither of these is a really great solution for the problem, but they are things that could be done now on the content side. The underlying issue is that the height calculation was designed for upright humanoids at a time when animation of positions was not allowed, so it's not playing nicely with the current system. We'll have to do some more digging to see if there's a reasonable solution on the viewer code side
Steps to Reproduce
At first I uploaded my wyvern mesh to Agni and set up my animation override, then flew around for a bit to test things out. I then proceeded to upload the eyes for the avatar and toss in scripts needed to make the eyelids blink. I then noticed that the standing animation, which had previously looped without issue, had started to jitter up and down badly (as seen in .GIF here: https://i.gyazo.com/256f4076b32558be6047818491b322cf.gif ) in a random fashion, not related to the timing or looping of the underlying animation.
Just now, I noticed that these up and down jitter movements co-incide with the eyelid blinks.
Actual Behavior
Updates to rigged & worn bento mesh may cause the avatar to jitter up and down while wearing other bento mesh.
Expected Behavior
Updates (In this case, it's a single texture being offset four different ways) should not cause z-offset issues with the avatar.
Other information
This behaviour is not visible on Aditi. Also, I have only noticed this behaviour with a specific standing animation - either it does not occur while not standing or perhaps something with the animation may be affecting the mesh in this way. I have not yet tested whether a different standing animation.
Attachments
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-18245 | | Summary | [ Bento ] Updates to worn, rigged attachments may affect hover height on AGNI | | Type | Bug | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Created at | 2016-06-01T20:00:24Z | | Updated at | 2016-06-06T14:48:31Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2016-06-03T13:35:25.483-0500', "Is there anything you'd like to add?": 'This behaviour is not visible on Aditi. ', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': 'Updates to rigged & worn bento mesh may cause the avatar to jitter up and down while wearing other bento mesh.\r\n\r\n', 'What were you doing when it happened?': ' At first I uploaded my wyvern mesh to Agni and set up my animation override, then flew around for a bit to test things out. I then proceeded to upload the eyes for the avatar and toss in scripts needed to make the eyelids blink. I then noticed that the standing animation, which had previously looped without issue, had started to jitter up and down badly (as seen in .GIF) in a random fashion, not related to the timing or looping of the underlying animation.\r\n\r\nJust now, I noticed that these up and down jitter movements co-incide with the eyelid blinks. \r\n', 'What were you expecting to happen instead?': "Updates (In this case, it's a single texture being offset four different ways) should not cause z-offset issues with the avatar. ", 'Where': 'Organica, Sylvan, all Agni regions. ', } ```