Open sl-service-account opened 5 years ago
Kyle Linden commented at 2018-12-13T17:46:52Z
Hi Thornotter,
This qualifies as a Feature Request so I've moved it to the appropriate queue. I suspect this request is too far beyond the scope of the Bakes on Mesh project, but will wait for the team's review and input.
Thanks!
Vir Linden commented at 2018-12-19T18:51:09Z
Pulling this in as possible future work. Would be in follow-up work after BOM release, if we tackle it.
What just happened?
In the Bakes on Mesh project viewer, the BAKED_LEFTARM and BAKED_LEFTLEG textures are not rendered on the default (non-mesh) avatar.
What were you doing when it happened?
Testing the new Bakes on Mesh feature.
What were you expecting to happen instead?
1) The BAKED_LEFTARM and BAKED_LEFTLEG textures should be rendered on the default system avatar.
Other information
This feature is important for texture creators so they can create one version of their asymmetric skins without having to worry about mirrored seams between the left and right arms. If the default system avatar doesn't support this, the two base skin textures for the arms will still need to match perfectly without seams, and any asymmetric design elements layered on top. In other words, the 'seams' cannot be asymmetric as-designed.
This is important to me as a texture creator for two major reasons: 1) Texturing tools, such as Substance Painter, can use Triplanar Mapping when procedurally generating skins. Triplanar mapping only works when mesh UVs are not mirrored, as they are with the SL avatar. This creates a small nightmare having to constantly repaint the arm seams to hide the "error". Being able to use LEFTARM consistently in a 3d painting workflow, and not worry about the "legacy" avatar rendering the skin wrong because the asymmetric textures are ignored, solves this.
2) Many 3d painting tools glitch when mirrored UVs are used. As an example, when applying baked lighting in the latest version Substance Painter, the lighting on the mirrored arm UV glitches out since it can't apply the "world-space" lighting properly to the arms. The only way to solve this is to have 100% asymmetric arms.
If this feature isn't added, we'll be stuck with symmetric arms in skins forever, which would be unfortunate. This severely limits the usefulness of BAKED_LEFTARM and BAKED_LEFTLEG, making them only useful for tattoos and not base skins.
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-225957 | | Summary | [Bakes on Mesh] System avatar does not support asymetric baked textures | | Type | New Feature Request | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Labels | bakesonmesh | | Reporter | Thornotter (thornotter) | | Created at | 2018-12-12T18:26:38Z | | Updated at | 2018-12-19T18:51:09Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2018-12-13T11:46:51.967-0600', 'How would you like the feature to work?': '.', "Is there anything you'd like to add?": 'This feature is important for texture creators so they can create one version of their asymmetric skins without having to worry about mirrored seams between the left and right arms. If the default system avatar doesn\'t support this, the two base skin textures for the arms will still need to match perfectly without seams, and any asymmetric design elements layered on top. In other words, the \'seams\' cannot be asymmetric as-designed.\r\n\r\nThis is important to me as a texture creator for two major reasons:\r\n1) Texturing tools, such as Substance Painter, can use Triplanar Mapping when procedurally generating skins. Triplanar mapping only works when mesh UVs are not mirrored, as they are with the SL avatar. This creates a small nightmare having to constantly repaint the arm seams to hide the "error". Being able to use LEFTARM consistently in a 3d painting workflow, and not worry about the "legacy" avatar rendering the skin wrong because the asymmetric textures are ignored, solves this.\r\n\r\n2) Many 3d painting tools glitch when mirrored UVs are used. As an example, when applying baked lighting in the latest version Substance Painter, the lighting on the mirrored arm UV glitches out since it can\'t apply the "world-space" lighting properly to the arms. The only way to solve this is to have 100% asymmetric arms.\r\n\r\nIf this feature isn\'t added, we\'ll be stuck with symmetric arms in skins forever, which would be unfortunate. This severely limits the usefulness of BAKED_LEFTARM and BAKED_LEFTLEG, making them only useful for tattoos and not base skins.', 'Original Reporter': 'Thornotter (thornotter)', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': 'In the Bakes on Mesh project viewer, the BAKED_LEFTARM and BAKED_LEFTLEG textures are not rendered on the default (non-mesh) avatar. ', 'What were you doing when it happened?': 'Testing the new Bakes on Mesh feature.', 'What were you expecting to happen instead?': '1) The BAKED_LEFTARM and BAKED_LEFTLEG textures should be rendered on the default system avatar. ', 'Why is this feature important to you? How would it benefit the community?': '.', } ```