Open sl-service-account opened 5 years ago
Kyle Linden commented at 2019-01-29T18:28:09Z
Hi Gestroyer,
Where did you get the Second Life Test 6.0.2.190100221 viewer? It is not one I am familiar with, so I don't know how to help you with out more information about the specific build.
Please let me know.
Thanks!
gestroyer.munster commented at 2019-01-31T16:47:44Z
This bug is consistent across all viewers currently having tested it against the compiled test client I was using and I saw it, having the cat there laughing about it on Firestorm and telling me something was wrong, and later testing it on the current default public release of SL. The left alt eye always rotates weirdly while the rest of the attachment points behave correctly.
Here is the same test with a lot of variables put in check. I attached a small cube to all of the eye attachment points and removed everything else I could from the avatar that could be causing that weirdness to happen. No other attachments or scripts or anything.
I tested on Second Life Release 6.0.1.522263 (64bit) at the time of this post - http://get.secondlife.com/
I also went and double checked the animation that I created to be sure I didn't do any rotations, or animate anything except for "EyeTarget and FaceEyeAltTarget"
Hope this information helps! :D
polysail commented at 2019-02-01T14:40:11Z
The Alt-Eye bones are something of an anomaly really. They were put in originally because Vir thought we couldn't directly animate the default mEye bones. So the Alt-Eye bones were added. But, upon discovery that we could animate the mEye bones directly. They were left in, just in case we wanted to make a 4 eyed creature, or something with antennae, extra sets of ears, etc. Hierarchically extra bones on the head seemed like a good idea, so we left them. That being said, I've no idea what their default animation state is, nor what it really should be. It's interesting that the SL client seems to think that there's a default state based upon this bug report. But I'm not entirely sure what that's based upon. However, for making content with eyes that react like the regular SL Avatars eyes, I'd stick with using the mEye bones.
Vir Linden commented at 2019-02-01T18:29:13Z
I'm not sure what's going on there. Could you give a bit more detail about your setup? You are running an animation that modifies the alt eye location, and have an avatar where the eyes are meshes rigged to the alt eyes? Or are the eyes just static (non-rigged) objects rigged attached to the alt eye attachment points? Or something else?
Whirly Fizzle commented at 2019-02-01T21:27:10Z, updated at 2019-02-01T21:27:30Z
Just wanted to note that your attached .anim has the hand pose set to 0 (HAND_POSE_SPREAD), so when the animation is playing, the avatar hands will always be spread in a starfish pose. You should change the hand pose to 1 (HAND_POSE_RELAXED) in your animation creation tool.
gestroyer.munster commented at 2019-02-02T02:33:00Z
@Vir those are just little cube objects not rigged mesh
gestroyer.munster commented at 2019-02-02T02:34:22Z
@polysail yeah ended up just sticking with using the normal eyes since they did not have the odd behavior
gestroyer.munster commented at 2019-02-02T02:35:23Z
@whirly Thanks I hadn't noticed that fixes
What just happened?
https://i.imgur.com/V1bwDtL.png
Locking the alt eye bone in place causes an amusing result where the left eye just wonks out up into your forehead.
The only offset to the position I did was -.01 on the Y axis
What were you doing when it happened?
Laughing hysterically.
I just played the animation.
What were you expecting to happen instead?
I was expecting the alt eye attachments to stay in place front and center.
Other information
The blend file uses the avastar plugin.
Attachments
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-226200 | | Summary | Second Life Alt Eye Animation Issues | | Type | Bug | | Priority | Unset | | Status | Needs More Info | | Resolution | Unresolved | | Labels | avatar | | Created at | 2019-01-26T15:04:58Z | | Updated at | 2019-02-15T21:23:14Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2019-01-29T12:28:08.581-0600', "Is there anything you'd like to add?": 'HAHAHA', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': 'https://i.imgur.com/V1bwDtL.png\r\n\r\nLocking the alt eye bone in place causes an amusing result where the left eye just wonks out up into your forehead.\r\n\r\nThe only offset to the position I did was -.01 on the Y axis', 'What were you doing when it happened?': 'Laughing hysterically.\r\n\r\nI just played the animation.', 'What were you expecting to happen instead?': 'I was expecting the alt eye attachments to stay in place front and center.', 'Where': 'http://maps.secondlife.com/secondlife/Varano/42/156/1503', } ```