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[BUG-226200] Second Life Alt Eye Animation Issues #4801

Open sl-service-account opened 5 years ago

sl-service-account commented 5 years ago

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', } ```
sl-service-account commented 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!

sl-service-account commented 5 years ago

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.

https://youtu.be/KPnvwpTH60k

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

sl-service-account commented 5 years ago

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.

sl-service-account commented 5 years ago

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?

sl-service-account commented 5 years ago

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.

sl-service-account commented 5 years ago

gestroyer.munster commented at 2019-02-02T02:33:00Z

@Vir those are just little cube objects not rigged mesh

sl-service-account commented 5 years ago

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

sl-service-account commented 5 years ago

gestroyer.munster commented at 2019-02-02T02:35:23Z

@whirly Thanks I hadn't noticed that fixes