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Issue Details (XML | Word | Printable)

Key: VWR-812
Type: New Feature New Feature
Status: In Progress In Progress
Priority: Major Major
Assignee: nyx linden
Reporter: Haravikk Mistral
Votes: 686
Watchers: 129
Operations

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1. Second Life Viewer - VWR

Ability to add alpha to base avatar skin

Created: 22/May/07 08:08 AM   Updated: 11/Nov/09 09:26 AM
Component/s: Avatar/Character, Graphics, User Interface
Affects Version/s: None
Fix Version/s: None

File Attachments: None
Image Attachments:

1. 1-23-1-Avatar-Mesh-Mistake.jpg
(250 kB)

2. Alpha against water.jpg
(314 kB)

3. alpha mask example.jpg
(23 kB)

4. avatarskin1.jpg
(91 kB)

5. avatarskin2.jpg
(117 kB)

6. avatarskin3.jpg
(81 kB)

7. bad_invisiprims1.jpg
(106 kB)

8. bad_invisiprims2.jpg
(109 kB)

9. bad_invisiprims3.jpg
(64 kB)

10. bad_invisiprims4.jpg
(94 kB)

11. bad_invisiprims5.jpg
(71 kB)

12. Is this an alpha skin.jpg
(373 kB)

13. no invisiprims.jpg
(31 kB)

14. noinvis_pennysnatcher.jpg
(115 kB)
Issue Links:
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Last Triaged: 22/Jul/08 11:11 AM
Linden Lab Issue ID: DEV-17076


 Description  « Hide
Currently, there is no good way to hide the base avatar mesh in second life, or parts of the avatar mesh. In order to work around this limitation, many content creators take advantage of invisiprims to hide all or parts of the avatar mesh, resulting in rendering artifacts as seen in the images posted on this JIRA.

In order to support a more robust avatar, we will be supporting avatar invisibility in two forms:

1) Stopping the rendering of the avatar mesh entirely
2) Adding support for "alpha masks" which allow for the blocking of rendering parts of the base avatar.

Alpha masks will be wearable items that one can attach that will mask out pieces of your avatar on a per-pixel basis. Because these masks will not support semi-transparency, they will be able to be implemented without the rendering artifacts that are present with invisiprims today. There will be support for wearing multiple alpha masks for a given part of the avatar, allowing residents to mix and match attachments that will reshape the avatar.

Initial avatar reconfiguring work is currently scheduled to roll out with the 1.23 viewer. However, in order to handle backwards compatibility issues and to give enough time to make the appropriate interface changes, the functionality requested in this jira will not be exposed until later this year. Updates will be posted to this JIRA - questions can be posted here or brought up during Nyx Linden's office hours at noon PST on Wednesdays in borrowdale: http://slurl.com/secondlife/Borrowdale/74/217/32



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Simon Nolan added a comment - 22/May/07 04:46 PM
How about also fully or partially transparent areas in avatar skins, or is that already used for something else? I've never tried uploading a skin with transparent bits to see what would happen. This way I could, say, hide my head for a Headless Horseman avatar without uploading an animation that does weird things to my head, and then having to put that into an animation overrider.

Haravikk Mistral added a comment - 23/May/07 04:20 PM
Partial transparency in a skin texture simply allows the base-skin to show through. This means that if you designed yourself a dark-skin in Appearance you could then apply say a white dragon-tattoo, then if you made your skin even darker it would change accordingly.

I think therefore this would be too widely used to be a viable option. Even if you buy a full-skin set, you still have a 'base' skin layer underneath, which is annoying. This proposal to let us change that base-skin to an alpha value, this way when you apply skin textures with alpha values, the invisible parts will be completely invisible.


Torley Linden added a comment - 12/Jun/07 10:49 AM
A long time ago I wished to create a T-1000 style avatar with a shiny mesh body. And then I thought to do some avatars along the lines of being semi- or fully transparent.

Haravikk Mistral added a comment - 13/Jun/07 09:50 AM
I just want to get rid of the legs for my av's feet to look right hehe, though since those new feet turned into a whole new prim-avatar I'm onto wanting rid of the whole thing, as lower-detail can mean the avatar sometimes pokes through and may be completely the wrong colour =)

letho aridian added a comment - 17/Sep/07 10:59 PM
This is exactly the way i want to have it resolved: fully transparent underneath skin - as described by Haravikk. Thanks for reporting this issue!

Joshua Nightshade added a comment - 10/Nov/07 10:52 PM
A long time ago you used to become fully transparent; this was removed because people complained about privacy issues. Though why no one could look at the map or turn on avatar names I don't know.

My request is that they reimplement this so those of us who design non-human avatars don't have to rely on hideously ugly invisiprims to get the job done in hiding pieces. I have to use complex animations in order to get all my robotic avatars small enough to fit.


Haravikk Mistral added a comment - 13/Nov/07 01:42 AM
Hmm, it's possible to use animations to hide your avatar anyway. Don't you love things that are removed without anyone thinking what it will do?

TigroSpottystripes Katsu added a comment - 13/Nov/07 05:35 AM
Hara, I believe such techiniques have been mentioned on the entry descrition already, and as it says, stuff liek that is less than ideal in many cases, this is a request for non-"hacky" alternatives to such techiniques

TigroSpottystripes Katsu added a comment - 13/Nov/07 05:38 AM
lol, I've jsut realized you're the one who made this entry, lol, now stuff makes even less sense for me Xp

Joshua Nightshade added a comment - 13/Nov/07 07:29 AM
"Hmm, it's possible to use animations to hide your avatar anyway."

Well yes, but previously you could become completely invisible. And people freaked out and went nuts complaining about privacy violations, when the minimap still showed little green dots and you could turn avatar names on and still see the user.

So instead of just dealing with that, they removed pretty vital functionality from the system and forced us into using gross invisiprims that could be broken on a moment's notice.


LaeMi Qian added a comment - 20/Nov/07 02:54 PM
I'd like to have some checkboxes in appearance to turn off individual limbs/abdomen/chest/head.

And yes, even a fully invisible AV will still be visible via the name plate - removing that feature was silly.


Penny Patton added a comment - 09/Dec/07 12:12 PM
Ouch. I'd no idea this used to be something residents could do. That makes it all the more frustrating that we can't do it now.

Coadey Concord added a comment - 18/Feb/08 05:53 PM - edited
Toggling visibility of avatar pieces might not work well, as some designers hide don't hide entire parts. Other creators use invisiprims for effects in their world builds, so changing the way they work doesn't seem feasible.

As the title suggests, the best idea might be to simply permit modification of the underlying avatar skin, where an alpha channel would be used to define visibility.

This would eliminate the need to use avatar invisiprims, or the need to use tattoos as full-body skins. It would effectively restore the original intended use of the tattoo feature.

This has no effect on the "invisible avatar" argument, as anyone can become less visible today using invisiprims, animations, or unlocked cameras. The same work-arounds apply (parcel restriction, highlight transparent, HUD monitors, security bots, etc).

Anyone with a custom body skin, robotic, furry, or other unique avatar would benefit greatly from this long-desired addition.


Joshua Nightshade added a comment - 18/Feb/08 10:19 PM
Good work on this Coadey. The image attachments regarding invisiprims especially are a HUGE help in demonstrating what bad implementation they are. Aside from the fact that their use is technically built on an exploit that could be patched or broken at every release and thus made completely defunct.

Having the ability to make portions of the avatar invisible would be a gigantic help.


Monalisa Robbiani added a comment - 19/Feb/08 03:32 PM
Got my vote. Now that you keep your stilettos please fix the alpha bug that ruins all my hair styles

TigroSpottystripes Katsu added a comment - 20/Feb/08 12:33 AM - edited
I just received a msg from an object owned by Coadey Concord asking me to vote here (in the msg it mentions another issue I voted on) eventhough this issue already have my vote for quite a while :/

Haravikk Mistral added a comment - 20/Feb/08 03:52 AM
Please do not completely change the description of an issue, if you have a different implementation idea then you should have posted a separate issue. For now I'm going to incorporate both, however this issue was originally for an alpha slider, allowing us to make the base avatar skin completely invisible. This is an easier implementation, but requires the tattoo layers to still be used for the skin.

Arthur Scanlan added a comment - 20/Feb/08 06:49 PM
If folks still have privacy issues even with nametags enabled, perhaps showing such avatars with "highlight transparent" might be a decent compromise, and an intuitive use of an existing command besides (I remember being surprised that "highlight transparent" didn't work with invisiprims).

Aeron Kohime added a comment - 24/Feb/08 08:34 AM
Any info for us here waiting LL?

Haravikk Mistral added a comment - 04/Mar/08 09:31 AM
I'd just like to note, the ideal solution for this may actually a form of transparency "baking".

Basically, attachments would be able to specify a transparency map, this is a simple 8-bit image describing alpha which will be applied to the avatar. These maps simple specify white as 100% visible, and anything else as partially visible.
Since multiple attachments could specify these images, they are combined, essentially the lowest (most transparent value) for a pixel is used. The end result being that if you have two attachments, one removing the left hand, and one removing the right hand, then the combination of the two would remove both hands, but leave the rest of the avatar untouched.

This would be done in the same way as regular avatar baking, the result being that a fully-baked avatar would have a 24-bit body texture if no attachments provide transparency maps, or a 32-bit texture if transparency is to be applied to the final baked image.

Obviously this is much more complicated than this basic proposal, which seeks to allow the base skin to be removed, at which point tattoos/clothes are used to build the avatar back up again. But is more flexible/useful.

I didn't come up with this till after the issue was posted though, but it's worth considering if any Linden does take this onboard at some point =)


Argent Stonecutter added a comment - 04/Mar/08 10:46 AM
I don't like the idea of making this an attribute of attachments. It should be a wearable.

Penny Patton added a comment - 26/Mar/08 11:07 AM
What I want to know is why does this issue have a priority of "Normal"? This is pretty effing critical as far as content creation goes. I think the screenshots above show exactly why. Any avatar that requires invisiprims results in broken graphics, and it's pretty difficult to ignore. For years now this has pretty much crippled any attempts to create avatars that deviate from a symmetrical human body shape, and many talented content creators do not even attempt to do something utilizing invisiprims because they're a terrible work-around that often cause more problems than they solve. Yes, you can also use animations to hide body parts, but that is still an unnecessary work around, and a work around with it's own difficulties and problems.

Another thought on this alpha channel layer idea, a problem actually. The SL avatar only has one arm as far as texturing is concerned. I'd really hate to be limited to being required to make either both arms transparent, or visible, and in exactly the same way. We'd be stuck back with the invisiprim workaround for people who wanted one mechanical arm or something like that.

Really, this ties in with the idea that SL needs a brand new av mesh (or rather, a set of av meshes to allow for a variety of bodytypes that cannot, as we've seen for years now, be achieved by distorting a single mesh), with a different texturing setup that allows all body parts to be individually textured, and we need different mapping layers. We need a skin layer, a tattoo layer, the multiple clothing layers, and in addition to those we need the alpha channel, and a layer for specular maps and other effects maps.


Argent Stonecutter added a comment - 26/Mar/08 11:53 AM
The problems with the avatar mesh are long-standing. There have actually been some changes to the mesh, minor ones, but thin male avatars didn't used to have such obvious axe-handle shoulderblades.

I would love to see a new mesh, and new clothing layers too. Jackets and shirts should both be able to be loose, so you can wear a loose jacket over a T-shirt. For females, the shirt layer should be able to separate from the cleavage. There shouldn't be a gap in the skirt layer around the waist. There needs to be a floating layer for the upper body, for capes, and the jacket layer should be contiguous with the skirt layer rather than the pants layer.


darling brody added a comment - 17/May/08 02:12 PM
@Torley Linden

Is there any reason why we can't :-

1) Change the texture on the base skin layer?

2) Apply a 32bit alpha texture to the base skin layer?

3) Apply a special invisible texture to any clothing layer? (see below)

The tattoo layer is currently being used as a replacment for the skin layer in at least 95% of SL residents. So why not let us apply a custom texture to the skin layer too? It will remove one texture from most avatars, and let the tattoo layer be used for tattos!

If we could apply a 100% alpha texture to the default skin layer we we not need invisible prims to hide body parts in cool avatars. As a 100% alpha texture will only hide the surface it is applied to there will be no more distortion of other objects behind it. ( as shown in the photos above)

Wouldnt it be simple to provide a texture that will make anything it is applied to invisible. Not like the invisi-prim-texture currently in use, but like setting 100% alpha on a prim. So a shoe maker can give us a pair of socks that make our feet invisible for high heal shoes, but it will only effect the avatar/object the texture is on. Avatars have layers of textures, so if the top one has this new invisible texture, all the layers under it are also invisible. It could be as simple as using 255,255,255 colour with 0 Alpha or some other combiantion to tell the viewer not to dender that spot on the texture.

Darling.


Gordon Wendt added a comment - 17/May/08 02:32 PM
I can't believe I'm agreeing with darling on something but I actually agree, we need the ability to apply full alpha textures to the base layer for an avatar (or object) although I think there woiuld have to be some way to have a safeguard to prevent people having just a full alpha avatar since while fully invisible avatars would be cool (even if you can still see their name-tag) tjhere's all sorts of issues with that.

@Torley

This and the extra layers for tattoos and such is probably the the highest priority in terms of avatar development in my opinion and I think all of us are getting frustrated by LL's ignoring our reasonable and repeated requests for this feature.


Aeron Kohime added a comment - 21/May/08 01:30 PM
I doupt this will be implimented until VWR-27 is fixed, 1-bit alpha in base textures as descrived by Uchi Desmoulins as referenced by Tofu Linden in VWR-27, as seen in VWR-6713 may be the best bet for this type of thing, as most only want to cut away a hard section anyway and don't want levels of transparency that would cause strange overlap with avatars, wow that would be scary to see a JIRA saying (transparent textures overlap avatars).

Penny Patton added a comment - 29/May/08 05:37 PM
1-bit alphas would be fine. So would cutting away parts of the avatar mesh. Come on, this is a very popular option, and far more critical than the "Normal" priority assigned to it. As I believe I stated before, this is pretty much on par with not being able to apply skins to avatars in the way it limits content creators, and invisiprims as they currently exist are an unforgivably bad kludge.

This Jira issue is over a year old, and has over 200 votes. It's one of the most requested options I've ever seen in SL, and yet, as far as I know, the only explanation ever given for the option to hide the avatar mesh was removed in the first place was the ignorant fear that people would make invisible avatars and sneak around undetected.


Aeron Kohime added a comment - 29/May/08 06:43 PM
They can already walk around invisible, in fact they are so invisible with invisi-prims that not even 'view transparent' can see them. However with this it could, and thus would be less invisible, and use less prims and probably be less laggy (because we don't have to render as many prims).

Erica Linden added a comment - 22/Jul/08 11:12 AM - edited
Closing as won't fix for now. We're open to a patch if someone from open source wants to take it on.
One of our main questions is: is allowing truly invisible avs something the SL community wants? Rx can't answer this question, and it sounds like there are good cases to be made. We'd recommend this if there was dev time available and the community team vets it.

Joshua Nightshade added a comment - 22/Jul/08 11:17 AM
258 votes, this is one of the most-voted on issues in the JIRA, and you have to ask if it's something the SL community wants?

The ability to make correct, human-looking shoes and high heels without needing invisiprims: is that something the SL community wants?

The extensive non-human avatars that comprise the majority of the SL userbase. Furries, nekos, animals, robots, non-anthropomorphic avatars that look CORRECT, and don't rely on an exploit to utilize; is this something that the SL community wants?

You are seriously kidding me, right?


Haravikk Mistral added a comment - 22/Jul/08 11:38 AM
I'm not sure an issue with as many votes as this should just be closed!

Completely invisible avatars isn't the aim of this, and 100% alpha avatars aren't truly invisible anyway as the name tag will still be there, and the avatar should still be clickable.
The aim is to allow us to remove the avatar and use tattoo layers to define which parts are visible so that we can remove parts of the avatar we don't want. In my case I have a full-prim avatar so yes, a 100% invisible avatar would be great, as I can them slim down my design rather than having it enlarged to cover up the avatar underneath.


Daman Tenk added a comment - 22/Jul/08 12:15 PM
I wonder why you even have to ask opensource to make this fix. Since it's an option that used to exist but that you simply disabled, can't you revisit it in your old code to bring it back?

Raven Skosh added a comment - 22/Jul/08 12:23 PM
I must say: It seems to me it's like always... important things/issues/problems get fixed slow or never. Even things the community is asking for. I really don't understand the behavior of Linden Lab. Are our meanings, our suggestions such useless or unimportant to Linden?

Jakkal Dingo added a comment - 22/Jul/08 01:24 PM
I think we might want to do a full scale campaign in world to show how serious we are about this. 275 votes is probably not enough to really get the Linden's attention, given how many accounts are out there (alts or no). If we did an in-world campaign on the issue, I believe we can really make this a hot-topic and get their attention.

WarKirby Magojiro added a comment - 22/Jul/08 02:20 PM
Yes, the community wants this. Hundreds of people have said so.

They won't be invisible to sensors, their nametag will still be there. Hell, you can even make them show with view transparent.


Haravikk Mistral added a comment - 22/Jul/08 02:27 PM - edited
It makes me wonder what the point in having the votes is. If you look through the top 20 most voted on issues that are currently open; many of them haven't even had a mention from the Lindens, or it's been a very vague post, or they've tried to palm it off somehow.

This is the kind of feature that a Linden Lab developer familiar with the area of code could probably do in a couple hours, including considering how best to do it. Yet the long-term benefits are HUGE as it will open the door for the creative community to finally cast off the need for invisi-prims! I mean with Windlight added to the viewer invisi-prims look even WORSE than before as they clash horrible with the sea and sky and cause all kinds of other weirdness that means you can "see" them, we really need a better solution!

An issue with 277 votes on it deserves some REAL communication too. If there's an issue with this proposal then let's have it! Is there a technical reason why it can't be done? Hell, at this rate the most voted on issue of all time is going to one proposing that LL actually talks to us so that posting new features that the community wants isn't such a god-damned waste of time.

We, the community (LL's customers) WANT features like this, and multiple attachments per point, and a myriad of other popular issues. What is it actually going to take for us to be listened to? Do we have to start leaving in droves for other platforms that DO listen to what the community wants and DO provide the features we require?


Penny Patton added a comment - 22/Jul/08 02:36 PM
I'm sorry but the closing of this issue really highlights just how broken things are at LL, in communication, feature implementation, policy, and in many other respects. The reasoning in particular shows how severe the disconnect is between the Linden developers, and the people who actually use SL and create content within it.

Whoever makes decisions like this needs to also realize that there are a LOT of things that are pretty critical to SL that have failed to appear, and you know what? The general community will never make a fuss about it because they are things people never realize they need. All people know is that they have to have low expectations for SL. Not exactly something to boast about.

Like I said in at least one previous comment, the inability to create non-standard avatars without using awful kludges and exploits is every bit as bad as if LL forced everyone to use the awful default avatar skin. Any pro character designer worth their salt would tell you the same. Nothing resembling the problems with invisiprims would ever make it into a pro CG production or video game, and that's not something you can blame on user created content, because even a pro is stuck using the horrible invisiprim kludge if they want to make an avatar outside the shape the av mesh is limited to.

Not only should this remain open until resolved, but if LL were taking SL, and content creation within SL, seriously the priority would be bumped to critical where it belongs.


Alexa Linden added a comment - 22/Jul/08 02:39 PM
Thank you all for your comments. This issue has now been imported.

WarKirby Magojiro added a comment - 23/Jul/08 09:17 AM
A lot of the top voted issues here have some problems

Some, like MISC-208 could cause problems for the system, to track that extra data.
Some like SVC-676 are jsut full of hundreds of ideas thrown in there, and aren't really actionable, or have a clear victory condition
Some like SVC-212 still don't have a clear implementation plan, and the community has been divided for a long time on how it should be implemented.

But here, we have an issue with a clear objective. Which can be implemented entirely clientside, and is in fact simply a request for the restoration of an old feature, so it's certainly possible too.

This feature could make a lot of regular users, and content creators happy with a minimum of effort on LL's part, and you guys should jump on the chance to do so.


Coadey Concord added a comment - 23/Jul/08 11:12 AM
Thanks everyone for your help getting this issue imported.

Remember we are not striving to turn the base avatar layer simply on or off (e.g. making the avatar invisible). Plenty of residents have ordinary avatars which hide only specific areas (e.g. a void in the chest, an arm, heel, etc).

What this issue describes is the ability to specify the base texture for avatar skins, including an alpha layer to replace "invisiprim" functionality.

Let's please not get out of scope by discussing other issues and policies. That just kills issues.


Hypatia Callisto added a comment - 25/Jul/08 12:04 AM - edited
my only question about this feature is in the area of alpha sorting. So I am linking a related issue VWR-6713 about the option to use 1 bit alpha sorting (not have it forced on us automagically like at one point in Windlight) but an option to use 1 bit alpha sorting.

My main concern will be avatars that dont alpha sort correctly and the resulting complaints from that. How will that be addressed?


Hypatia Callisto added a comment - 25/Jul/08 12:16 AM
also, when I was testing the shadow draft client - invisiprims didn't work with it. So having avatars with a 1 bit alpha masking would be far more useful for shoes and other attachments.

Just, I think alpha blending on the avatar skin is a bad idea We want alpha masking, not alpha blending


Shakeno Tomsen added a comment - 25/Jul/08 02:06 AM - edited
@Hypatia: that is what I was worrying at first... but... well, I like the idea of the skins with the ability of adding a 1-bit transparency mask. Completely transparent or completely opaque. It would be useful to avoid that "overlaying" glitch which the non-use of Z-buffer generates on them. After all... we actually just want a completely invisible selectable parts, don't we? Just to hide body parts.
Invisiprims actually do that... hide X area of the body... so... I guess we would be fine with 1-bit alpha skins... but the question is... how we would be able to get them since there are no 25bit TGA files? maybe 32 bit TGA and using 50% opaque as fully opaque and 50% transparent as fully transparent?

I guess that's the only way we could get them correctly... because if we use the standard preview method (1% transparency = 100% opacity) it would give really bad results.

[EDIT]
@Coadey: What about using a grayscale texture telling which parts should be hidden and which ones should be visible? It is like we would have...
"Head Tattoos"
"Head opacity"
"Upper Tattoos"
"Upper opacity"
"Lower Tattoos"
"Lower opacity"

Or maybe a new wearable... like the "Skin" one, but called "Body opacity"... to avoid having 999 textures on the "Skin" part which would be really uncomfortable, since the appearance window is small... which would also let us more customisation, and the ability to use different skins with X opacity wearable.


Argent Stonecutter added a comment - 25/Jul/08 05:56 AM
We already have alpha masking problems with avatars, with alpha attachments (hair, tails), but it's reasonable to try and avoid making the problem worse.

The alpha could be another clothing layer, or additional skin layer textures. I would prefer another clothing layer so you could use it without having to modify the skin. you may not be ABLE to modify the skin, for that matter.


Hypatia Callisto added a comment - 25/Jul/08 06:23 AM
@Argent

nothing has alpha masking aside from Linden plants.

Clothing on avatars uses alpha blending, and will need to for when you need alpha blending. Transparency on tails for furries and nekos use alpha blending. Alpha masking vs. alpha blending needs to be a toggle.

I agree also that it needs to be a toggle in the clothing layers as well. The skin is not a good place to apply transparency for attachments. (though it could use it for other kinds of avatar creation, where you need to hide the avatar for furries and other prim based avatars. But the skin will better utilise alpha masking for most purposes. Alpha blending is only good if you want semi-transparency. (and you'll surely run into the alpha sorting problem - I think its important to stress this can happen so people aren't surprised by it when it does)


Argent Stonecutter added a comment - 26/Jul/08 05:11 AM
The skirt layer does alpha masking as well.

I do know all the rest of that, and was largely agreeing with you.

I do not think this should be a tweak in the skin layer, nor some kind of hack in the clothing layers that makes the clothing alpha act like a mask on the skin layer... it really needs to be a new layer.


Drake Bacon added a comment - 26/Jul/08 06:59 AM
Let's step back a moment, and remember an old friend of a bug: "MISSING TEXTURE"

Remember this one? When the asset server failed to produce a texture in a timely manner and the avatar was wearing "MISSING TEXTURE"? When a few Lindens posted publicly on how the layer composing worked, and what was the final result?

Yes, you have to remember that only in one spot is the graphic card actually using layers: The body shape and clothing editor in-client. To save the GPU some effort, the client effectively flattens the RGBA-formatted layers into one RGB texture and sends it up to LL's asset server for others (and strangely enough you, to pull back down again) to see.

For those confused, open up a copy of The Gimp, make an image, and then several layers. The background would be the skin. The client auto-flattens that against white. The layers would be your tatoos and clothing.

Now, all other times the client sends up the "all flattened" or cooked texture to the GPU. This saves bandwidth, GPU memory space, and GPU speed; it's only sending one texture, not five or twelve. It's why the old "MISSING TEXTURE" bug's work-around was to use Advanced >> Character >> Rebake Textures.

So why all this, you're probably asking? I'm bringing this all back to make a point: It's not that we need a new layer, but we need to put it in the right place in the rendering line.

That right place is AFTER the flattening/cooking is done. A thresholded greyscale mask will be applied to the avatar's cooked/flattened texture indicating transparency. For the editor, it may mean that the composing is done before sending textures to the GPU, or all layers have the mask applied first (I'm not sure how LL coded the editor, but I'm very sure this is why they hesitate to put this feature in).

Implimenting this will have some cost. We'll be sending two textures down to clients – the cooked avatar skin and the mask. The GPU will have to consider RGBA casting on it's models, so we'll take a small framerate hit. And then there's the griefers...

...which will require coding the client to enforce a policy: Any mask/attachment combination that makes the avatar completely invisible will force the client to show the avatar's name/title tag box irreguardless of the user's settings. Cloud/spirit mode optional in 1.20.x.


Hypatia Callisto added a comment - 26/Jul/08 07:06 AM
I would rather the alpha type be a toggle in uploading the texture to SL... that way we don't have to bother with extra layers just for transparency. Though I would love to have more layers, but that's another issue. Additional layers for any use would be great.

Down to the root of this issue, it means we need more options for alpha than we have currently, so users can better deal with them, hence the link for VWR-6713.


Hypatia Callisto added a comment - 26/Jul/08 07:16 AM
@Drake the invisible argument is just ludicrous. Use a sensor script and ban the person, you never even have to see the person. Many security systems do this for you, and they're not even expensive. You can script a simple radar and use the land ban tools if you feel cheap. I have a mod of a visitor script that was a LL freebie, that does the job quite effectively for me to warn people to leave private areas, plus IMing me the name so I can deal with them on the land ban tools, or through my security hud.

And remember our old friend Ctrl Alt T... they'll show up.

People can be totally invisible with invisiprims (and not even Ctrl alt T works on that) so it just doesn't matter.

Lets keep this to the technical discussion of how to implement alpha on the avatar skin, and the technical problems associated with that - which are large enough. If its not implemented correctly we could end up with a lot of broken content, that has to be avoided. And that is far more important than some griefer which is easily dealt with without even seeing the av.


Hypatia Callisto added a comment - 26/Jul/08 07:33 AM - edited
"Implimenting this will have some cost. We'll be sending two textures down to clients – the cooked avatar skin and the mask. The GPU will have to consider RGBA casting on it's models, so we'll take a small framerate hit. And then there's the griefers... "

no, you can use alpha to coverage.

http://msdn.microsoft.com/en-us/library/bb205072(VS.85).aspx#Alpha_To_Coverage

http://www.humus.ca/index.php?page=3D&ID=61

You can probably even get away with using the same alpha texture with an automatic algorithm for masking and blending. Yes there will be more of a GPU hit though.

another link

http://developer.nvidia.com/object/transparency_aa.html


Hypatia Callisto added a comment - 26/Jul/08 07:50 AM - edited
http://http.download.nvidia.com/developer/SDK/Individual_Samples/MEDIA/Video/Samples/TransparencyAA.wmv

Note the toggle modes how NVIDIA is changing how the alpha masking/test/blending occurs on the alpha test edges. This is pretty much what we need in SL, toggles to decide how to apply the transparency.


Argent Stonecutter added a comment - 26/Jul/08 08:30 AM
Drake: I'm not talking about the implementation, I'm talking about the user interface. However it's implemented, the "transparency layer" needs to be a separate asset from the skin or any clothing layers... because otherwise you won't be able to combine transparency with non-modifiable assets.

Drake Bacon added a comment - 26/Jul/08 09:01 AM
I think you're talking implementation there too. The UI would follow based on how it was implemented. As I mentioned before, the mask will need to be a separate asset(or texture), so we're in agreement there. Besides, we still have old viewers who don't know about it to contend with (Maybe have a "Don't render attached invisiprims" option in new client?).

Remember, the clothing and tattoos are already RGBA textures, so we don't need to add another alpha texture to those (they have it built in). The skin itself is stock RGB, and they all flatten to RGB. We need to add the mask after it's flattened (and as someone pointed out, we can merge the mask into alpha at this point making it RGBA before it's sent to the GPU).

UI itself would follow that, requiring another texture box in the body shape editor for the last end-all-be-all mask with a "Default" button making the default fully opaque (white).

I'll put policy aside (it can go in a different JIRA bug) as we're in technical details here – I did want to remind folks of the possible abuse this tool could allow.


Hypatia Callisto added a comment - 26/Jul/08 09:18 AM
@Argent, couldn't there just be a simple extra slot on the clothing layer for an optional mask. Most people needing the mask are going to be avatar attachment makers, not necessarily skin artists, unless they happen to make full prim avatars (furries for example) These people will probably want to mask a good deal of the skin, if not entirely, for some avs (like tinies)

Not that this layer would be necessary, as LL has an automatic algorithm for 1 bit alpha - this was a highly unpopular feature in Windlight that was pulled back. The reason I mention the toggles is that one could use toggles and sliders to decide how much transparency, and whether to apply the alpha test.

I'll have to do a mockup I guess... but what I imagine is, have a check mark for alpha test, and you can use the alpha percentage to decide the level of antialiasing applied to the edges. The rollback behavior for old graphics cards which dont support the feature will be to default to a simple alpha test in instances where alpha test is checked to be used, ignoring the antialiasing.


Haravikk Mistral added a comment - 26/Jul/08 09:43 AM - edited
Hmm, all this talk of layers. My original thought process on this proposal was just to add the option to make the base skin layer transparent, either as a togglable "on/off" setting, or a slider to make it anywhere between opaque and 100% transparent. It's not the most flexible solution, but using it you can remove the base avatar layer, and add skin back in using the tattoo layers that cover the areas you want.

For the majority of avatar developers this should be an adequate solution as they typically deliver a package (the full avatar). It doesn't suit one off attachments so well unfortunately, but it's a very simple solution to implement and covers things like furry avatars with digigrade legs, and full-prim avatars such robots, tinies, macros etc.

In the case of attachments such as shoes it would be great to be able to bundle them with "mask" layers to wear instead of needing invisi-prims, especially as these could be given priority over other layers so that trousers will fit shoes/digigrade legs etc. but it starts to get a lot more complicated as the discussion shows =)


Hypatia Callisto added a comment - 26/Jul/08 09:55 AM - edited
@Haravikk

"My original thought process on this proposal was just to add the option to make the base skin layer transparent, either as a togglable "on/off" setting, or a slider to make it anywhere between opaque and 100% transparent. It's not the most flexible solution, but using it you can remove the base avatar layer, and add skin back in using the tattoo layers that cover the areas you want. "

the problem is alpha sorting. I've posted links about how to deal with the alpha sorting.

Now, the avatar already has alpha. It's just limited to the eyelashes. What you are asking for is to extend it to the rest of the avatar. But this is going to be a 1 bit transparency mask, like it is with the eyelashes. Take a look at your eyelashes in sl, and see how jaggy those edges are. Nasty work... I know.

Most modern cards will support alpha to coverage. It is easy to rollback to simple alpha test for cards that don't support it. LL has the automatic 1 bit alpha test algorithm, this is hiding in your debug menus under fast alpha. But what you are asking is mostly impossible, to have translucency and masking on the avatar at one time. Masking is possible, and doable. Translucency is only possible on clothing, but this disappears in the baking process as Drake earlier mentioned. The skin becomes opaque after all the layers are baked together.

We are going to have to choose between translucency and masking, you wont get one or the other. What I would like to see is a way to choose if something is masking or translucent, or a way to apply both translucency and masking.

I've been giving it some thought... and I can see that for clothing items, we're going to need an extra tattoo slot for the mask layer, as most clothes are going to need the translucency to bake onto the avatar skin. But I think having a whole separate layer for the mask isn't a good idea, because it means only one person can use it, and many clothing items may need to use it, each separately.


Haravikk Mistral added a comment - 26/Jul/08 10:10 AM
Ah, hmm, I think I understand the issue now.

In that case I support masking; I don't really see why it would be a huge asset problem, it shouldn't be hard to add support for images with lower bit-ranges. IIRC JPEG 2000 supports greyscale images which cuts down on size right away, if it supports 1-bit (black/white only) images then we could do that for hard opaque/transparent only masking. At which point the mask images would become tiny. Then surely once all mask images are downloaded then we can (if there are any) just combine them and throw them into the alpha-layer of the baked image? This way there is only a small extra overhead in fetching the mask layers, baking wouldn't be much more complex and for people around you the process is unchanged, they just download the finished result and apply it.


Drake Bacon added a comment - 26/Jul/08 10:18 AM
By jove I think Haravikk has it!

I doubt JPEG 2000 will support 1-bit images, so downloading PNG's (which do support it and progressive loading) will need to be done. Meanwhile, we can use 8-bit greyscale images of which the client runs a threshold algorithm down to 1-bit.

@Hypatia The clothing already has translucency, so it doesn't need extra slots for masking. If you need proof, you need to go shopping in-world over at Black Rose (B*R) for a bikini or a pair of shorts (depending on your gender).


Hypatia Callisto added a comment - 26/Jul/08 10:20 AM
yea the simple and easy first step is to have an extra tattoo slot on the avatar skin for an alpha mask. Then this can be expanded upon with the clothes, and the alpha mask baked into its own layers to download.

This is going to increase the overhead of the avatar texture download though - to six textures from 3 that we have now. The good thing is the mask layer is very easily compressed, and could be a simple black and white image without an alpha channel. Extra textures can't really be avoided however.


Hypatia Callisto added a comment - 26/Jul/08 10:25 AM
Drake you misunderstand me, I know the clothing has translucency. However the avatar has no translucency, it only has an alpha mask on the eyelashes, which is a mask, not translucent. All those translucent textures are baked together to an opaque image. I really do make clothes and shoes, I know this already

The clothes will need extra slots for masking, especially the shoes where you need to make the upper part translucent and often have a texture, or you'll end up making parts invisible that you don't want invisible. You will have a mask layer that has to be baked onto seperately anyway.


Hypatia Callisto added a comment - 26/Jul/08 10:27 AM
LL has the fast alpha algorithm, so no need for anything but JPG2000

Drake Bacon added a comment - 26/Jul/08 10:41 AM
@Hypatia I know that – I told it above. We're in agreement about that.

And I'm in agreement with your post underneath mine made at 10:20am. The client pulls three baked textures at this time: the head, the upper body, and lower body. We'll have to take a hit for three greyscale masks that'll form that post-bake alpha.

What I don't get is why you want the clothing layer to have the masks too, when we know they'll be flattened into the set before being sent up with the seperate end-all mask set (and be brought back down to earth again).



Argent Stonecutter added a comment - 26/Jul/08 10:50 AM
Hypatria: "@Argent, couldn't there just be a simple extra slot on the clothing layer for an optional mask."

That's precisely what I'm referring to. This slot would be filled by wearing a "transparency" asset. The clothing layer isn't an asset, the clothing layer is created by combining multiple assets (skin, each article of clothing, and so on). This would be another asset.

This is necessary for end users to customize their avatars (for example, to add robot limbs). making it an attribute of the existing assets won't work. If nothing else, look at "bad_invisiprims4.jpg". You can't make just one arm invisible with any of the existing layers.


Hypatia Callisto added a comment - 26/Jul/08 10:52 AM
re: clothing and masking. Many people make attachments, which means hiding part of an arm or leg or other body part. This body part may also involve associated clothing, which cannot be masked out and often need translucency.

As most skins are no mod and use up the tattoo slots, they need to do this with socks, gloves, underwear, etc. They need to make their own masks.

We need more tattoo slots anyway, especially for the skins, where people want to add makeup and tattoos to nomod assets. (but that's VWR-1449)


Hypatia Callisto added a comment - 26/Jul/08 10:55 AM - edited
yea Argent I get you now, I agree. For many things the alpha layer on the clothing texture isnt going to work. But I think it has to be a dedicated tattoo slot.

Argent Stonecutter added a comment - 26/Jul/08 11:24 AM
By "tattoo slot" do you mean another texture slot on the skin, or another asset that can be applied to the overall avatar texture after baking? If the former, I disagree, because that would preclude the ability to apply a transparent mask to a no-mod skin... and MANY skins are sold no-mod.

eltee Statosky added a comment - 26/Jul/08 11:41 AM
I would like to see some kind of alpha system in the works but i can see two basic problems, depending on how the actual 'alphaness' is applied... if its something to simply not draw the base skin, that would technically work, especially for things like robots etc, where you don't need ANY of the human mesh drawn, and as long as LL worked so that the name tag could not be obfuscated (i.e. draw it in the final render segment of each frame, ontop of everything else) i think it would not drastically enhance anyone's ability to grief or 'spy' on people.

The second method, where you would simply use partially alpha skinning, would be more ideal for furry type avatars, etc since you could still use most of the human mesh for your avatar, but just blank out the parts where it would interfere with your design. There is a problem with this though.

OpenGL (and directx for that matter, pretty much any polygon rendering system) has serious issues with alpha polygons vs standard ones... specifically when it comes to draw ordering (i.e. which things are shown 'infront of' i.e. drawn on top of, which other things). SL certainly has not 'triumphed' over these innate difficulties, and in fact suffers from them more than most commercial games since the usual way this problem is handled in those games is simply by not allowing the level/character designers to layer alpha things ontop of/near eachother...

Since no one tells you what you can or can't do on your land in SL, theres lots of builds which over-use alpha and end up with things like a window behind a door its obviously infront of, or weird 'flckering' in flexible tails as different alpha prims end up being drawn infront of or behind others...

I worry that if you add alpha to the base avatar skin the avatars would also be drawn with these alpha problems and for instance may appear 'under' a glass platform that they were actually standing on top of..

(anyone who wants really funky tangible evidence of this alpha bug/problem i have some objects in world i can give you which are designed to show it off (sometimes artistically!)

-eltee Statosky


Hypatia Callisto added a comment - 26/Jul/08 11:52 AM - edited
@Argent, no, I think it has to be a dedicated alpha mask in every clothing layer and skin, labelled as such, and to be baked as a separate texture that would be downloaded to be used as the alpha test mask. That way any clothing layer or even the skin can use a mask as necessary separate from skin... and won't interfere with the alpha translucency in the clothing textures that still needs to be used on clothing layers and applied to the skin itself.

eltee, there is no problem with alpha as long as its a 1 bit alpha mask, or using alpha to coverage.


Joshua Nightshade added a comment - 26/Jul/08 11:54 AM
You guys are drowning me in update emails.

Drake Bacon added a comment - 26/Jul/08 12:55 PM
etlee has given me the alpha bug demo object that you have to see. Go to Furnation Vista (207,224,43), Shotgun Shells. I've put it on the roof. For full effect, pan and rotate your camera around with it in view.

Argent Stonecutter added a comment - 26/Jul/08 01:44 PM
Eltee; we have already discuussed the alpha sorting issue, read back in the thread.

Hypatia: this would have to be applied after the texture is baked, not applied to each texture in turn during the baking process, because as you say they already have an alpha mask to them. Given that, it doesn't make any sense to apply it as part of the wearable... it would add much more complexity to the baking process. What's the "use case" you're trying to address by having a separate 1-bit alpha layer for each wearable?


Argent Stonecutter added a comment - 28/Jul/08 11:01 AM
An alternative implementation to achieve the same basic goal by using avatar mesh truncation supported by flags in the Body asset in VWR-8394.

Brent Linden added a comment - 29/Jul/08 11:49 AM
Good news! We have reopened this issue due to overwhelming Resident demand! We are looking at options in regard to rendering pipeline changes and will be in touch after the interested parties at LL have pow-wow'd.

Lupercaleb Walcher added a comment - 29/Jul/08 11:53 AM
oh my gosh I'M SO EXCITED! thank you, Brent!

Shakeno Tomsen added a comment - 29/Jul/08 12:04 PM
Oh... those are good, but very good news. Thanks!

Raven Skosh added a comment - 29/Jul/08 12:17 PM
so i hope there comes much more then just this announcment..

Drake Bacon added a comment - 30/Jul/08 03:40 PM
FYI, my main article on this bug is on the front page of the Metaverse Messenger for this week. I couldn't get all the input from everyone in time for press. I go into more technical detail, and quote eltee extensively, with photos of the alpha problems inside with my Second Penguins column on page 24 of the paper.

Of course, being involved at this level, I have disclosed my involvement in both articles.


Brandon Shinobu added a comment - 30/Jul/08 08:51 PM
Thank you so much Brent! I'm veryhappy to hear this, and it's great news for me and many others I know. Some notes on those who complain of privacy issues:

Anyone who knows SL, knows that privacy without an island sim is a fallacy. Cameras can go whever people have the ability to put them: through walls, past doors, over sim borders, and up skirts. On top of that, the camera does not have a nametag floating over it. If given the ability to have an invisible skin was renabled, anyone trying to spy by doing that doesn't really know what he's doing. What's more, a person can spy on voice using the camera because someone can "listen" from the perspective of their camera, instead of their avatar, meaning that if their camera can be close to a conversation, they can eavesdrop as if right in the middle of the conversation with no one the wiser.

Thus, I would say that the privacy reasons for disallowing invisible avatars are rendered meaningless. Enabling invisible avatars, however, opens up a wide gate of creativity and opportunity for improving SL and the things in it, and, it's as easy as re-enabling an old feature. In any case, the pros far outweight the cons, and I will challenge any who try to present a case for privacy on the basis of (not truly) "invisible" avatars. Radars, See Transparent (Ctrl-Shft-T), the minimap, nametags, collision scripts, and all kinds of other things can and are used to control intrusion from visible avatars, and would be no less effective against someone using a transparent skin.


WarKirby Magojiro added a comment - 31/Jul/08 02:55 AM
I think the best way to implement this, would be for some flag on upload. If ticked, the image would be converted to 1 bit alpha, ie, solid or trans only, and when applied to the avatar, it would create hide anything in the transparent parts on it's own layer, and all layers under

Layers over the top of it shouldn't be affected, so you could use transparent socks to hide your feet for shoes, but they wouldn't affect any pants you wear over the top.


Argent Stonecutter added a comment - 31/Jul/08 05:49 AM
Can someone explain why "invisisocks" would be preferrable to an explicit invisibility layer?

An explicit layer would avoid issues with wearing unmodifiable clothes that prevent you from using the invisibility layer... kind of a clothing equivalent to attachment collisions: anyone with a non-human avatar that's had skirts blow off tails, objects blow off paws, hats blow off your head, knows how much fun that is.

An explicit layer could also use a lower resolution texture, and could use a layer-specific texture that allowed for asymmetrical invisibility (so you could have one robot arm).


Argent Stonecutter added a comment - 31/Jul/08 08:49 AM
PS: for privacy, how about SVC-2390?

Brent Linden added a comment - 31/Jul/08 09:22 AM
Argent, please keep it on topic.

Hypatia Callisto added a comment - 31/Jul/08 12:53 PM
first of all, shoe makers don't use the socks, they use the shoe layer.

I want invisishoes, with a little box for the alpha texture separate from the shoe textures in my shoe shape, yes. So instead of one texture in the shoe shape, there would be two.

Because an explicit invisilayer can only be used by one person, whereas having a baked alpha texture allows you to compose textures from several makers to one explicit alpha layer that is uploaded to the sim after baking them together. (actually, it would be four textures, as the avatar is comprised of eyes, head, upperbody and lower body, all of which could use alpha for various attachments.)

There is still an explicit alpha layer, however this process allows many makers to use that layer instead of one person hogging it.


Hypatia Callisto added a comment - 31/Jul/08 01:06 PM
However, this doesnt exclude having an alpha layer, that is usable by the user only and can't be traded as an asset. So say if they need to override an alpha they could use this layer. But if its a tradable asset, it will be fought over and fur will fly

Both can coexist.


Hypatia Callisto added a comment - 31/Jul/08 01:21 PM - edited
explicit invisibility layer –

should override all other alpha layers defined in skin and clothing textures

should be only accessible in appearance

should not be tradable

should force avatar makers who wish to use this layer to supply a full perms texture so that users can modify this layer as needed

(as a side note, this layer would be good if you extended tattoo slots to the textures as well - because people would like to apply tattoos and makeup and can't because such a layer does not exist)


Brandon Shinobu added a comment - 31/Jul/08 08:25 PM
I'm not entirely sure why this needs to be so complex? I'd be perfectly happy with being able to use alpha in the avatar skin itself, and thus transparent. By all means, add a tattoo layer or a makup layer, or whatever you might want, but the basic need is to allow avatars to be transparent via alphaed skin.

Hypatia Callisto added a comment - 01/Aug/08 04:14 AM
alphaed skin is a start, but it is not a solution for makers of accessories who need to make other parts transparent, and will not be able to modify the skin (as it is usually a no mod asset)

Alphaed skin is only useful for people who make full avatars. But it's not fair to bill that as a solution for those who need alpha for attachments, as most times they'll have no access to alpha on the skin to use them for their products. In fact, the customer won't either, often enough, so just having it in the skin layer will be useless for most people.


Brandon Shinobu added a comment - 01/Aug/08 04:38 AM
That's a good point Hypatia, I hadn't thought of that situation.

Argent Stonecutter added a comment - 01/Aug/08 05:49 AM - edited
Hypatia: What do you mean by "should not be tradable" and "should only be accessible in appearance"? Appearance is composed of assets, and assets show up in inventory. And of course it should be tradable, otherwise you couldn't include it with the avatar. It's simple enough the appearance could support multiple invisibility slots.

And it should probably be a single texture, and definitely with a new map, to allow asymmetrical hiding of limbs. It may not even be a texture, but rather a simple set of checkboxes indicating the parts of the avatar to hide (left foot, right foot, left lower leg, right lower leg, ...) as in VWR-8394.

Brandon: another point is that with any of the existing layers you can't have asymmetrical avatars (eg, left peg leg). See above.

Brent: People keep bringing up privacy issues here. I think they're mistaken but if they're worried about privacy it's better that they discuss it in another JIRA.


Hypatia Callisto added a comment - 01/Aug/08 07:24 AM - edited
yes you can include it with the avatar by providing the texture

Which may need to be modified by the user if it collides with another attachment.

An override layer is for the user not for content makers. This is why it should not be tradable, because then its subjected to the permissions system, and what use is a layer that can override other layers if you make it no mod, too.

If you want something tradeable, use the alpha in the part that covers it. This is why I've pushed for a two part system. Alpha needs to be in the clothing and skin layers for tradeable assets. A distinct override layer needs to be for the user alone.

I'm all for layers, but layers need to be for the users to override and modify no mod assets. If a content maker wishes to sell content for this layer they are welcome to sell the user a texture.


Hypatia Callisto added a comment - 01/Aug/08 07:46 AM
hiding the full part is not useful for attachments such as shoes, where parts of the foot are visible, but you may just want to hide parts of the foot.

This is why textures are more useful ... they're more flexible. It's going to boil down to an alpha test texture anyway. Even hiding parts of clothing uses a texture, these invisibility layers are easily seen in the character directory on your drive.

Clothing baking utilises a hierarchy, the baking of alpha will utilise the same hierarchy. The override layer for alpha should be applied on top of the rest, in the case of attachments that do things that are unwanted.

Once upon a time people sold textures for the body, such as tattoos. When skins took up the tattoo slots and were then sold as no mod, and were traded as no mod assets, people were stuck to using the underwear layer for their tattoos, and it made it harder for them to wear clothes.

If we make this alpha layer tradable, the same thing that happened to the skins will happen to this alpha layer. One maker will hog the asset, and others who needed it will not have use of alpha, and will still be using invisiprims. Nothing will be gained.

As I said, the fur will fly, literally. Users will capture the no mod asset so they can mod it. The usual screams will be heard when people do this. Let's just avoid it and make people supply a texture instead.


Hypatia Callisto added a comment - 01/Aug/08 08:16 AM
I'm talking about the beginnings of a materials system for the avatar. Alpha can be in a layer, what eventually would become one of many material layers. Long range I believe SL needs to be able to do a lot of things to avatars, and alpha would only be part of that equation.

Appearance is currently composed of assets, but it doesn't have to be so. We can have material layers interspersed that intersect those assets at various points. This alpha layer would affect all layers, at the top of the hierarchy. It would bake at the end an alpha test texture that will be comprised of many alpha textures, from various attachments and the skin. Say you want an invisible man, but wearing the clothing, ala the movies. Well you could do that as the clothing would appear normally that didnt have an alpha test texture, as that alpha test for your invisible man would be on the skin layer, which is at the bottom of the hierarchy. It could let you do some pretty interesting things, as you exploit that hierarchy.

I believe a baked alpha system is far more flexible than having just one single alpha layer that many makers have to vye over, and won't really solve the problem entirely. Not against having an explicit alpha layer, as long as its for the user and can be used to override no mod assets without compromising permissions.


Deej Coakes added a comment - 01/Aug/08 11:46 AM
PLEASE DO THIS.

Since I'm starting to build Cel-Shaded AV's, this would cut out a large amount of (horrible looking, I might add) invisiprims...


Brent Linden added a comment - 01/Aug/08 01:36 PM
I've been watching this conversation closely. It's really interesting to see you all engage in a distributed design process. I share your concerns that skin/avatar creators will use this skin layer exclusively, making it only useful for full avatars/outfits. I'd like to suggest we think about attaching this knockout texture to the attachment rather than the skin. This way I could wear my awesome robot arm from my Awesome Robot avatar and have chicken legs at the same time. Mixing and matching of content is integral to identity in SL, so I feel attaching these knockout textures/layers to the attachment objects themselves is the way to go. We should also consider a skin layer for this knockout as well. What are your thoughts on this suggestion?

Jakkal Dingo added a comment - 01/Aug/08 01:46 PM
As an animal avatar designer, I'd rather have it on the skin level. For me, just allowing me to make a transparent sock or glove is usually enough, though the whole avatar would be nice as well.

If it can be done on a prim that doesn't distort every alpha texture or translucent prim around it, then I guess I'm okay with that.

But again, from the perspective of someone that rolls out avatars in several different colors, it would be a pain to move the 'hider' prim to recolor or modify the prims under the thing. Seriously this is one of my big hangups of invisiprims. You have to make the invisiprim large enough to cover the whole area, no matter what animation, no matter if the hand is in a fist or outstretched, no matter how far from the attachment point.

I think hiding the avatar under the prim is not the way to go. Putting it on the skin would help av builders more than anything.


Brent Linden added a comment - 01/Aug/08 02:01 PM - edited
Sorry, Jakkal, I wasn't clear I meant to say that this knockout texture would be something that is applied over the avatar's baked texture. I imagine control for placement and alignment would use a tool similar to the prim texture alignment tools. This would be an additional texture slot given only to the parent prim of a linked set. A single prim would also have this slot, but the linked set would use only the parent's texture slot. Since the texture is only applied to the avatar's baked texture a linked set that was not attached to an avatar would receive no ill effects from this design (meaning, if you drop your robot arm on the ground you won't see invisiprims around it, nor will it make avatars invisible that are seen through it). I would suggest that this feature's texture control was accessible via scripting as well. Designing the actual UI around this is an intriguing challenge I look forward to helping with.

Jakkal Dingo added a comment - 01/Aug/08 02:11 PM
Ah that's okay, my technical sense is null. I've been trying to follow the convo but it's getting a little too complex.

Anyway, that sounds like a great idea. I really look forward to this feature's addition, even if it means a swath of avatar updates to finally rid myself of those invisiprims!


Frans Charming added a comment - 01/Aug/08 02:16 PM
I really like your idea on how to implement this, Brent. Could this also be used to add a alpha layer on people sitting on a object. Like have a small vehicle, and have the legs dissappear like that when people sit on it.

Joshua Nightshade added a comment - 01/Aug/08 02:33 PM
So if I understand this correctly, the solution to invisiprims will be... invisiprims? o.O

Really while a full alpha texture is an either/or situation, it's better than what we have now. As to selective body parts becoming invisible I really don't think a texture on a prim is the way to implement this.

Why can't an additional clothing/texture layer come into play?


Brent Linden added a comment - 01/Aug/08 02:35 PM
That's a neat idea, Frans. While IANAP*, I imagine it couldn't be too difficult since Second Life treats avatars sitting on objects as just another part of the linked set. I'll spin that over here to see what the dev's think. Keep in mind this isn't in active development. We're thinking about it, though.

*I am not a programmer


Brent Linden added a comment - 01/Aug/08 03:29 PM
Oh no, sorry for the confusion! Its not a prim, it's a property of the object. The object overlays a knockout texture on the avatar's baked texture (the 1-bit alpha you guys have been kicking around). This texture would be a property of the whole link set. Rather than being visible on an object, however, it would be visible on the avatar it was attached to. Er, invisible on the avatar it was attached to. Right? I think I may have just opened a paradox loop.

Brandon Shinobu added a comment - 01/Aug/08 03:31 PM - edited
I've edited this to reflect Brent's clarification about what the parent prim would do:

As a scripter, though the idea to have it accessible through scripts is a fun idea, I personally wouldn't find it useful for the majority of things i would use it for. I grant that there are reasons out there, but they would generally be the minority.

Most of the reasons I laid out were in reference to it being a prim hiding the avatar body part, but there are still some issues that remain (and some that are now brought up:
1. Not all avatars need invisibility in just one place, or on the whole thing. Some need it in distinct parts, like biomechanical arms. To pull that off, one would need one bloating prim covering the entire arm, and that would only accomplish hiding the whole arm, it wouldn't let you have certain parts of the AV arm showing. That, and it causes a major problem with selecting things. I hate having to constantly reposition my camera to click things because I'm mistakenly clicking an invisible prim that's attached to me.
2. How would the attachment determine how much of the avatar to hide, or what part? Is it based on attachment point, or bounding box of the attachment (and if it's the bounding box, that brings back several problems with invisiprims). Where does the hand end and the arm begin, and how does the attachment know where that point is? My point essentially is that prims will need invisible sections on the avatar as unique as the attachment itself. If you need the hand and part of the upper arm hidden, but the attachment can only hide the hand, or the invisibility changes with the hands rotation, you'll have to have another attachment on the arm to try and hide the lower part of it. But what if that hides the whole arm? Conundrums like that come up.

I'm sorry, but I still think a "skin-tight" solution is the best one, having the skin layer be alphaed, and the explicit alpha layer that's been mentioned. I will say, I don't think it has to be non-tradeable or no-mod. I know there are fears of people hogging the feature, but quite frankly, if people can't use a person's products easily for mixing and matching, they won't buy them. Compatibility is something that I've already seen advertised among vendors, "Works well also with such-and-such avatars!" We can't hope that everyone will be that smart, but I think the majority who are economically savvy will. Modding in SL is as common as putting on makeup. That aside, for specific avatars it's generally easier to make part of the skin developed for that avatar to be alpha, rather than creating special, separate parts for the attachments.


uchi desmoulins added a comment - 01/Aug/08 09:23 PM
A knockout texture applied directly to the avatar's skin is obviously the most ideal solution, and definately there's going to be a lot of thought and time put into the development of this new technology.

But in the MEAN time, is there any reason why we can't have a new type of invisiprim that knocks out ONLY the avatar mesh??? If I had any idea how invisiprims worked in the first place, I might be able to answer the question myself. But I Don't! So.. If it is possible, it would be really cool and way less complicated to pursue that for the short run... It would solve a lot of problems for people and leave just mildly irritating things (ie. them getting in the way of selections), and, then we could do other neat flashy effects.

If not for those problems shown in the example images, invisiprims would be pretty darn slick. So... INVISIPRIMS 2.0! You know, just for now... until bodymapped transparency gets here.

thumbs up


Shakeno Tomsen added a comment - 02/Aug/08 01:40 AM
Well, one of the reasons why I want to avoid using invisiprims is to save primitive usage, and to avoid the primitives hiding certain avatar parts from certain angles... and, about the idea of "Invisiprims 2.0"... wouldn't that hide other avatars still...?

uchi desmoulins added a comment - 02/Aug/08 03:41 AM
Hmm.. Yeah, forgot about that. So there would still be drawbacks, but I think that would be one of the rarer occurrences of them. 90% of the time these invisiprims become blaringly obvious when they eliminate water or shapes with alpha behind them. That's when they really really stand out, atleast to me. But for the robotic limb idea, 'invisiprim 2.0' would cut out your torso when viewed from the side too.. So..

Yeah, it's far from perfect. But if it's even feasible, it's something worth considering for the short run. I'll open up a separate JIRA entry if so. My gut feeling is that it's not.


Shakeno Tomsen added a comment - 02/Aug/08 04:25 AM
Could be useful so far for the invisiprims while we don't have what we are requesting... but... if we have to reject having the alpha layers earlier because they needed to spend time in the new invisiprim... I'd still rather going for alpha layers...

Haravikk Mistral added a comment - 02/Aug/08 04:26 AM
I'm in favour of Argent's VWR-8394, which seems a more specific/flexible version of VWR-951.
It's possible that the two ideas could be combined, by using a baked mask layer to determine which portions of the avatar to hide; removing entirely transparent polygons while simply adding transparency to polygons that aren't fully hidden.

The main problem I see with masking is that the current UV mapping for avatars doesn't support left/right arms which is extremely annoying. Is it possible that in future we may be able to support two UV maps on the same avatar mesh, one that applies the same part to both arms (as it is now) and one which can texture each arm individually? As this is going to be a requirement for masking, especially with the robot-arm example.


Argent Stonecutter added a comment - 03/Aug/08 09:17 AM
First of all, Hypatia, I agree that you've made a good case for all wearables having an additional transparency texture. Thanks for the clarification.

There is still a need for an additional transparency asset.

First of all, however any additional layer is implemented, it has to be an asset somehow, otherwise there's no place to store it when you're not wearing it: there has to be something in the inventory to make this work. However it's implemented, whatever rights and restrictions you have, it MUST be an asset. There's no way around it.

Second, it can't just be in "the alpha in the part that covers it" because there is no such layer for heads (there is only one texture layer for the head, and it's used by the skin).

It is needed for asymmetrical attachment products. The example of a steampunk robot arm can not be handled by any combinations of the existing textures, and expecting the user to download and edit invisibility layers and upload new ones is not reasonable ... most of them don't even have a painting program that can handle transparency!

If the invisibility layer (whether a part of the skin is not a wearable then it can not be included as part of the product and worn just by selecting the folder containing the product and selecting "wear". Anything more complex than that is not usable... by any product. I'm not just talking about avatars here.

Brent's suggesting of having it riding on a prim is workable, but inelegant.

Most of the work involved in creating this would be in the handling of multiple texture layers overlaid on the avatar. That is, the avatar has to have support for multiple identical slots each containing a texture. Why not use the existing inventory user interface to create and apply these textures?

That is, let the texture itself be the asset!

You would have the invisibility texture using a new low resolution (because it doesn't need to be any higher resolution than the mesh itself) full body UV map that allows asymmetrical limb invisibility. You could select the texture and "wear" it, and that texture would be added to your avatar and the alpha layer (only) of that texture would be applied. So your robot arm would have (say) four components: the hand object, lower arm object, upper arm object, and arm invisibility texture. Right click the folder and select "add to avatar" and the whole thing goes on, including the wearable texture.

The texture asset could also be marked wearable in its properties. Putting an attachment with a "wearable" texture in its root prim contents would also have the same effect.

This is much simpler, more intuitive, and more consistent with the existing user interface.


Raven Skosh added a comment - 04/Aug/08 03:50 AM
i agree with Argent Stonecutter. it's only consistent to handle a skin-texture with included alpha-channel like the makeup/tatoo-textures. the idea with the prim (from Brent) is interesting, but in my opinion not only inelegant (like Argent said) but also not flexible enough for future ideas/creations. the example with the robot arm was good, but not all what can come into our minds. :o)
maybe i don't have a prim that i wanna wear on that spot, but i wanna have my arm gone. so for creature design an alpha texture should be separated from a prim.

Brent Linden added a comment - 04/Aug/08 10:51 AM
I don't think I'm doing a very good job of explaining (and explaining my explanations of) the proposal. I'm doing a Photoshop mockup and storyboard for how it would work and hopefully that'll trigger the a-ha! moment

Hypatia Callisto added a comment - 05/Aug/08 08:20 AM - edited
I like Brent's idea... I think it solves some basic problems with attachments. But overall, I think the alpha textures will still need to utilise the baked texture pipeline. Otherwise we're going to end up with lots of textures, which isn't good. Also note that some attachments cross areas of the figure, the uvmaps do not entirely correspond with the rigging really. (the avatar is not uv mapped all too well - its three textures on the body, plus additional ones for eyes, hair and skirt)

That being said...

"First of all, however any additional layer is implemented, it has to be an asset somehow, otherwise there's no place to store it when you're not wearing it: there has to be something in the inventory to make this work. However it's implemented, whatever rights and restrictions you have, it MUST be an asset. There's no way around it.
"

@Argent

The only way its going to be truly "user usable" as an asset is if we can dynamically create such layers as we need them. That is, we can create them as an asset and it will just appear in the appearance menu, as many of them as you want, then utilising the baked texture pipeline to flatten it down to fewer alpha textures which then get distributed like all the rest of the body textures.

This brings up another idea for the UI in appearance. The user could move the layers around to intersect where they want the baking to take place. Say you need a layer between the skin and clothes, this is where you would make your layer as a full body av designer. Someone who just needs to block out a part of an arm can put that layer between the shirt and the jacket, say.

But the user could move another layer behind it or in front of it, to modify the layer as they need to. Sort of like moving tabs in Firefox. That would be so nice in the Appearance to modify the baked texture order that way.


Argent Stonecutter added a comment - 05/Aug/08 09:11 AM
Hypatia: there's no technical way to have anything in appearance that is not an asset or part of an asset.

Please read my last message, all the way through. Particularly starting at "let the texture be the asset".

Brent: I think that bit is equivalent to your proposal too... except that you don't need what you're calling the knockout texture and what I'm calling a texture with an "invisible wearable" bit to be in a prim.


Hypatia Callisto added a comment - 05/Aug/08 09:58 AM - edited
I know what you're saying, but I'm saying that it can't be one layer. it has to be many for alpha to be useable for attachment makers. Otherwise its only useful for full body avs, using an alpha test layer on the skin itself. Which is fine and dandy for full body avs, but useless for making attachments like shoes.

maybe my experience with 3d programs and the ability to make many layers in this way in the materials influences how I see this issue. Say in Modo, example > http://tinyurl.com/5ngwxe - I can make as many texture "layers" as I want with that handy "add layer" button, and then define them as being alpha, normal, diffuse color, etc. I don't see why we shouldnt have this in SL, in fact at some point we're probably going to need a material asset that allows us to do these things, as fragment shaders are extended to the avatar itself, and the ability to define things like shinyness and normal mapping can be done on clothing and the avatar skin. The UI really needs some rework in appearance to scale to new features.

The appearance menu is simply a tabbed layout anyway. There is no reason why it cant work like tabbed windows in a browser, with the ability to make more tabs as you need. Importantly, you need to be able to shuffle these layers so they work where they need to work. Layers can be useful for more than just alpha, it can be used to make decals to no mod assets on the texture level, effectively allowing modification without compromising perms. This would be truly powerful for end users.

The simple fact is, you're often going to need several textures to make an alpha, not just one. That's how the avatar is designed. That alpha is going to cover parts of the skin that you may not be attaching to. So users need to be able to change things when they need to.

The baked texture pipeline is the way to deal with it ultimately so sims arent sending out too many textures.


Argent Stonecutter added a comment - 05/Aug/08 11:32 AM - edited
Yes, Hypatia, I got that. I acknowledged that. I agree that it needs multiple assets. That is what I suggested in the message I'm asking you to read. Let me emphasize that:

You could select the texture and "wear" it, and that texture would be ADDED TO your avatar and the alpha layer (only) of that texture would be applied.

Additional capabilities, like ordering layers and support for arbitrary texture layers, are good ideas but really outside the scope of this JIRA.


Brent Linden added a comment - 05/Aug/08 01:13 PM - edited
Here's my suggestion in a story board. It's designed to enable mixing and matching of avatar attachments. I am totally behind also having a skin-based knockout layer for full avatar solutions, but I feel very strongly about enabling interchange of attachments on a whim:

https://wiki.secondlife.com/wiki/User:Brent_Linden/VWR-812_Design_Proposal

One should be able to use a texture, define the threshold for the 1-bitification (technical term, not shown in storyboard) of the knockout, see it on the avatar and commit it to the attachment.


Drake Bacon added a comment - 05/Aug/08 01:55 PM
I must ask Brent on the case of arms and feet if the primmed knockout only affected where it was attached. I mean if you replace one arm will the other stay opaque?

Brent Linden added a comment - 05/Aug/08 02:10 PM - edited
@ Drake: Yes, if you only knocked out the area of the avatar where the attachment was. The attachment affects the visibility of the underlaying avatar all over. So it's possible to have an attachment which contains the whole avatar's knockout. This makes it possible to have an invisibility ring: Attach the ring and it makes your whole avatar invisible – not just your hand.

The map image is for demonstration only. It would have to be asymmetrical (which is why I chose a leg instead of an arm. The map for arms is symmetrical, the map for legs is not). In other words, we'd need to design a new, full-body map for this knockout layer.


Argent Stonecutter added a comment - 05/Aug/08 02:12 PM
Brent: that's pretty much what I was visualizing.

The only difference is that you don't have an "Avatar mask" on the object editor, the avatar mask is applied by having a texture with the "Avatar mask" bit set in its properties in the root prim. The advantage of this is:

  • You can have multiple mask textures in the same prim, which can be important for end users making mashups.
  • You don't have to have a prim, you can just wear the mask texture from inventory, so that you can bundle (say) a shoe wearable and a knockout texture together to make a stiletto heel without prims.

uchi desmoulins added a comment - 05/Aug/08 04:22 PM - edited
Should maybe the Avatar Mask textures inside of the root prim be applied via script, Argent? It's kind of weird if all you do is drop this texture into the contents and it performs its function automagically.

llApplyAvatarMask(list masks);

That would become a property of the object/root prim like in Brent's example. But since you want mashups, that texture select window that pops up when you click the "Avatar Mask" button could just include a list of selected textures. Up to 4? 8? 16?


Argent Stonecutter added a comment - 05/Aug/08 07:32 PM
It's no weirder than dropping a scripture into an object and having it perform its function automagically. And it's not just any texture, it's a texture with the "Avatar mask" bit set.

How many textures? Should be a pretty big number, since they can be precomposed, and a UUID is pretty small.

Yes, yes, you can add some scripting if you like, but mostly I want to retain the concept that the texture is the asset, so you don't have to have it in a prim to get it to work.


Shakeno Tomsen added a comment - 06/Aug/08 05:32 AM
But... if you make a new body UVW mapping... that would destroy all existant skins... because you'd need to make a new texture for the left and right arms... or that wouldn't happen?

Argent Stonecutter added a comment - 06/Aug/08 06:00 AM
This new mapping would only apply to the "Avatar mask" composite layer.

Haravikk Mistral added a comment - 06/Aug/08 07:50 AM
If they make a new mapping it might as well be available for clothes etc. as well. It would just need a flag so we can choose how to map the textures; the current way (symmetrical arms) or the "new" way (asymmetrical arms)

WarKirby Magojiro added a comment - 06/Aug/08 08:25 AM
>>The attachment affects the visibility of the underlaying avatar all over. So it's possible to have an attachment which contains the whole avatar's >>knockout. This makes it possible to have an invisibility ring: Attach the ring and it makes your whole avatar invisible – not just your hand.
----------------------

I don't see how this is possible. The storyboard showed only one image, so it seems like it would only be possibleto hide the lowerbody, upperbody, or head with a single attachment, not all three.

Am I missing something here


Jaxx Tardis added a comment - 06/Aug/08 08:46 AM
Each new invisibility piece would be additive to the whole 'baked' transparency layer. Think of it like laying down sheets of clear plastic, each with a different set of markings on it. When viewed you see all the markings as one image.

WarKirby Magojiro added a comment - 06/Aug/08 09:11 AM
for script setting, this could just be a rulke of llSetPrimitiveParams

PRIM_AVATAR_MASK (string texture)

would take a uuid, or texture name in inventory.


Brent Linden added a comment - 06/Aug/08 09:42 AM
@WarKirby, I also noted in the storyboard (all Photoshop magic, btw) that the image used for the mask was for demonstration purposes only. It would have taken me much longer to draw up a full body mask from scratch, and then you guys would all be trying to figure out its UV coordinates. You'd be telling me "no, Brent! That's just not possible! See the seam in quadrant 5 of subsection gamma seven? It should be 8 pixels to the left! You'll have a HUGE HOLE in your arm!"

I completely agree that the scripting engine should have access to these masks eventually, however I do not agree that scripting should be the only way to use them. I believe in designing interfaces that are accessible to all, regardless of scripting know-how.

disclaimer Please keep in mind that this is just an idea. We're not actively designing this right this second. I wanted to include you guys in the brainstorming of different, less-technical ways of handling this problem So if you have ideas you'd like to storyboard please do!


Coadey Concord added a comment - 06/Aug/08 06:38 PM
Re: https://wiki.secondlife.com/wiki/User:Brent_Linden/VWR-812_Design_Proposal

That's a really great idea to implement this Brent! And a perfect example of what content creators need. It sounds like an ideal solution for mix-and-matchers, albeit it more complicated to implement.

And yes, 1-bit alpha is about the only way to do avatars without encountering sorting performance I'm told.

Whoever implements avatar alpha will have the undying gratitude of hundreds of residents.


Argent Stonecutter added a comment - 07/Aug/08 04:44 AM
Haravikk: the invisibility layer may not necessarily be suitable for clothes. It would almost certainly be a much lower resolution than any of the current layers, since it's covering a larger area than all the current skin textures put together (since it would cover the arms separately) in a single mask.

Consider that it could be as low resolution as the "mask" in VWR-8394 and still serve the main purpose of this feature.


Yichard Muni added a comment - 11/Aug/08 08:56 AM
yes to make the basic av shape invisible would be great, and very useful for any non-human shape.

Using an invisibe texture is a way to do so. There could be others, such as importing custom meshes for avatars (see VWR-8145 about importing meshes in SL, in place of using prims).


Brandon Shinobu added a comment - 28/Aug/08 01:01 PM
Yichard, custom meshes would be great, I'll admit, but I don't think that it'd ever take place of prims, due to the fact that it would severely limit the capability of users to mod, and I for one am a dedicated modder. I love to take something and make it unique to me.

Brent: what's the current status of this? I know that you said you all aren't actively developing this right now, but I'm still anxious to hear what's going on, even for the early process.


Yichard Muni added a comment - 28/Aug/08 11:29 PM - edited
Brandon, why do you speak of custom meshes "take the place of " prims? This is not the point, and I never wrote something like this, and nobody else did. The today system is great, as, like you say, it allows for non-skilled people to build reasonably nice things. Custom meshes would come only as a complement, for more skilled people to pass beyong the limitations of the current system.

(and, by the way, I did not realized first, but this is not the right thread to discuss custom meshes. Please go to VWR-8145 )


Brandon Shinobu added a comment - 29/Aug/08 01:22 AM
On the contrary, it was a solution proposed to this issue, so I think it's perfectly suitable to at least discuss it to some degree, though I agree any extensive discussion should be a separate JIRA. That aside, your comment previous in which you said "about importing meshes in SL, in place of using prims", I misunderstood. I thought you meant in place of prims altogether, such as head shapes, leg shapes, and whatnot. So, I responded by saying that though custom meshes would be nice, but that I didn't think it would ever totally replace prims. It was a simple misunderstanding.

Yichard Muni added a comment - 02/Sep/08 06:29 AM
Yes Brandon, it was proposed elsewhere to use for instance NURBS (VWR-7678) or importing custom meshes (VWR-8145) or anyway extend body size limits (VWR-1258). This would be great for non-human avatars, and even to have some look changes for human avatars. But alpha channel textures for avatars would be great too. It would allow for "the invisible man" of course, but also for many effects, such as sylphes (aerial semi-transparent creatures) phantoms and "jedi masters", jellyfish, progressive materialization of a character, and many others.

Brandon Shinobu added a comment - 04/Sep/08 02:01 AM
You know, actually, since 1-bit alpha is the only way to avoid alpha sorting issues, why not give us the ability to uploat 1-bit alphas? VWR-6713
This would also help us take care of any masks necessary for the "knock out" texture. Or if we didn't want to use the attachment which applies an alpha mask (which I do agree is a handy idea) we can instead upload the skin with a 1-bit alpha.

Brandon Shinobu added a comment - 03/Oct/08 05:59 PM
I don't suppose there might be any updates on how this topic is doing? Any word, Brent?

Zappy Oh added a comment - 18/Oct/08 11:04 PM
All this sounds, imo, like something that should be implemented asap.
How is this issue doing... has it been decided by LL... is it in development?... is there a timeframe?... any news?

Mircea Lobo added a comment - 19/Oct/08 03:56 AM - edited
I'm afraid the worst thing is that invisiprims are going to be a giant problem once Shadow Draft comes out, because if they hide anything that's alpha behind them there's a high chance they'll cut shadows too. So imagine invisiprims rendering on the entire simulator through any shadow that is casted on the ground or on other prims X_X I think this should be implemented ASAP... I'd love to see Linden giving some consideration to this already. There's already enough avatars that will need to be converted too once this is in...

Argent Stonecutter added a comment - 19/Oct/08 09:10 AM
Worse, do invisiprims cast shadows? They're treated as opaque by the client.

TigroSpottystripes Katsu added a comment - 20/Oct/08 05:05 PM - edited
it would be nice to have a non-hacky (or at least less hacky) way to hide avatar AND prims, there are many interesting uses for selectively making certain areas of stuff invisible on the fly without a pre-made texture nor having to modify an object

hopefilly they will have things worked out before shadows get mainstream...

it is already disappointing when you catch glimpses of the wires, imagine when it becomes obvious everything is made of cardboard and tinfoil.....


Brandon Shinobu added a comment - 02/Nov/08 01:23 AM
Still no response on this. One wonders if they're waiting till ShadowDraft to do it.

Garn Conover added a comment - 29/Nov/08 12:36 PM
a thought i had along with Brent's plan, what in instead of having to upload another texture, that the Avatar Mask button makes the attached limb section go alpha? that way anyone could use it easily... Also i could see Brent's version being abused by griefers badly because the resident wouldn't be allowed to change the texture which could easily encompass different parts of the av then should happen.

Argent Stonecutter added a comment - 29/Nov/08 01:20 PM
Garn: that would be similar to VWR-8394, yesno?

Mircea Lobo added a comment - 29/Nov/08 01:38 PM
Regarding Shadow Draft, I tested the current invisiprims with it and have good news and bad news. Good news is that invisiprims don't cut shadows like I was worrying, so the avatars which currently use them won't have shadows masked behind the current invisiprims like water or any other alpha texture. Bad news however is that the invisiprims theirselves do cast shadows, although fortunately that is hardly noticeable.

Adeon Writer added a comment - 06/Jan/09 05:05 PM
Erica Linden Wrote:
One of our main questions is: is allowing truly invisible avs something the SL community wants?
(end quote)

How about invisible sections of avatars show up as transparent red when highlight transparent is turned on, just like prims?


BrianA Corleone added a comment - 06/Jan/09 05:37 PM
How about having a name floating over our heads at all times, seems like that would be a good way to keep people from being totally invisible?

Yichard Muni added a comment - 07/Jan/09 01:00 AM - edited
Quote from Erica Linden:
"One of our main questions is: is allowing truly invisible avs something the SL community wants?"
end quote

What is "SL community"??? How could a large gathering of people who mostly never meet each other may have an unanimous anc concerted opinion on a given point? There is nothing such as a collective intent for SL users. What we have is a variety of users with different needs. Linden Labs just has to service them at best, with as only limits technical and cost constrains. Oh, and yes, the community has a place to speak however, and it is the JIRA site. And precisely it is expressing a demand, on this page.

On the topic, to have partly or completelly invisible avatars would be great for small shapes or non-human shapes. I myself tried (in another world) to appear just as a light glow, like a ghost or strange phenomenon. This was great, and people were very intrigued or interested. In SL this would require to make everything invisible. It would also need to make the name tag invisible, in order not to spoil the game. However to be completely invisible could be used by griefers, so if we implement this, it would need some safety, such as a "show hidden names" quick button, or the system indicated two posts above by Adeon Writer..

So I support this feature request, with probably enough other residents to make it implementable.


Zoren Manray added a comment - 07/Jan/09 03:10 AM - edited
Good to see this is at least progressing somewhat...

I like Brent Linden's proposal allot. Being able to mask parts or even the entire Base avatar effectively allows much more diverse avatars to be made. and will eliminate the need for the current invisiprim hack. aside from being able to completely change an avatar's mesh, skeletal structure, or the already implemented sculpted prims, this would be the most significant change that could be done for all of the users that prefer to use non human or modified human avatars.

As for the concerns of making a while avatar invisible... It seems like that's more of moot point since the switch to showing small particle clouds for unloaded avatars. I've seen griefers exploiting that already implemented change to make themselves almost unnoticeable. Those that this feature would benefit greatly outweigh the potential for abuse in my opinion. As long as avatar names couldn't be easily hidden and if the masked parts could be shown using show transparent griefers could still be identified and caught.

Hopefully we'll see this improvement eventually...


Brandon Shinobu added a comment - 08/Jan/09 12:15 AM - edited
I would have to say that yes, we would like the ability to have totally invisible avatars. I've made these points before, but for the sake of the continuing discussion, I'll say them again:

1. Whether or not we view nametags is up to our client settings. We have an option to always display a person's nametag floating over his head regardless of what settings he might have on his client.
2. Most people have avatar scanners that tell them who is how close (and quite often) where.
3. Avatars generate all kinds of racket that can be heard (provided you don't have your volume turned down).
4. Avatars are displayed on the map and minimap
5. They create particle streams when editing things
6. You can run into them and they can run into you.
7. They have a nametag floating over their heads.

Unless you have a private island, true privacy is a joke anyway when it comes to SL. A person who is not "cloaked" can zoom in with his or her camera and listen to your "private" voice conversation from across the sim. People can cam around walls and peek in on people doing private things in their SL homes. They can get around banlines with the camera, fly over banlines, get around flight disabled sims by using a neighboring sim, or sitting on an object of their creation. There are all kinds of ways that currently exist that are far, far superior to using an "invisible avatar" that provide perfect anonymity.

Transparent avatars would allow a great deal of opportunity for aesthetically improving SL in the things we can build and the avatar varieties we can produce. No one in their right mind would use an "invisible" avatar to try and spy on someone. Anyone who did could be just as easily dealt with as someone who wasn't "invisible". I'll also second the simple and good suggestion to let avatars show up as a "Ruth" or something if they are made invisible (hopefully in a manner that does not bring up alpha sorting issues).


Davey Callisto added a comment - 08/Jan/09 10:20 AM
Is the ability to hide name tags even related to this issue? Perhaps it should be decided under a different ticket?This one is taking long enough to decide!

For me this issue has always been about just adding the option for alpha on the skin of the AV. Not hiding the name tag as well. If there was a fully invisible av, I would still expect to see their name tag. No doubt there will be fully alpha avs who will want to remove their name tag for effect. But let's not confuse name tags with skin alpha! It's a seperate issue surely!

I also like the idea of being able to expose invisible avs through some sort of highlight transparency option. I think that should work exactly the same way as highlight transparency does now. Perhaps with a slightly different colour than the red to distinguish avs from objects.


Argent Stonecutter added a comment - 09/Jan/09 05:29 AM
I agree with Davey, this is not and never has been about "total invisibility". That's a complete digression. Keep the nametag, if you want to hide it open up a new JIRA.

johnny mann added a comment - 31/Jan/09 03:15 PM
Hi. I see this has been open forever.

Can't you just update the avatar base skin to allow alpha?

With all of the votes on this, you would think we could just utilize 32bit alpha mapped TGAs.

The reason I care is like most. For people that want to make avatars, but dislike how invisiprims distort water, other avatars, etc....that is the reason alpha should be allowed.

I think a past concern was that people could spy or whatever. I think nowadays that threat is kind of a ridiculous concern.

People can cam throughout sims already as well as wear invisiprims etc....so I think the lack of alpha at the skin base level is only hurting those that want to not use invisiprims.

Thanks and please implement this.... look at the amount of votes!


Adeon Writer added a comment - 01/Feb/09 06:44 PM
johnny mann - I would tend to agree.

However the currently proposed system by Brent Linden to me would serve much more useful to those not wishing to use invisiprims, than simply allowing them to put alpha directly on the skin. (Would also be nice, of course)


TigroSpottystripes Katsu added a comment - 01/Feb/09 08:34 PM
adding a comment just in case the linking doesn't trigger a ntofication email to the watchers (I can't remember if I ever got a notificaiton for a linking or not), VWR-11826 seems to help with some of the goals here

damien fate added a comment - 03/Feb/09 10:55 AM - edited
Hi everyone. I was recently notified of a bug that takes advantage of the avatar occlusion in Second Life. You can create an attachment that renders your avatar completely invisible (not an invisiprim). All that will remain visible are your attachments.

For information on this technique, check here: http://tinypaste.com/a48ab it's a copy of the notecard that was passed to me.

This technique really works and actually improves framerate, hopefully it can help you too!

*edit to add* Those wanting a copy of the attachment in Second Life just let me know.


TigroSpottystripes Katsu added a comment - 03/Feb/09 11:48 AM - edited
due to some RL stuff getting in the way I haven't been logging all that much latelly, but I would like to have a copy of that waiting for me next time I do log, can I has Phantom av trick plz?
 =^,.,^=

nyx linden added a comment - 03/Feb/09 01:35 PM
IMPORTANT NOTE: We realize that there are a few workarounds out there other than invisiprims for this issue. However, some of these rely on techniques such as attaching megaprims to your avatar. Due to the potential implications of this, we are not officially supporting this workaround and may even take steps to disable this in the future. Please be aware that these features may be disabled in the future and should not be expected to work indefinitely.

This feature has been a large part of the end-goal of an avatar pipeline improvements project that several lindens (myself included) have been working on for a while. We have some internal demos of the functionality that are currently going through testing as we speak. I will post images of what kinds of things you can expect to see with this feature shortly. We will be rolling out our first round of changes in the 1.23 client, but due to backwards compatibility issues, will be unable to expose the functionality for a couple more versions of the client. This will give us sufficient time to get the interface and other aspects of the design solidified and working 100%.

Once released, there will be two options:
1) hide your entire base avatar

2) Use alpha-masking to mask out pieces of your base avatar

Alpha masking will work much like Brent Linden's design above, however, we will not be changing the UV mapping of the meshes. These "alpha masks" will be assets that you can wear & detatch and will cause parts of your avatar mesh to not be drawn on a per-pixel basis. There will be no alpha blending with these masks which means you will not be able to have your avatar appear semi-transparent, but there will be no blending issues that there are with invisiprims.

I will be happy to discuss the scope and some details of these features in this JIRA, or at my office hours at noon PST on Wednesdays in Borrowdale http://slurl.com/secondlife/Borrowdale/74/217/32.

Feel free to watch this jira issue to keep up to date or stop by office hours with any questions, comments, or feedback.


eltee Statosky added a comment - 03/Feb/09 01:51 PM
Thanks for the update nyx.

One concern we have though is the rendering pipeline and how avs are rendered within it... already, there is some disparity between the avatar mesh and attachments in the rendering process... i.e. if you wear a white texture on your avatar, and attach a white prim to yourself, they come out very different shades/colors depdending on lighting situation.

Would changing the avatar rendering to allow alpha make this worse? make it better? have no effect? It makes things like more intricate/elaborate clothing which requires a combo of skin textures and prims somewhat hard to do, at least for lighter colors... darker colors seem to line up better.


damien fate added a comment - 03/Feb/09 01:53 PM
Nyx, I am glad to hear that development on an official method for hiding the avatar is underway but I would be a bit disappointed to see the workaround I posted removed or 'fixed' before you implement the new method as I personally cannot see any downsides to it or sim impact. Heck it even renders faster.

BigPapi Linden added a comment - 03/Feb/09 02:10 PM
@eltee: This discrepancy was a bug that has been fixed: https://jira.secondlife.com/browse/VWR-8012. Avatars and attachments currently use the same exact shaders to draw their pixels and only the bug (which was forcefully setting the av mesh to grey instead of white) was keeping the pigment from matching perfectly.

@damien: Supporting it only for a while isn't really an option. If we do so, we'll be stuck supporting it for much longer as residents will now rely on it for their purchased avatars. I'd recommend that nobody use the megaprim bug that you mentioned, as it is a bug and it will be fixed at some point. Any inventory that comes to rely on it will then break when we fix the bug. The downside to using it now (or us looking the other way) is that a lot of residents will be very angry with us later down the line when their purchases stop working.


nyx linden added a comment - 03/Feb/09 02:13 PM
Previous description for historical purposes - please let me know if more information needs to be added to the new desctiption.

"Today, those wishing to change their basic skin appearance must apply a second, overlaying skin using the "tattoo" feature.

This makes it difficult to use "real" tattoos, make-up, freckles, or other skin additions (including appearance sliders) without manually incorporating them into the "tattoo" texture. It also means each avatar with a custom skin still has an unnecessary texture underneath.

Further, those wishing to alter their basic avatar shape must apply "invisiprims" to hide body parts. These prims also hide other objects with 32-bit textures (nearby avatars, water, floors, etc), which causes frustration for those who use them, introduces alpha sorting problems, and inhibits design freedom.

Both of these issues could be addressed by allowing users to specify the underlying skin textures on their head, eyes, upper body, and lower body. Or to allow skin-creators to specify an overall alpha level for their "base" skin layer of their avatars, for example as a slider in the skin settings for an avatar.

(Images illustrate how "tattoos" are commonly used to override the base skin, and how poorly invisiprims work for avatar builds)."


damien fate added a comment - 03/Feb/09 02:14 PM
@BigPapi , I suppose that is a good point. I just have a large line of avatars that would be greatly improved by this feature so for me personally I got very excited. I suppose I'll just keep waiting again to see something officially supported in the future.

nyx linden added a comment - 03/Feb/09 02:36 PM
attached invisible and alpha masked demo screenshots.

TigroSpottystripes Katsu added a comment - 03/Feb/09 02:52 PM - edited
well, as a content creator, if you're gonna be around long enough to wait for the real thing to come, then why not release the hack now, and make sure people getting your material are aware that it is using a hack temporarily that will stop working eventually and that you will be providing the non-hack solution shortly after it becomes avaiable?

and regarding Linden support, how about you guys promise to keep it working as it currently does only untill the official solution comes, and have one of those dialogs with a "don't show this again" check box for when someone wears an attachment that triggers the trick, informing people the trick is only supported temporarily and will cease to work soon, and that there will be a true official way of doing that in the future ? (perhaps with additional info in the dialog, like a link to this jira entry and a suggestion they talk with the creator to make sure they will be providing a fixed version free of cost when the current trick ceases to work)


damien fate added a comment - 03/Feb/09 03:16 PM
I would do that Tigro, but it sounds as if LL are going to patch this feature before releasing the official method. So I'll just hang on

The demo screenshot looks awesome, Nyx. Thanks!


BigPapi Linden added a comment - 03/Feb/09 03:20 PM
Let me be clear that there is no way we are supporting the megaprim attachment / invisible avatar bug. We've seen MANY times what happens when residents rely on bugs for their content and the furor that erupts when we later fix the bug (regardless of whether we explicitly announce that the bug should not be relied on). As such, supporting the bug, but only temporarily, is simply a non-starter.

@TigroSpottystripes: Additionally, having a dialog to announce that info to residents when they use the bug, would require development resources and also wouldn't be released into the wild for a while, since it would still have to go through the QA, merge, and release candidate pipeline. This would mean, that the changes to support the hack temporarily couldn't actually be released until not much before support for alpha masks and invisible avatars would officially be rolled out anyways.

For now, enjoy the awesome screenshots that nyx posted and please continue relying on features that are officially supported.


uchi desmoulins added a comment - 03/Feb/09 05:31 PM
Those examples are very cool! But in regards to there being no new UV maps, does this mean the folks who want one robotic arm are going to be out of luck? Not a big concern to me, but, it would be one of the more typical uses.

nyx linden added a comment - 03/Feb/09 05:53 PM
Correct. If you want a single robotic arm, you will have to create something for your other arm as well, even if it looks like a normal arm. The arm should be the only part of the UV map that is mirrored like that (aside from the eyes). While we realize there are valid use cases for wanting a single arm to be alpha masked (such as one robotic arm), changing the UV map would have greatly complicated the project and extended the development time.

Changing UV mapping of the avatar, the underlying skeleton, or the mesh itself is not a part of this avatar project. That isn't to say that we never will change any of these things, just that they are not within the scope of this project.


uchi desmoulins added a comment - 03/Feb/09 06:33 PM
Because the arms are one of those oddball exceptions, or the only oddball exception as far as I know where the two are sharing the same UV coordinates, perhaps just add a checkbox allowing you to disable alpha for either one of them? Should satisfy almost everybody's needs then.

Adeon Writer added a comment - 03/Feb/09 08:21 PM
Another oddball exception would be the shoe UV area, as well as the socks. These locations are also mirrored. For now, I'd hope non-mirroring could be a separate issue delt with after basic avatar masking is implemented though, Other than one arm/foot (legs are fine), I think the basic proposal will be useful for most situations.

Yichard Muni added a comment - 03/Feb/09 11:08 PM - edited
Hi

Nyx, thanks for implementing some solutions to this problem. Both:
1) hide your entire base avatar
2) Use alpha-masking to mask out pieces of your base avatar
are interesting possibilities.

I remember an experience (before SL, in the blaxun worlds) where I appeared just as a ball of light. People had very interesting reactions, it was a positive experience. It is also great for any non-human av.

Also the cautions about not supporting problematic fixes and hacks may be frustrating, but in the long run it is much better, to avoid frustration. Many people may not undesrtand why a "feature" (buggy) will no more be supported, and some creators may abuse of this, not knowing the issue or from being scruppleless.
This happens because most people are not knowledgeable into computer programming, and thus they cannot make the difference between a robust solution and a problematic hack, since both seems to work as well. So congrats to the Lindens who decided things this way.


Shakeno Tomsen added a comment - 04/Feb/09 12:21 PM
Well, it is good news to know about this coming mainstream nowm which will be pretty useful, although, we have to remember that sometimes it is good to rely on a good to keep certain effects.
Think for example of the animation that cause avatar deformations. This is a bug that has been used to screw up avatars on the time of the Dopestyle HUD, which is a very annoying issue, but now think of the Seawolf Dragons or the new line of macros that are being worked on (Mine, for example).

Those avatars can only be done thanks to a bug, which turns the mesh into an animation skeleton and prims into the mesh that is being rigged to it. If this "bug", for example, was removed, the freedom which it gives to avatar creation of those outstanding giant avatars would be removed too, and we wouldn't be able to create such huge avatars anymore...


Adeon Writer added a comment - 04/Feb/09 11:02 PM
@Shakeno Tomsen
This Jira has the ability to exactly mimic the current result of the bug. No ability will be lost.

Chalice Yao added a comment - 05/Feb/09 12:15 AM
I must stress that the ability to hide avatar parts should be asymmetric for arms as well.

I know that the standard avatar UV map treats both arms with a single set of uv coords, which already has clothing creators annoyed as they can't make assymetric tattoos, gloves and such for them.

There are many different avatars in-world, even the plain human ones are vastly different from each other. Having to wear a 'real' primmed/sculpted arm additional to, say, a robotic one would look horrible in most cases, as you simply can't match nearly all the skin tones, and especially the musculature done by the body sliders in a prim/sculpted attachment for most people in any way.


TigroSpottystripes Katsu added a comment - 05/Feb/09 02:20 AM
Shakeno Tomsen, VWR-2374 is about doing that the right way, without using a bug

uchi desmoulins added a comment - 05/Feb/09 02:42 AM
How about a patch we could play with?

velcon ethaniel added a comment - 06/Mar/09 12:56 PM
I hope that if this goes through that they allow the option of wether or not the base avatar skin is transparent, or solid.... 50% of the skins I own are 50% transparent to provide more customizations and to allow the sl sliders to work. IF the base avatar was made 100% transparent by default, every skin that I own would be 50% transparent and I'd end up with a ghost avatar. I'm sure I'm not the only one with that kind of an issue. It would irritate customers, cause a lot of stores to go out of buisness because their skins wouldn't work anymore, and various other things.

So ultimately:

Make it a n option when creating a skin as to wether you want the base skin to be 100% transparent, or 100% opaque. Perhaps add in an additional slider for said option...rather then making the skin 100% transparent by default instead of opaque.


nyx linden added a comment - 06/Mar/09 01:01 PM
Velcon -
Alpha masks - the items that will make your avatar invisible - will be a separate item. It will have no impact on existing content, skins or otherwise. We will provide a new wearable item type that you can "wear" to make parts of your avatar invisible regardless of whatever else you are wearing. If you don't wear an alpha mask, your avatar will be 100% opaque.

Mircea Lobo added a comment - 06/Mar/09 01:57 PM
I'm personally against making alpha masks a separate item. I mean... another wearable? We have enough, it would get in the way. I think this should be an option of the Skin, it's really how I see it best from all points of view.

uchi desmoulins added a comment - 06/Mar/09 02:38 PM
That's quite the compelling argument you made, Mircea. Can you please explain how things would work if it were a skin attribute? If I bought a pegleg for my pirate avatar, would I then have to dig into my Appearance Editor and apply some special alpha mask to my skin? Sounds complicated.

On the other hand, that alpha mask could be an attribute of the pegleg I wear, just like Brent Linden was proposing, that when worn automatically hides that portion of your leg. Makes pretty good sense to me.

Personally, I'm a fan of the flexibility that's given in the latter option.


Darien Caldwell added a comment - 06/Mar/09 03:07 PM
Well, attaching it to an item sounds good. But i certainly hope the option of a layer is also available. Unless they plan on giving us more attachment points.

Mircea Lobo added a comment - 06/Mar/09 03:10 PM
Yeah, I think I missed that it would be more complicated with separate parts and also one other thing I haven't thought of: Will this alpha mask still be a texture you upload separately that hides the avatar (if you only wish to hide parts of it), or alongside that there will also be sliders in the appearance editor for this new item to hide which part you wish (eg: a slider which the higher you drag the more it hides of an arm, and there would be one for every body part)?

If it's just a black & white texture you use to mask parts of an avatar then I didn't see why it shouldn't be a skin setting right under the 3 tatoo textures, as I thought there wouldn't be any point to making a new item just to apply an alpha texture to an avatar (basically a wearable for a single setting). However if this new item would have its own sliders for hiding body parts individually or other settings as well, then sure it's best as an entirely new item.

When I said it's best as a skin attribute I imagined this would still be just an alpha texture you'd apply to the avatar, so what use is there to make a new wearable for only one avatar setting then.


Adeon Writer added a comment - 07/Mar/09 07:04 AM - edited
From what I understand, there seem to be two different proposed methods of using Avatar Masks:

1.) A new 'clothing' item, that you can wear one of. Creating them would seem to be similar to creating a new skin: (this is a guess as to how it will work, but it's fairly safe assumptions)

-Create three textures: head, upper body, lower body, consisting of alpha-layer UV maps (Color channels in the texture will be ignored.)
-Go to edit appearance, pick Avatar Mask tab, choose Create New Avatar Mask.
-Drop in your three textures, hit save
-You now have an inventory item based avatar mask, which 'holds' those three textures as one clothing item, similar to how skins hold three textures as one item.

2.) A property of a Linkset.

Brent Linden's proposal. I'm not sure if Nyx Linden is still implementing this one, but it would behave as a property of a link set and automatically apply to your avie when you wear the linkset
It is detailed in full here.
https://wiki.secondlife.com/wiki/User:Brent_Linden/VWR-812_Design_Proposal
The benefits to this second method is you can wear many avatar masks, based on each item. The downside is if the linkset is no mod you may not be able to wear it without activating the avatar mask.
I would assume you would actually attach the clothing based mask to the linkset, rather than a texture (since it would actually require three.)

These don't seem mutually exclusive. Both would be great.

A random thought:
You could put all three textures (head, upper body, lower body) on one texture just by having them as the red, green, and blue channels. This would make one Avatar Mask asset 66% smaller as it would only use one texture rather than three, at the cost of not being as intuitive to create.


Shakeno Tomsen added a comment - 07/Mar/09 07:39 AM
@Adeon: I guess the good thing of a "new clothing layer" is that you wouldn't need to wear extra attachments,because some people like being simply the avatar mesh, although, in the other hand, the linkset property is not a bad idea since it is hard to find an avatar without prims in SL nowadays.

About the random thought, those don't seem to be possible, since the texture should map the EXACT UV coordinates, and if you set it as a single texture for everything, we're doomed, because the UV coordinates would go crazy... I doubt it to be possible. (Maybe it is, but I can't see it possible right now)


nyx linden added a comment - 09/Mar/09 07:53 AM
Alpha masks will be a wearable (clothing) item and thus won't need to be linked to prims or take up an attachment point. However, we are making some changes to allow you to wear multiple alpha mask items at the same time.

Mircea Lobo added a comment - 09/Mar/09 08:12 AM
nyx linden, in that case will that just be a wearable with a single setting (an alpha texture) or will one also have multiple settings as well like clothes do (such as sliders for hiding limbs for instance, when you don't use an alpha image), related to what I was curious about above?

Herman Munster added a comment - 16/Mar/09 03:40 PM
Would it be possible to test the proposed options on the preview grid? That way you should get better feedback on the best approach to the feature.

Argent Stonecutter added a comment - 17/Mar/09 05:06 AM
I'm sure that it will be available first on the preview grid since it requires server side changes.

Adeon Writer added a comment - 30/Mar/09 01:01 PM - edited
@Mircea: Built-in sliders to create an avatar-mask in-world would be great, since many people will be uploading similar textures that could have been created without uploading an asset (i.e., many people uploading their own versions of "both legs missing up to the knees", something a slider could do, etc.) In this case, the texture used would be a solid base and the sliders would artifically add alpha the same way alpha can be added to any clothing layer. And of course, the actual avatar mask texture can go into per-pixel alpha detail. (Like nyx's picture)

Brandon Shinobu added a comment - 31/Mar/09 05:35 PM
Nyx, Do I understand correctly that the way this is being done, there won't be any issues with "alpha fighting" that we see in alpha textures?

Adeon Writer added a comment - 01/Apr/09 06:06 AM - edited
There don't appear to be alpha fighting bugs in the picture. If one-bit alpha is used, it won't cause the bug. The linden trees use this same method.

I'm curious about the avatar in Nyx's picture. It's textured inside, I see it being useful. I'm thinking we'll see a few M.C. Escher's 'Rinds'. Will this be toggleable for those who want their avatar invisible from inside the mesh?


Blackfyr McBride added a comment - 02/Apr/09 07:29 PM
@Nyx: Will there be a wearable layer for the head finally or will we still be stuck with invisaprims there?

Argent Stonecutter added a comment - 03/Apr/09 03:01 AM
If you look at Nyx's picture, the invisibility wearable appears to include the head.

nyx linden added a comment - 03/Apr/09 07:16 AM
To answer a couple of the recent questions:

1) The alpha masks will use "alpha rejection" which doesn't draw pixels that are rejected. This is different than "alpha blending" which is used for partially-transparent pixels. Alpha blending has the ordering and fighting issues you see in semitransparent objects today, alpha rejection does not as you can see with the linden trees.

So you are correct, there will not be the blending/ordering issues with the alpha masks. See the screenshot alpha mask example (taken by the water).

2) Currently we have avatars rendering both sides of their geometry, resulting in the ability to see the "inside" of the avatar through the holes made by the alpha masks. At this time we don't have plans to change this, unless some issues come up that require us to. Content creators not wanting the inside geometry to be visible should "cap" any holes generated by the alpha masking.

For example, if you were a pirate and wanted a pegleg, you would want to make sure that the pegleg lined up with the alpha mask at the same point in the leg so someone wouldn't see "up" your upper leg to the inside of your avatar. I can't guarantee this will be the case at the time we release this functionality as details are always being tweaked, but if this remains, I hope to see a lot of creative uses for it!

3) Alpha masks will cover every default part of the avatar - head, hair, eyes, upper body, and lower body. There will not be an alpha mask for the skirt, as it can already have an alpha texture applied to it or be taken off if it should not be visible.


Adeon Writer added a comment - 03/Apr/09 11:38 PM
Does that mean that avatars using avatar masks will not be anti-aliased? I ask this because I have noticed that linden trees are never anti-aliased, even when AA is turned on. If so, would there be any way to keep the anti-aliasing?

Argent Stonecutter added a comment - 04/Apr/09 04:54 AM
Linden trees are antialiased if your video card supports transparency antialiasing. You may need to turn that on in your video card settings. It's a subtle effect, though, at best.

Kaine Lowenstark added a comment - 04/Apr/09 10:19 PM
Now
===
1) The alpha masks will use "alpha rejection" which doesn't draw pixels that are rejected. This is different than "alpha blending" which is used for partially-transparent pixels. Alpha blending has the ordering and fighting issues you see in semitransparent objects today, alpha rejection does not as you can see with the linden trees.

So you are correct, there will not be the blending/ordering issues with the alpha masks. See the screenshot alpha mask example (taken by the water).
===

for things like walls with windows, curtains, hair, floors, and pattern overlays on dresses, which use alpha not for transparency but for creating spaces between solid parts of the texture, could this not be added to kill alot of the alpha bug?

For example the glass of a window would still be transparent but my solid drapes that follow the sides will not produce the alpha bug?


Haravikk Mistral added a comment - 05/Apr/09 02:33 AM
@Kaine: That would depend upon the type of windows you wanted, as alpha rejection either marks a pixel as entirely-opaque, or entirely-invisible, it's an on/off setting. For windows this would look a bit weird, as they would be completely see-through as if there were nothing there.

However, as you say, adding the option to upload any texture with a 1-bit alpha-mask would be useful for solving certain kinds of alpha-sorting issues, or, since not many programs support explicit 1-bit channels, the option to have SL filter a regular alpha-channel into a 1-bit one would be neat.


Shakeno Tomsen added a comment - 05/Apr/09 05:54 AM
How about...
-> Read image alpha
-> If <pixel> has alpha more than 128 = opaque
-> Else if <pixel> has alpha less or equal to 128 = invisible

Then have an option on image upload that says "Use 1-bit alpha mask?"

I think that's the most practical, yet, compatible scene, in my opinion, so we could still use the file formats we are used to...


Argent Stonecutter added a comment - 05/Apr/09 09:16 AM
@Kaine/Haravikk/Shakano: that's VWR-6713

Tofu Linden added a comment - 06/Apr/09 12:12 PM
Right.

bau ur added a comment - 21/Apr/09 01:26 PM
Isn't it a more economical use or resources to just not-draw the avatar at all, rather than to draw it and then add more information to keep it from being seen? I don't really understand why LL is going the route of adding a characteristic (transparency) to the avatar rather than just providing the option for us to tell the servers "just don't render my avatar" (or parts of it). I voted for this anyhow because I want a solution that will improve avatar creativity.

nyx linden added a comment - 21/Apr/09 01:58 PM
Bau Ur -
Thanks for the thoughts. We're actually going to be offering both options:
1) hide specific parts of the avatar
2) hide the entire avatar

If the entire avatar is hidden using option #2, the geometry will not be drawn. However, we needed a more robust solution for cases where only part of the avatar needed to be hidden - high heeled shoes, peg legs, robotic arms, etc.


Brandon Shinobu added a comment - 21/Apr/09 02:04 PM
Nyx, just a thought:

Right now the AV UV map doesn't allow for assymetrical arm textures, and thus as you pointed out before, you can't make only one arm invisible. You also said that redoing the avatar UV map was not a part of this task. So, I just have a question relating to that:

Let's say, for sake of discussion, that another task did in fact change the avatar UV map so that it was nicely laid out and allowed for the arms to be assymetrical in textures. Would the new changes for avatar alpha hinder that development, or would they have little to no effect on it? Would these changes going to avatar alpha make it harder to redo the avatar UV map?


Shakeno Tomsen added a comment - 21/Apr/09 03:26 PM
Brandon, actually, there should be a way that allows us to hide one side or another, instead of changing the UV map. Just a little reminder, not going to another topic: if we change the avatar UV maps, all current skins, clothing, skin effects... whatever which uses avatar textures, will become completely useless, and everybody would have to redo everything.

Doesn't sound fun at all... so many sales out there will become a total loss of money, and all the work of those developers will be completely trashed... there should be an option which allows us to choose between the new or legacy UV layer, and apply that to the alpha masks as well, otherwise leaving the UV maps like they are right now...


Drake Bacon added a comment - 21/Apr/09 03:44 PM
I would bring that to another VWR bug, Shakeno. Working out a framework for allowing both old and new UV maps would be very involved (although I do have a semi-easy, if bandwidth intensive solution – two maps, one for the other arm).

Brandon Shinobu added a comment - 21/Apr/09 07:35 PM
Shakeno – Yeah, I understand where you're coming from, but I do believe there is a way to have a new UV map and still support old ones. My personal opinion is that a new mesh and UV would be introduced, and people who want to could use them. As the use of the new one became more prominent, old assets for clothes and shapes could be supported as legacy, but new content would continue to be the "2.0" version. Now, my concern was, if they did in fact do this (because honestly, whether or not it leaves some content behind, in order to make new – and did I mention, better? – content, we really need a better laid UV map and mesh) that the new transparency being introduced would make that process all the more complex, and in effect, less likely that LL would undertake it.

Trust me, as a user of a full-prim avatar, and several partial-prim avatars, I'm all for avatar transparency. I'm excited it's coming and it has my full support. At the same time, I'm not sure I'd be willing to trade it for a better UV map, that would enable better products for assets such as clothing and skin. Again, like Shakeno, I'm not trying to change the subject. I'm just concerned about how avatar transparency might affect the future of the avatar itself.


Maya Remblai added a comment - 27/Apr/09 04:47 PM
@BigPapi Linden: I said this in a forum post earlier, I'll paraphrase it here: Content creators always have to be ready to fix things that updates break, including beneficial glitches. That said, if you break invisiprims (all kinds) BEFORE alpha masks can be made, you'll have a whole lot of very irate content creators, and their customers, to deal with. As a "big name" content creator, I STRONGLY recommend that the fixing of the bugs and the release of the alpha mask ability be simultaneous. That way content creators can update their products, and you won't have to deal with "supporting a bug temporarily" (though why you have such a problem with that, I don't know. Look at all the other bugs that are "supported temporarily...) At the very least, the breakage and the mask release should be no more than a few days apart. Trust me.

Shakeno Tomsen added a comment - 27/Apr/09 04:52 PM
I need to ask... will invisiprim still exist after the "bug" has been "fixed"?
In the way of the shiny in a transparent primitive. It is really handy sometimes.

eltee Statosky added a comment - 27/Apr/09 04:59 PM
Lead time

If they are going to plan to remove invisiprims, they need serious lead time with this to allow people to begin to work with it, and update existing customer bases.

There are quite literally millions of users/products out there with invisiprims on them... Thats not all going to update in an hour, or a day, or likely even a week.

One would assume/hope that they successfully deploy this new feature, get the kinks worked out, make sure everyone is happy with it, then if they did want to 'fix' the invisiprim 'bug' they would announce a time, several weeks in advance, and let people bring this out to existing customers. That is generally how you accomplish this kind of feature 'transition' successfully.

Of course, even that won't fix content from creators who are no longer active, etc, which bring into question whether 'fixing' invisiprims will ever really be an activity which can 'succeed' vs just piss of a whole giant pile of people.

Its great that going forwards people will soon be able to use a validated, supported option for their designs, but that has very little to do with 'removing invisiprims'... that is honestly a wholly different, and hopefully much much later (if ever) activity.


TigroSpottystripes Katsu added a comment - 27/Apr/09 05:09 PM - edited

Shakeno Tomsen added a comment - 27/Apr/09 04:52 PM
I need to ask... will invisiprim still exist after the "bug" has been "fixed"?
In the way of the shiny in a transparent primitive. It is really handy sometimes.

do you mean like how they screwed up with VWR-4167 ?


Maya Remblai added a comment - 27/Apr/09 05:17 PM
What eltee said. I was just being lenient and accommodating to BigPapi Linden with my comments.

Personally, I can work around the megaprim thing getting broken quickly. There also aren't quite as many products out there using that compared to standard invisiprims, so the number of people put out by breaking it at the same time as releasing alpha masking wouldn't be that bad. Standard inivisprims, on the other hand, require a lot of lead time, as eltee said.

Consider the content creators like me who are disabled and can't possibly scramble to update their entire line in a short period of time. Also, most creators don't do this full time anyway, so they'll take even longer. You can't possibly expect everyone to be ok with having invisiprims suddenly broken without time to update to the "new and approved" method.

In short, you break it, you buy it.


Shakeno Tomsen added a comment - 27/Apr/09 05:30 PM
@TigroSpottystripes Katsu: Could be, yes. Disabling an useful feature to achieve a desired effect. That's no good.

TigroSpottystripes Katsu added a comment - 27/Apr/09 05:34 PM
btw, regarding breaking content and replacing invisiprims with alpha, there are things that can't be done without invisiprims, I have a stick-figure av that got a 3d head with just outlines, and I've seen a couple of other things done with similar techniques, like an outline only 3d snowman, without invisiprims there wouldn't be a way of doing such things

ps:if anyone wanna know the exact trick involved, it is basicly just the same thing as the so called "cell shading" (which is actually about outlines, and in some cases solid colors, and not technicly true cell shading, but people often don't differentiate cell shading from stuff with outlines), but you make the "color" part be invisiprim, and the outline you make black (or whatever color you want) and make it have just 1 of transparency, under most circunstances that little transparency isn't noticeable, but invisiprims will prevent the rendering of anything with any level of transparency other than zero that is behind it


TigroSpottystripes Katsu added a comment - 27/Apr/09 05:36 PM
@Shakeno Tomsen: oh, I 'cause you said somthing about shinny on transparent prims I thought you were talking about that bug in specific

Shakeno Tomsen added a comment - 27/Apr/09 05:43 PM
@TigroSpottystripes Katsu: Try enabling bump map or any texture shader on a invisiprim and try it in a transparent prim. You will see what I mean.

TigroSpottystripes Katsu added a comment - 27/Apr/09 06:11 PM
hm, aight, I thought you were talking about the specific manifestation of VWR-4167 that is mentioned on the dupe of it, VWR-4085

Argent Stonecutter added a comment - 28/Apr/09 07:23 AM
I don't recall BigPapi Linden saying they were going to break Invisiprims, just the megaprim invisibility hack.

There's still a need for invisiprims anyway, for hiding one arm only, and for occlusion effects in builds (eg, the wall of invisiprims I use to hide the adfarm south of Coonspiracy Central.


BigPapi Linden added a comment - 28/Apr/09 08:36 AM
Argent is correct. Even with the new alpha masking capability for avatars we have no immediate plans to remove invisiprims (maybe much later, but the community would get ample notice if we ever decide to start planning to do so). I repeat: we are not removing invisiprims with the addition of alpha masking.

Argent is also correct about the megaprim invisibility bug. We plan on breaking that as soon as possible. We've been warning the community since the bug was first discovered that we plan on doing so and it will simply cease to work soon with no particular warning.


Maya Remblai added a comment - 28/Apr/09 09:04 AM
@ Lindens

Take a look at the screenshot I just uploaded. It's an animated micro, and its whole body is hidden by the avatar mesh. That means it's impossible to build without the megaprim hack (invisiprims would prevent selecting the visible prims). This isn't the only example of such a thing, just one I had a screenshot of already, and one of my more popular products. I reiterate, SIMULTANEOUS hack broken + mask enabled. It'll be easier on everyone that way. It's a lot easier than trying to update things to use invisiprims, and then having to update again when masks come out. Only needing to update around the megaprim bug means the update is easy too: "Delete this one object, and use this thing instead" is a lot easier than "Ok, y'all wait for a couple of weeks while I update the prim work to not have invisiprims on it."


Adeon Writer added a comment - 29/Apr/09 06:26 AM - edited
I think it would really be a better idea to not remove the megaprim invisibility bug UNTIL avatar masks are out. No warning is really needed, just remove the bug and release avatar masks on the same update, but removing the bug before adding the feature is temporary regression.

BigPapi Linden added a comment - 29/Apr/09 09:27 AM
Adeon, Maya, and other content creators - We CANNOT do that. Supporting this bug even temporarily will cause a lot of residents to be VERY upset when their purchased avatars are suddenly no longer invisible. We've been very clear in messaging that the megaprim invisibility BUG is NOT to be relied on as it will be removed very shortly. Continue to do so for your own PERSONAL use at your own risk if you want. However, DO NOT SELL AVATARS THAT USE THE MEGAPRIM INVISIBILITY BUG!!!

Alyx Stoklitsky added a comment - 02/May/09 04:59 PM
Is LL hell-bent on imposing as many limitations on content creators as possible? There is clearly a huge discrepancy between what LL wants and what the content creators want - it can be seen here and it can be seen in many other posts on the issue tracker regarding bugs and features of this kind where the community finds a practical use for them.

The invisibility bug is VERY useful, VERY different to allowing alpha skins, because it hides the avatar entirely, allowing selection of prims inside it, and the invisibility bug can be turned on and off via script, but skins cannot.

I am completely against removing the megaprim invisibility bug, and even more adversely against the idea of removing it before there is an ability to add alpha to the base skin.


Maya Remblai added a comment - 02/May/09 05:09 PM - edited
Alyx, and anyone else interested: I'm planning on being at Nyx's next office hour to discuss this like rational adults, if you'd like to come and add your own thoughts. I've already spoken to Andrew and Simon, who told me to talk to the content Lindens since, to paraphrase, "they don't want a lot of content broken." I've contacted Nyx as well. BigPapi and Alexa have tried to silence me on this and prevent me from communicating with LL on this, so talking avatar to avatar with someone who knows something about content creation is better than trying to talk tech with Lindens who don't understand how things work. (See my JIRA on the megaprim issue. BigPapi kept closing it with no explanation. If he knows something about the issue, he's not talking.)

Edited to add, in response to Alyx: I would imagine that alpha masking would also allow the selection of prims inside the mesh, because of how ray trace picking or whatever it is. That tends to ignore anything that isn't visible, including fully alpha prims. All in all, I do agree with Papi that it's a bug and may as well be patched. Just not before we can hide the mesh some other way.


Brandon Shinobu added a comment - 03/May/09 02:15 PM
@ Maya
I mean no offense, but, I suspect BigPapi didn't give an explanation because he's already been so very clear that they won't be supporting it. I would generally agree, though, I think that it ought to be patched only when avatar mesh can be hidden another way however, there may be a security issue that we don't know about, which they do, and they aren't announcing so people can't find out specifically what it is and exploit it before they can get it fixed.

Granted . . . well, I'll let someone else state my thoughts about megaprims and security exploits


Drake Bacon added a comment - 03/May/09 03:10 PM
Another thing that adds to this is that these are Megaprims (over 10m), which was a bug to begin with that crashes the older Havok 1 servers. Granted, we're now Havok 4, and these limitations may be relaxed in the future... but right now I think they're playing it safe and saying any megaprims are bad.

Maya Remblai added a comment - 03/May/09 03:38 PM - edited
@ Brandon: Even in the case of a security issue (which is highly unlikely. Seriously, a prim that can magically access someone else's data?) they could say "There's a problem with it that needs to be fixed." At this point though, anything that BigPapi specifically says is highly suspect to me. My trust is hard to acquire and easy to lose.

@ Drake: LL has said they're not doing anything about megaprims, because of their beneficial uses and lack of bugs, thanks to H4. Though I never had trouble with them in H1 either.

EDIT: Also, this JIRA is the only place I've seen anything from LL about the megaprim hider. Too little too late when it comes to content creation. I only heard very recently that LL had a problem with it, from only one of my many content creator friends.


Drake Bacon added a comment - 03/May/09 04:25 PM
@Maya I have observed problems with megaprims in H1 – A central courtyard was in Furnation Alpha and used megaprims for the base of it's fountain statue. While the megaprim was a cylinder, you stood on the bounding box and it looked like you floated on air.

Also, megaprims were causing alot of crashes in the H1 running Furnation sims. Things have stablized in H4, thankfully, but still it does lag down.

Megaprims were banned in Furnation as a result.


Maya Remblai added a comment - 03/May/09 04:33 PM
@Drake I didn't mean to imply that megaprims didn't have issues in H1, I just said that I, personally, didn't have problems and as such don't have first hand knowledge of said problems. And Furnation has lag issues from other things anyway.

uchi desmoulins added a comment - 03/May/09 06:05 PM
@ Maya

I see nothing suspect about BigPapi's explanations or his stance on the issue. To me, it's very cut and dry. Does Linden Labs want to deal with as little grief as possible now, or more later on after this bug has become more widespread and in use? Less grief is better. The longer you let something like this sit around, the more people are going to assume that it's safe for use. But it's not safe. It's a B U G, it's an UNsupported NONfeature, and it's risky and foolish to try to CAPITALIZE off of this BUG knowing full well that you can give your customers no guarantee that the product will still be working tomorrow. (Yeah, I know, like you can guarantee anything. But you can even less so in this case. =P)

Who's selling a product that relies on a bug, Maya? This is your fault, and any frustration and angst should be directed towards yourself, not BigPapi or Linden Labs. Own up to your own mistake.

On the other hand, I think it's a fun and useful bug, and I wouldn't mind it if they just left it alone.. Sort of like they did with Invisiprims.. and WarpPos().. and.. Megaprims, and who knows what else. I just wouldn't sell anything that uses it.

Why should they fix it? I don't know. Maybe there is some critical reason for doing so. But maybe because it's just totally unintuitive and WEIRD that it should be fixed, too. I like the tools that we have in SL to make sense. This one doesn't make any sense. The other bugs I mentioned at least don't leave you scratching your head over them.

P.S. The penny snatchers are adorable.


Maya Remblai added a comment - 03/May/09 06:18 PM - edited
@ Uchi I didn't hear anything about the bug being fixed until LONG AFTER I started using it. That part is LL's fault. (EDIT: If it's so horrible and world endingly dangerous, why not say so someplace where I might see it? There's not even anything on the blog as far as I can see, not that that's a good means of communicating either. I have a hard time navigating the mess.)

BigPapi hasn't given any reason at all for fixing it and leaving no other method of hiding the avatar in the meantime bewteen 1.23 (bug fix) and 1.24 (alpha masking).

On the upset people front, which is worse: Five or six people that don't know about alpha masking having to use the new system tool when it's available and the bug stops working at the same time, or a hundred people that have no means of hiding their avatar for several months? Sure LL will get annoyed IMs from people one way or the other, but it'll be a heck of a lot more if they fix the bug without allowing some other means of hiding the avatar mesh.

Who's selling stuff that relies on a bug? Most animal avatar makers.

And like I said, no real communication from LL was made regarding this bug. I still wouldn't know it was going to be removed if I wasn't friends with a bunch of other creators. And like I said, only ONE of them knew and told me.


TigroSpottystripes Katsu added a comment - 03/May/09 06:25 PM - edited
Using this on your products is a gamble, the bug is too fresh to be relied upon. If you wanna blame anyone, blame the person that ommited Lindens had already noticed this bug and promised it would go away warning people to not use it, or if you already knew that when you started selling things using this bug, blame yourself.

edit:though if you or who told you about the bug discovered it by themselves, the blame is on you relying on a fresh bug instead of waiting till it existed for time enough and was used enough to have LL be forced to support it, like megas and the invisiprim trick, it is a gamble, you might profit with products that got a feature not avaiable thru normal means, but there is the risk the bug will be fixed and you wil have upset customers and unsold broken products


Maya Remblai added a comment - 03/May/09 06:36 PM
/me points to the part that says "I didn't know it was going anywhere."

Besides, SL is pretty much one big bug anyway.

Also, in response to Uchi's PS: Thanks, that means a lot coming from you. :3 Obviously my creations that use this bug aren't going anywhere, and the customers have been informed of 1.2fail. I also never started updating my older avatars that need a hidden avatar mesh, because I did know that alpha masking was coming soon. What I didn't know was that LL knew about the megaprim bug and were planning to kill it before alpha masking became an option.

If they commit the surprisingly foolish mistake of nixing the bug before the alpha mask feature, all that will really mean is more people not using 1.23 and sticking with 1.22. I'm just trying to save myself and other creators some time and effort, and the Lindens some angry IMs from customers. If they want people yelling at them, that's their problem. /me shrugs.


TigroSpottystripes Katsu added a comment - 03/May/09 06:53 PM
ok, in part the blame is on the Ls for keeping SL's avatar system anthropocentric for so long, but I know how someone could think it would be wise to start counting on a fresh bug without confirmation it would stay and be supported

Maya Remblai added a comment - 03/May/09 07:02 PM
Again, I don't want or expect it to stay supported. My argument is TIMING. Alpha masks first, bug fixes later.

TigroSpottystripes Katsu added a comment - 03/May/09 07:17 PM
technicly it is not the L's responsability to maintain bugs, specially fresh bugs that they've warned are gonna be fixed without warning. They've failed to contain similar situations in the past and now need to support bugs like the invisiprim trick and the megas, htis time they caught it in the beginning. But in my opinion, if they don't fix it soon nor provide a non-hacky solution soon, they will risk being forced by the pressure of the community to support this bug as well.

Maya Remblai added a comment - 03/May/09 07:22 PM
TigroSpottystripes Katsu said: But in my opinion, if they don't fix it soon nor provide a non-hacky solution soon, they will risk being forced by the pressure of the community to support this bug as well.

QFT. By not providing a non-hack solution in 1.23, they'll be breaking content and as a result, forced to support the bug by public outcry. If they just put the fix in 1.24, or alpha masks in 1.23, that won't be a problem.


Adeon Writer added a comment - 04/May/09 07:50 AM - edited
The rationale for removing the bug NOW is understandable, this isn't the kind of thing that you'd want to need to support forever. I just hope that LL plans to make the span of time after the fix to when masks are released as small as possible. This feature request would need more priority. It really is regression, even if it's necessary regression.

EddyFragment Robonaught added a comment - 04/May/09 05:51 PM
Lil tiny comment jus' so I can be on the longest jira of all time. Hope nobody minds.

Blues Stilman added a comment - 07/May/09 09:21 PM
Invisi-megaprims are being removed to avoid breaking content, but removing them now without implementing alpha on avatars IS breaking content. The invisi-megaprim does need to be patched out, but not before alpha on avatars is put in. Leaving users with no alternative won't work. You are breaking content with this "fix". It's harmless to leave the bug in until alpha on avatars is implemented, so why not just do so?

nyx linden added a comment - 08/May/09 09:11 AM
content based on invisi-megaprims was based on a completely unsupported bug. Every time the issue has come up we have messaged that this is a bug and can be used for personal testing, but should NOT be relied upon, WILL be broken sooner rather than later, and should NOT be a part of any avatars that are sold on the market.

The fact that despite this, people are relying on this bug and having an issue with our disabling it shows that the bug has been kept around for too long. We are disabling it before additional content is created using it. The harm in leaving it around is even more content will be created that relies on it. We are being very careful not to leave it around to the point where we have to support it eventually.

Use invisiprims for now, and then alpha masks once they are released.


TigroSpottystripes Katsu added a comment - 08/May/09 09:18 AM
so both the megaprim-attachment trick and the invisiprim trick are going down?

Maya Remblai added a comment - 08/May/09 09:25 AM
@Nyx That still doesn't explain why it has to be nuked before alpha masking is available. Is there a technical reason? I also reiterate that there really wasn't much warning about the removal.

All that aside, since invisiprims can't be used on some of the smaller avatars, people that want to use them will need to be able to keep using 1.22 until 1.24. I assume 1.23 will not be a forced upgrade?


BigPapi Linden added a comment - 08/May/09 09:29 AM
Tigro: Only the megaprim attachment BUG is being removed as part of 1.23 RC1. Invisiprims will continue to work with no change.

TigroSpottystripes Katsu added a comment - 08/May/09 09:33 AM
ah, ok, from what Nyx said I was under the impression it would all go down, phew!

Maya Remblai added a comment - 08/May/09 10:34 AM
Can someone please answer my question? Will 1.23 be a mandatory update? There are a lot of things about it that I don't like.

Frans Charming added a comment - 08/May/09 12:09 PM - edited
Maya said:

@Nyx That still doesn't explain why it has to be nuked before alpha masking is available. Is there a technical reason? I also reiterate that there really wasn't much warning about the removal.

He explained why, removing it sooner rather then later has a social reason not a technical one. The longer it is kept, the more content will be made with it. Which will result in more breaking of content.

Alpha masking will not magically fix that content, it will just mean that it might be fixed.

So content will break, I rather have them break some now, then more later.


Maya Remblai added a comment - 08/May/09 02:28 PM
Actually Frans, the content creators are now aware of the coming alpha masking, and are ready to patch their old content when they can. LL is making it so they can't patch the content. Making new content with the bug isn't likely to happen, and just causes a lot of trouble.

Still no answer to my question. Will 1.23 be a mandatory update?


Frans Charming added a comment - 08/May/09 03:41 PM
Maya, all of them? I'm sure you have decent group of people together, who would update the things they sell. But that is just a small subgroup of content creators, and only the ones why use the bug currently. As long as the bug is allowed to exist new people will start to use it also. Especially the longer something is out in the open and seen walking around. This has happened many times before even when SL was just a fraction of the size it is now.

It is better for SL to not have to keep bugs alive indefinitely, and by waiting longer LL might be persuade/forced once more, like before.


nyx linden added a comment - 08/May/09 03:48 PM
Please relegate discussion of the removal of the invisi-megaprim bug to MISC-2723, as it is already being discussed there and is easier to keep the issues focused on their own respective topics. Thanks!

-Nyx


Maya Remblai added a comment - 08/May/09 05:18 PM
@ Frans: Pretty much all of them. Non-human avatar makers talk to each other and share ideas, and warnings. That's part of why so many people have descended on this like wolves, because we talk to each other.

@Nyx: Still waiting for an answer to my question!


Drake Bacon added a comment - 08/May/09 07:42 PM
@Maya Plus, the Metaverse Messenger is monitoring this bug.

Adeon Writer added a comment - 09/May/09 10:52 AM - edited
Distributions of the bug were FAR from providing a fair warning that it was a bug. Most that I have run into had no idea it was even a bug. Some just thought it was cleaver scripting. Remember that the majority of users of this bug would have been customers, not content creators. It would be great if everyone would know they could make their own avatar mask and fix their broken avatars themselves, but not all will, the majority won't.

Adeon Writer added a comment - 09/May/09 04:04 PM
While I'm going on assumptions here, it seems that 1.23.1 includes forward combatability to avatar meshes. A random bug has given me the above effect. (Rebaking got rid of it) pic attached.

Drake Bacon added a comment - 09/May/09 06:39 PM
Hey Adeon, how are you getting the avatar mask working in 1.23.1?

Adeon Writer added a comment - 09/May/09 11:49 PM
@Drake: Entirely random bug, I was just pointing out that .23 seems to have been given forward compatability so that 1.23 will be able to see avatar masks created by a later version. This is also entirely a guess.

BigPapi Linden added a comment - 11/May/09 08:06 AM
@Adeon - Your guess is entirely correct. 1.23 has forward compatibility with alpha masks and fully invisible avatars. This is needed such that when alpha masks are finished and have the functionality turned on in a viewer release, all viewer versions can see the result (we can't add the ability to create them as a feature if it would look wrong on half the viewers). We currently have a small development team working exclusively on avatar pipeline improvements, with alpha masks being one of the main areas of functionality being addressed right now.

Ephyu Reino added a comment - 15/May/09 11:29 PM
From the sound of it, avatar alpha would be only on the base skin, am I correct?

If so, I'd much rather see it available both on the base skin, AND as a component of existing clothing layers, or its own layer. Applications of this would include the ability to sell avatar attachments or parts that have a suitable alpha mask, without interfering with existing alpha work on that avatar. What if someone wants to have a hole in their chest, a peg leg, and a robotic arm, all purchased from different creators?

How exactly will this work, or will such an avatar simply not be possible without individual custom work?


TigroSpottystripes Katsu added a comment - 15/May/09 11:37 PM - edited
will the alpha make holes in clothes?

like lets say, if the alpha makes the avatar look torso-less, would a shirt only have sleeves or it would cover the invisible torso?

I think it would be interesting to have the two alternative be two non-exclusive options, if someone wants they can have a body hole, and another hole that applies to the clothes as well even if they partially overlap (if they overlap completly and exactly, there is no point in having the body alpha as just the alpha over the body and clothes would already do the job, but it would be possible anyway)


Adeon Writer added a comment - 16/May/09 01:34 PM - edited
The avatar masks will go though ALL layers - a square hole in your chest in an avatar mask would go though your jacket, shirt, undershirt, and skin. (See Nyx's screenshot)

If you wanted to look like an invisible person wearing visible clothes, you'd need to make your avatar mask accordingly. If you need to put a hole in only the clothing, not the layers below - clothing already supports transparency.


Argent Stonecutter added a comment - 16/May/09 06:03 PM
@Ephyu - The avatar mask will be a separate asset, a new asset type. It will not be part of the skin.

Ephyu Reino added a comment - 16/May/09 11:20 PM
@Argent - Will people only be able to wear one mask at a time, then? I'm guessing the mask will be separated into separate textures, to allow for separate, interchangable alpha masking of head, body/arm (only one, unfortunately, I'm sure), and legs?

I'm only asking these questions because I'm hoping things will be done right the first time, rather than having irreversable bad ideas like the way the current skin/texture system is done (only one arm).. now would be the perfect time to add multiple masks, possibly only affecting certain body parts (so someone could have alpha on their left or right arm, for example) the same way clothes can be set to only affect a certain part of the skin, even though the texture may be enough to cover the whole avatar.


Adeon Writer added a comment - 17/May/09 12:08 AM - edited
@Ephyu - Quoting part pf the description set by Nyx:
"There will be support for wearing multiple alpha masks for a given part of the avatar"


Feral Mistwalker added a comment - 22/May/09 10:06 PM
Noticed this a few times on this one copy of the skin, is this from the alpha skin changes?

Jakkal Dingo added a comment - 22/May/09 11:56 PM
Feral: Mostly for Lindens or bug-finders. That's a WereHouse Avatar. The skins are JPGs not Targas, though I'm not sure how SL handles image files once they're uploaded. They don't have any transparency inherent on them though. Are you wearing any clothing or tattoos over the avatar's skin?

Feral Mistwalker added a comment - 23/May/09 02:07 AM
Jakkal, sorry, I mentioned that it was a WereHouse avatar in my initial comment, but after three tries to get the comment to post I started cutting back on my description. I think the JIRA doesn't care for FireFox much LOL.

That was just the skin, nothing else. Also, I hadn't resized the hands/legs yet so those weren't attached. It was only happening to one copy of the skin. I have four copies in my Avatars folder, adult female, adult male, cub female, and cub male. Only the cub female was showing this behavior.

All images, even skins, are converted to JPEG2000 format and stored on the server. That format does support alpha, but since you uploaded them as JPG there should be no alpha layer in them. That's why I found it so interesting.

I just checked again and now the skin looks normal. Anyway, I thought it was an interesting effect


BonBun Paperdoll added a comment - 30/May/09 11:44 PM
Considering previously the only way to remove the base AV from a build was to use the dimpled megaprim attatchment, which now no longer seems to work in the latest release candidate, something along these lines is a must have. Linden Labs has been causeing alot of problems for builders lately, it's about time they get their act straight.

BonBun Paperdoll added a comment - 05/Jun/09 09:44 PM
Can we get some sort of ETA on when this will be implamented into a Release Candidate viewer? Many AV projects are on hold because of LL patching out the mega-invisiprim and not implamenting avatar masking soon enough.

Adeon Writer added a comment - 18/Jun/09 07:27 PM - edited
Just an idea to throw out there,

Avatar masks seem like a great way to add effects to the avatar mesh on a per-pixel bases. It's already been stated that we can use more than one avatar mask at a time, so how possible would it be to allow more effects than just transparency when making an avatar mask? For example, an avatar mask that adds glow to the mesh in the locations detailed by the mask, rather than making it transparent? Or another choice for shiny? These things have been requested on the mesh for some time (glow or shiny meshes), and an avatar mask seems like a logical way that they could be added.


Shakeno Tomsen added a comment - 19/Jun/09 02:29 AM
@Adeon: That's pretty much how materials work, but it would be a great idea. Would help to reduce the attachment count because of those which need special shaders, such as shiny or glow, could have the body already like it instead of having to turn the avatar into a breaking bunch of stiff prims.

Maya Remblai added a comment - 27/Jun/09 03:48 PM
Anybody out there? Can someone please give us an update on this? When will we get avatar masking? Is it slated for 1.24? When will work on 1.24 begin? Come on guys, we need a way to hide the avatar mesh, now.

Maya Remblai added a comment - 27/Jun/09 03:53 PM
Upgrading to Major since there's no work around in the current viewer. It's actually a Showstopper for some people, but those that know how are just using 1.22 to get around it so it's not a Showstopper for the majority of the populace.

Let's go guys, chop chop.


Pandora Wrigglesworth added a comment - 07/Jul/09 07:45 PM
nyx,

Please do try to keep the two-sided rendering of avatar polygons with this feature. There are many creative uses in which someone would want to people to be able to see "up your leg" as you put it and it would be much easier to use the existing avatar geometry than try to match an inverted sculpt or cylinder to the hole.

I eagerly await the release of this feature. I have so many ideas that could only be done with this capability. Please do take the time to do it right. Just know that I am very grateful that this new feature is moving forward.


Sebastean Steamweaver added a comment - 16/Jul/09 06:41 AM - edited
@Pandora

A good example of this would be in-world anatomy classes, where the "inside" of the avatar mesh would serve as a container for veins, muscles, skeletal structure, etc.

Edit:

However, there should be a way to prevent it from rendering as well, since there are also many instances where it would not be desireable to have it showing.If this could be made optional, I would be all for keeping it. If it can't be made optional, unfortunately I think the uses without it would outnumber the uses of having it.


Xaviens Mizin added a comment - 23/Jul/09 02:09 AM
For those who aren't aware of it, there's a temporary replacement for the old 'megaprim bug' in the debug settings, just go to 'renderavatarinvisible' and set it to true, flicks a server-side switch that makes your entire avatar invisible, just recently found out about this, and I wish someone had mentioned it sooner.

TigroSpottystripes Katsu added a comment - 23/Jul/09 02:35 AM - edited
isn't that just client side, and doesn't it goes away after a small but random amount of time? (I think doing a rebake is enough to kill it)

Chalice Yao added a comment - 23/Jul/09 03:30 AM
It is client side for all 1.23 clients that see you. It was supposed to just be an internal testing option.

And yes, a ctrl+r rebake kills it, appearance changes kill it, and changing clothes kills it.

Tho I wonder why. If that option would be 'officially' supported with those cases respected, it would be an easy, new and awesome feature til alpha layers for skins are implemented.


Boroondas Gupte added a comment - 23/Jul/09 04:04 AM

And yes, a ctrl+r rebake kills it, appearance changes kill it, and changing clothes kills it.

Tho I wonder why.

Just guessing here, but I could imagine that this menu entry just uploads a set of baked textures which is marked as fully transparent on the new alpha mask layer, but doesn't remember that fact client-side. So everything that will trigger new baked textures to be uploaded will reverse the effect.


Shakeno Tomsen added a comment - 23/Jul/09 05:23 AM
@Xaviens: I don't think that is very officially supported, since I knew about it, and it worked at first, but now I crash whenever I try to do it...

It isn't a very good way to do anyway. When I was able to test it, after a bit you go back to opaque again.


BonBun Paperdoll added a comment - 02/Aug/09 09:28 PM
I'd say go ahead and upgrade this to Showstopper. We've gotten no official word on when they plan to implament this, and I've run into several AV makers that are haveing to put alot of things on hold because they are waiting for this. It's bad enough they went ahead and patched out the invisi mega-prim without haveing this ready, but keeping everyone in the dark about when it will be out and ready to use is just uncalled for.

Sebastean Steamweaver added a comment - 02/Aug/09 10:35 PM
@BonBun

Bon, there's no need to upgrade this to showstopper. Nyx has been VERY transparent on the progress of this project. Perhaps you should consider visiting Nyx's office hours and asking him yourself. He's even given demos of this new functionality, and has told us about the progress on bug working.

This is being included with several other improvements to how textures on the avatar are handled, and it all requires a new interface be put in for handling clothing layers, so Nyx has a lot of work on his plate, and he can't just "shove this out there." It already has his full attention in development, and he wants it as much as we do.

Furthermore, they never gave us any promise of telling us when it would be out. Nyx has given us as close a guesstimate as he can. Whether or not they should have patched out the invisi-megs or not is a different matter, but I wouldn't say that not giving us a date is "uncalled for."

Again, I suggest visiting Nyx's office hours and asking him about it. It's been discussed there plenty of times in the recent past and Nyx has been more than happy to provide details of the progress.


Argent Stonecutter added a comment - 03/Aug/09 03:50 AM
If this was showstopper, then what about SVC-212, which actually made it to the 1.8 beta before getting pulled? 1.8 was a pretty long time ago.

Ezian Ecksol added a comment - 04/Aug/09 03:43 AM
This is no showstopper. I would like to see this feature eventually implemented, but by SL experience is fine even without it.

Mircea Lobo added a comment - 04/Aug/09 04:03 AM
A bit off topic, but I can't help being amazed at how such a small feature (which even has a patch available) is being discussed and commented on for over 2 years yet there is no form of implementation in the official client. Way to go LL, the way you handle bugs and feature requests is becoming more then embarrassing >.> I bet that when I'm going to be old and hardly able to eat and walk any more this feature will still be debated, with LL taking no action (if SL will still exist by then).

Maya Remblai added a comment - 04/Aug/09 04:09 AM
@Argent: I think the point others are making is that existing content has been broken with no way to repair it, and no word on the feature to replace the old invisiprim methods, not that the absence of this feature itself is a showstopper.

@Ezian: Good for you, but most people need to be able to hide parts of their mesh.

@Sebastean: Nyx may have talked about it in meetings, but not all of us can get to those meetings. There's only one a week, and I, for one, am usually sleeping when it happens. If Nyx is so forthcoming with info, why hasn't he posted here in so long? Not that the JIRA is a good way to communicate with the content creators, but it's a heck of a lot more far reaching than a short little office hour that only a handful of people can attend.

Like I said somewhere else in this thread, to me it is a showstopper to not have a good way to hide the avatar mesh. In other words, I don't use any viewer based on 1.23, unless it's been patched. I've heard from a number of people that they're doing the same thing. So technically, it's not a showstopper, no. It is, however, extremely important to get it done, and fast.


Maya Remblai added a comment - 04/Aug/09 04:12 AM
@Mircea: Mind telling us where this patch could be found? I'd like to see it, myself.

Mircea Lobo added a comment - 04/Aug/09 04:16 AM
I remember someone saying it was there a while ago. Theres also a picture uploaded, picture number 3. ( http://jira.secondlife.com/secure/attachment/21782/alpha+mask+example.jpg )

Frans Charming added a comment - 04/Aug/09 04:23 AM
That is a example by Nyx Linden, showing us how it will work/look like. Since 1.23 the viewer can render alpha masked avatars. As I understand it, Nyx is now working on the creating a interface to add alpha masks to our avatars.

Ezian Ecksol added a comment - 04/Aug/09 05:17 AM - edited
Maya wrote: @Ezian: Good for you, but most people need to be able to hide parts of their mesh.

Maya, you can login into SL, run successfully SL even without hiding parts of your mesh. So it's by definition no showstopper. It's just a new feature that would be higly appreciated. ( A showstopper is more if you crash all the time, or see only triangles, or permission system is bugged, these kind of things that seriously disturb the experience of thousands. The missing implementation of a new feature is no showstopper)

Besides that I would be the first who would hide parts of my flesh by this new implementation. But SL is working even without that


Amy Loam added a comment - 13/Sep/09 08:50 AM
Has there been any further indication as to when this feature will be available. Thanks

darling brody added a comment - 17/Sep/09 03:55 AM
This feature is already fully available in the new viewers.

however we need o wait until all other viewers out there have caught up and for people using older viewers to upgrade before it becomes somthing you can use.

I have seen people testing the feture and it works fine, if and ONLY IF you are using the new viewer. If you using 1.22 viewer or one based on the 1.22 (or earlier) code then it will not show them as invisible. Which is why they need a long lead time before people start using this as it will look wrong on some older viewers.


Kailrim Garrigus added a comment - 17/Sep/09 07:39 AM
Which viewer exactly do you mean ? I am using the RC 1.23.4 and am clueless were this feature is to find. I would like to test it >_> ...

Cinos Field added a comment - 17/Sep/09 08:26 AM
I personally couldn't care less how people see me. If they use an old client, it's their fault. I really, REALLY don't care.

But I can't find it in the newest version either.


Amy Loam added a comment - 17/Sep/09 08:48 AM
Thanks for your answer Darling. I'm with Cinos on this. If people are using third party viewers or have not updated yet that is their choice. If the feature is ready to go let us have it please.

How do LL decide when enough people have updated, when there is so many people registered but not active in SL.


Natberg Sternberg added a comment - 17/Sep/09 08:57 AM
There are additionally other reasons to know how to implement locally only. For example, I am doing research with students on avatar design, and am also presenting our project in an art gallery early next year. So as long as the students and the computer in the gallery have the latest viewers, we can use this feature. Still, as above (Kailrim, Cinos), we have no idea how to implement it. A little help on where to look, darling or someone at LL? Thanks!

Amy Loam added a comment - 17/Sep/09 09:05 AM
I think what darling is saying is that that feature is ready to go for 1.23 users, but has not yet been activated in the viewer by LL.

Boroondas Gupte added a comment - 17/Sep/09 09:41 AM
I think the code to render (or rather not render/only partially render) alpha-masked avatars is both included and active in 1.23, while the functionality to generate or upload a mask is still missing.

nyx linden added a comment - 17/Sep/09 10:25 AM
Boroondas is correct.

1.23 has the ability to properly render alpha-masked avatars
it does not have the ability to create nor use alpha-mask wearables required to make full use of this feature.

We're working on getting the UI finished for our next major release - the feature itself is working on internal builds - I have demonstrated the effect at office hours a couple of times.

The feature is not in 1.23 but disabled, there is just an incomplete implementation in 1.23 for backwards compatibility once we release the full version.


Natberg Sternberg added a comment - 17/Sep/09 10:44 AM
Thanks for the clarification, Nyx! I feel like I can guess the answer to this myself, but given my own time-line with students you can't blame me for trying:
Is there any way to get a beta version of the new browser to play with this feature in advance, even if it's only locally? Or else can you signal a ballpark date of the "next major release"? Or some combination thereof?

This is what we're working on, if curious: http://nathanielstern.com/giventime/ (and the avatars, obviously, will be translucent in addition to hand-drawn with pastels and charcoal)


Boroondas Gupte added a comment - 17/Sep/09 12:50 PM

[...] and the avatars, obviously, will be translucent in [...]

I don't know what exactly you mean by "translucent" but note that, if I'm not completely mistaken, this feature will only allow full transparency and full opacity for every given texel (i.e. no semi-transparency, except when emulated by dithering, which often looks ugly).


Mircea Lobo added a comment - 17/Sep/09 02:18 PM
For the first time in at least two years, LL has made a change to SecondLife that is useful and worth congratulating. Nice job, can't wait to see it in the next major release of the client. Maybe this issue can be closed as well now, given it's being implemented and almost finished.

Boroondas Gupte added a comment - 17/Sep/09 03:14 PM
Please wait with resolving/closing until it's (fully) shipped (for resolving) and tested (for closing, preferably by the one who originally filed the issue). I think the current status ("In Progress") still matches the current progress the best, for now.

Alexa Linden added a comment - 17/Sep/09 03:25 PM
As this is still being monitored by Nyx and he has yet to change the status himself, I ask that no changes to the settings be made. Thank you

TigroSpottystripes Katsu added a comment - 17/Sep/09 03:30 PM
How about adding debug settings and improvised gui hidden inside the Advanced menu to allow people to already start playing with the feature?

CrystalShard Foo added a comment - 18/Sep/09 11:27 AM
I understand that everyone here want to see the feature out and available - heck, my own avatar would benefit alot from having a proper mesh hiding feature - but the truth is that having this feature available even as a "secret debug function" would be the same as a full release, since the knowledge of the debug feature will be spread and used in a regular fashion by people who do not want to wait for the official release - causing a shift in the community.

Its just human nature. It'll be best if we be a little more patient.

Glad to hear that the feature is already working on the internal builds! Cant wait to ditch my invisiprims.


Drake Bacon added a comment - 18/Sep/09 03:13 PM
For those who think a "hide it in debug" version would work, I must remind you of one thing.

That's what the test grid and the release candidates are for.


Amy Loam added a comment - 18/Sep/09 03:34 PM
We have been teased with this feature for so long now. Knowing that it's ready to release and not being able to use it is excrutiating.

There are so many people waiting for it, it is going to revolutionise avatar appearence. I've got loads of ideas how to use it and I'm sure others have too. It will be great to see how you all use it.

And thank you to all who have worked on the feature I'm sure we will have lots of fun using it.


Yichard Muni added a comment - 19/Sep/09 12:05 AM
Okie, good work for this one, but I wonder why, oh why, it was needed to modify the wiever in order to modify in world content.

CrystalShard Foo added a comment - 19/Sep/09 01:28 AM

Okie, good work for this one, but I wonder why, oh why, it was needed to modify the wiever in order to modify in world content.

Because they're adding a new feature that was never supported by any of the viewers before?


2408 Alekseev added a comment - 20/Oct/09 06:55 AM
Silence...any news?

EddyFragment Robonaught added a comment - 21/Oct/09 11:04 PM
Please forgive me if I am repeating a previous line of enquiry but this is a very long thread.

I wonder if anyone could explain the ifs and buts of actually making the alpha masks for when they are importable? I am hoping that I will be able to produce these with GIMP but am simply not sure exactly how the masks work.

Any assistance in explaining the practical side of alpha mask creation would be greatly appreciated. Thanks in advance.

As a side note. I am a little confused by the fact that I have seen non-Linden avatars wearing alpha skins already. I can't understand how this is possible if they are not already importable. Any explanation for that?


Maya Remblai added a comment - 21/Oct/09 11:24 PM - edited
@ EddyFragment Robonaught: I would assume that making an avatar alpha mask would essentially be the same as making an alpha mask for anything else. It's a black and white image, where white is showing and black is hidden. I could be mistaken on the details so I won't go further, but the basic idea is probably that.

As for non-Lindens sporting alpha avatars, it's possible to glitch the viewer into making the mesh seem to have an alpha mask (see the above pics), so that may be what you're seeing. If it's not a glitch, it may be one of the alpha skins floating around. I've heard of them, but no one has been able to contact anyone with them or recall their names for me to ask myself. I'm a co-owner of the Avatar Maker's Guild, and any info like that would be shared there, so I urge anyone with any information on those alpha avatars to IM me. Obviously such a thing probably wouldn't be useful, but it would be fun, and I imagine the content creators of the guild would like to see if only to satisfy their curiosity.

EDIT: Are we going to have to wait for this magical SL 2.0 that's vaguely rumored to be on the horizon for features like this that are already pretty much done? I certainly hope that that isn't the next planned viewer release, because it seems to be months away.


Adeon Writer added a comment - 02/Nov/09 12:54 PM - edited
It is possible the current implementation of this feature is the cause of the bug VWR-12314.