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If you were logged in you would be able to see more operations.
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File Attachments:
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None
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Image Attachments:
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Issue Links:
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Duplicate
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This issue is original of duplicate:
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VWR-8195
Not Transparency textures in avatar face.
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MISC-619
Avatars should be able to have transparancy supported in their skin textures
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VWR-7260
Allow Transparent or Invisible Textures on Avatar Skins
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Parent/Child
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This issue parent of:
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VWR-12906 (Nvidia) Certain actions such as changing outfits makes entire body, arms, hands of avatar disappear, makes face rezzing screwy
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VWR-13337 (ATI) avatar appears semi transparent in latest (1.23.4) viewer
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VWR-12314 Avatar mesh doesn't cast shadows where darker than 50% Grey
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Relates
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This issue Relates to:
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VWR-7871 Shadow Branch: Invisiprims do not work
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VWR-12314 Avatar mesh doesn't cast shadows where darker than 50% Grey
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VWR-53 Inconsistency in order of AV texture layers between the upper body, lower body, and head
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MISC-527 Expose all "secret" building/designing options
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VWR-1449 3 New Avatar Layers - 2nd Tattoo layers between existing skin/tattoo layer and clothing layer
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VWR-3775
Option to match shininess of objects with avatar mesh
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This issue is related to by:
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VWR-7871 Shadow Branch: Invisiprims do not work
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VWR-12266
[1.23 Trunk] Invisiprims behave incorrectly
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VWR-13496
RenderAvatarInvisible debug setting doesn't always stick
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VWR-6713 Allow Alpha Channel of Textures to be used as a 1-bit Mask (Alpha Masking)
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VWR-11826 llNoRenderVolume(integer side, integer enabled) and llForceRender(integer side, integer enabled)
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VWR-1449 3 New Avatar Layers - 2nd Tattoo layers between existing skin/tattoo layer and clothing layer
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VWR-8394 Allow portions of the avatar mesh to be eliminated.
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VWR-11608 Ability to import user created meshes from outside CAD/(misc 3D modeling tools)
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VWR-951 Ability to disable default avatar
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MISC-2723
Switch from megaprim hiding to alpha mask should be simultaneous
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SVC-345 Meta-Issue: Avatar Improvements
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SVC-267 Meta-Issue: Small improvements over big new features!
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| Last Triaged: |
22/Jul/08 11:11 AM
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| Linden Lab Issue ID: |
DEV-17076
|
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
|
|
Description
|
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 |
Show » |
made changes - 31/May/07 08:55 AM
| Field |
Original Value |
New Value |
|
Link
|
|
This issue is duplicated by VWR-951
[ VWR-951
]
|
made changes - 07/Jun/07 12:20 AM
|
Link
|
|
This issue is duplicated by SVC-267
[ SVC-267
]
|
made changes - 07/Jun/07 08:53 AM
|
Link
|
This issue is duplicated by SVC-267
[ SVC-267
]
|
|
made changes - 07/Jun/07 08:54 AM
|
Link
|
|
This issue is related to by SVC-267
[ SVC-267
]
|
made changes - 19/Jun/07 02:39 PM
|
Link
|
|
This issue is related to by SVC-345
[ SVC-345
]
|
made changes - 13/Nov/07 01:44 AM
|
Description
|
A lot of avatars require nasty hacks like invisi-prims and body squashing to hide the original avatar and use primitives to build up areas of the avatar. These aren't ideal solutions, so what would be nice is the ability to define an alpha value for the skin-colour of an avatar, this would be done in the same place we specify upper/lower/facial tattoos for the skin, and would allow us to make the surface UNDERNEATH these 'tattoos' to be made fully transparent if we wish.
This is the preferred solution, as it does not change existing behaviour (currently skin 'tattoos' with transparency allow some of the base skin colour to show through, people use this). But allows us to quickly and easily remove parts of an avatar. Prefereably this would be implemented using a slider so that values of 0.0 for avatar alpha would allow the game to cull the avatar model completely (and display only the attachments).
|
A lot of avatars require nasty hacks like invisi-prims and body squashing to hide the original avatar and use primitives to build up areas of the avatar. These aren't ideal solutions, so what would be nice is the ability to define an alpha value for the skin-colour of an avatar, this would be done in the same place we specify upper/lower/facial tattoos for the skin, and would allow us to make the surface UNDERNEATH these 'tattoos' to be made fully transparent if we wish.
This is the preferred solution, as it does not change existing behaviour (currently skin 'tattoos' with transparency allow some of the base skin colour to show through, people use this). But allows us to quickly and easily remove parts of an avatar. Prefereably this would be implemented using a slider so that values of 0.0 for avatar alpha would allow the game to cull the avatar model completely if there are no other layers applied (ie clothes etc.).
|
made changes - 22/Dec/07 01:13 AM
|
Workflow
|
jira
[ 11627
]
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jira-2007-12-21
[ 21283
]
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made changes - 22/Dec/07 01:34 AM
|
Workflow
|
jira
[ 21283
]
|
jira-2007-12-21
[ 22513
]
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made changes - 22/Dec/07 02:54 PM
|
Workflow
|
jira-2007-12-21
[ 22513
]
|
jira-2007-12-22
[ 30219
]
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made changes - 22/Dec/07 03:14 PM
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Workflow
|
jira-2007-12-21
[ 30219
]
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jira-2007-12-22
[ 31489
]
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made changes - 22/Dec/07 07:58 PM
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Workflow
|
jira-2007-12-22
[ 31489
]
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jira-2007-12-22a
[ 37114
]
|
made changes - 22/Dec/07 08:16 PM
|
Workflow
|
jira-2007-12-22
[ 37114
]
|
jira-2007-12-22a
[ 38079
]
|
made changes - 22/Dec/07 09:13 PM
|
Workflow
|
jira-2007-12-22
[ 38079
]
|
jira-2007-12-22a
[ 41026
]
|
made changes - 22/Dec/07 09:32 PM
|
Workflow
|
jira-2007-12-22
[ 41026
]
|
jira-2007-12-22a
[ 41944
]
|
made changes - 18/Feb/08 06:32 PM
|
Summary
|
Alpha for avatar skin-colour
|
Ability to Specify Base Avatar Skin, Including Alpha (vs Invisiprims)
|
|
Component/s
|
|
User Interface
[ 10033
]
|
|
Description
|
A lot of avatars require nasty hacks like invisi-prims and body squashing to hide the original avatar and use primitives to build up areas of the avatar. These aren't ideal solutions, so what would be nice is the ability to define an alpha value for the skin-colour of an avatar, this would be done in the same place we specify upper/lower/facial tattoos for the skin, and would allow us to make the surface UNDERNEATH these 'tattoos' to be made fully transparent if we wish.
This is the preferred solution, as it does not change existing behaviour (currently skin 'tattoos' with transparency allow some of the base skin colour to show through, people use this). But allows us to quickly and easily remove parts of an avatar. Prefereably this would be implemented using a slider so that values of 0.0 for avatar alpha would allow the game to cull the avatar model completely if there are no other layers applied (ie clothes etc.).
|
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, additional make-up, or other skin additions without incorporating them directly 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 desired features. These prims also hide other objects with 32-bit textures (nearby avatars, water, trees, etc), which causes frustration for those who use them and inhibits creativity.
Both of these issues could be addressed by allowing users to specify the underlying 32-bit skin textures on their head, eyes, upper body, and lower body.
This is already available for hair.
|
made changes - 18/Feb/08 06:33 PM
|
Link
|
|
This issue Relates to VWR-1449
[ VWR-1449
]
|
made changes - 18/Feb/08 06:38 PM
|
Link
|
|
This issue duplicates MISC-619
[ MISC-619
]
|
made changes - 18/Feb/08 06:54 PM
|
Link
|
|
This issue is related to by VWR-1449
[ VWR-1449
]
|
made changes - 18/Feb/08 06:58 PM
|
Link
|
|
This issue is related to by VWR-4036
[ VWR-4036
]
|
made changes - 18/Feb/08 07:05 PM
|
Link
|
|
This issue Relates to MISC-527
[ MISC-527
]
|
made changes - 18/Feb/08 10:16 PM
|
Description
|
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, additional make-up, or other skin additions without incorporating them directly 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 desired features. These prims also hide other objects with 32-bit textures (nearby avatars, water, trees, etc), which causes frustration for those who use them and inhibits creativity.
Both of these issues could be addressed by allowing users to specify the underlying 32-bit skin textures on their head, eyes, upper body, and lower body.
This is already available for hair.
|
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, additional make-up, or other skin additions without incorporating them directly 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 desired features. These prims also hide other objects with 32-bit textures (nearby avatars, water, trees, etc), which causes frustration for those who use them and inhibits creativity.
Both of these issues could be addressed by allowing users to specify the underlying 32-bit skin textures on their head, eyes, upper body, and lower body.
This is already available for hair.
(Images illustrate how "tattoos" are commonly used to over-ride the base skin, and how poorly invisiprims work for avatar builds).
|
made changes - 19/Feb/08 11:08 AM
|
Description
|
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, additional make-up, or other skin additions without incorporating them directly 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 desired features. These prims also hide other objects with 32-bit textures (nearby avatars, water, trees, etc), which causes frustration for those who use them and inhibits creativity.
Both of these issues could be addressed by allowing users to specify the underlying 32-bit skin textures on their head, eyes, upper body, and lower body.
This is already available for hair.
(Images illustrate how "tattoos" are commonly used to over-ride the base skin, and how poorly invisiprims work for avatar builds).
|
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. It's suggested that only 1-bit of alpha be used to avoid sorting on avatar geometry, which would enable the same control as invisiprims.
(Images illustrate how "tattoos" are commonly used to override the base skin, and how poorly invisiprims work for avatar builds).
|
made changes - 19/Feb/08 03:32 PM
|
Link
|
|
This issue Relates to VWR-3775
[ VWR-3775
]
|
made changes - 20/Feb/08 03:52 AM
|
Summary
|
Ability to Specify Base Avatar Skin, Including Alpha (vs Invisiprims)
|
Ability to add alpha to base avatar skin
|
|
Description
|
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. It's suggested that only 1-bit of alpha be used to avoid sorting on avatar geometry, which would enable the same control as invisiprims.
(Images illustrate how "tattoos" are commonly used to override the base skin, and how poorly invisiprims work for avatar builds).
|
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).
|
made changes - 17/May/08 03:13 PM
|
Link
|
|
This issue is duplicated by VWR-7260
[ VWR-7260
]
|
made changes - 24/Jun/08 11:16 AM
|
Assignee
|
|
WorkingOnIt Linden
[ WorkingOnIt Linden
]
|
made changes - 24/Jun/08 11:16 AM
|
Linden Lab Issue ID
|
|
DEV-17076
|
made changes - 22/Jul/08 11:12 AM
|
Last Triaged
|
|
22/Jul/08 11:11 AM
|
|
Status
|
Open
[ 1
]
|
Resolved
[ 5
]
|
|
Resolution
|
|
Won't Finish
[ 2
]
|
|
Assignee
|
WorkingOnIt Linden
[ WorkingOnIt Linden
]
|
|
made changes - 22/Jul/08 11:38 AM
|
Resolution
|
Won't Finish
[ 2
]
|
|
|
Status
|
Resolved
[ 5
]
|
Reopened
[ 4
]
|
made changes - 22/Jul/08 02:32 PM
|
Assignee
|
|
WorkingOnIt Linden
[ WorkingOnIt Linden
]
|
made changes - 24/Jul/08 08:57 AM
|
Link
|
|
This issue Relates to VWR-53
[ VWR-53
]
|
made changes - 25/Jul/08 12:04 AM
|
Link
|
|
This issue is related to by VWR-6713
[ VWR-6713
]
|
made changes - 28/Jul/08 11:01 AM
|
Link
|
|
This issue is related to by VWR-8394
[ VWR-8394
]
|
Brandon Shinobu made changes - 01/Aug/08 03:41 PM
|
Comment
|
[ Brent, you posted your clarification while I was still writing my response -- I'm editing my statement to reflect your clarification.
]
|
|
made changes - 04/Aug/08 11:22 AM
|
Comment
|
[ wowww awesome! yaaaaay
]
|
|
made changes - 05/Nov/08 08:13 PM
|
Link
|
This issue is original of duplicate VWR-951
[ VWR-951
]
|
|
made changes - 05/Nov/08 08:14 PM
|
Link
|
|
This issue is related to by VWR-951
[ VWR-951
]
|
made changes - 13/Nov/08 11:08 AM
|
Workflow
|
jira-2007-12-22a
[ 41944
]
|
jira-2008-11-14
[ 64769
]
|
made changes - 13/Nov/08 11:30 AM
|
Workflow
|
jira-2007-12-22a
[ 64769
]
|
jira-2008-11-14
[ 72755
]
|
made changes - 13/Nov/08 05:01 PM
|
Workflow
|
jira-2008-11-14
[ 72755
]
|
jira-2008-11-14a
[ 97530
]
|
made changes - 13/Nov/08 05:16 PM
|
Workflow
|
jira-2008-11-14
[ 97530
]
|
jira-2008-11-14a
[ 103122
]
|
made changes - 13/Nov/08 05:25 PM
|
Workflow
|
jira-2008-11-14
[ 103122
]
|
jira-2008-11-14a
[ 106816
]
|
made changes - 13/Nov/08 05:41 PM
|
Workflow
|
jira-2008-11-14
[ 106816
]
|
jira-2008-11-14a
[ 112176
]
|
made changes - 13/Nov/08 06:10 PM
|
Workflow
|
jira-2008-11-14
[ 112176
]
|
jira-2008-11-14a
[ 122922
]
|
made changes - 13/Nov/08 06:38 PM
|
Workflow
|
jira-2008-11-14
[ 122922
]
|
jira-2008-11-14a
[ 132937
]
|
made changes - 13/Nov/08 06:56 PM
|
Workflow
|
jira-2008-11-14
[ 132937
]
|
jira-2008-11-14a
[ 140201
]
|
made changes - 29/Dec/08 11:32 AM
|
Link
|
|
This issue is original of duplicate VWR-8195
[ VWR-8195
]
|
made changes - 18/Jan/09 05:54 PM
|
Link
|
|
This issue is related to by VWR-11608
[ VWR-11608
]
|
made changes - 01/Feb/09 08:34 PM
|
Link
|
|
This issue is related to by VWR-11826
[ VWR-11826
]
|
made changes - 01/Feb/09 08:36 PM
|
Link
|
|
This issue is original of duplicate MISC-619
[ MISC-619
]
|
made changes - 01/Feb/09 08:36 PM
|
Link
|
This issue duplicates MISC-619
[ MISC-619
]
|
|
made changes - 03/Feb/09 12:56 PM
|
Assignee
|
WorkingOnIt Linden
[ WorkingOnIt Linden
]
|
nyx linden
[ nyx linden
]
|
made changes - 03/Feb/09 12:58 PM
|
Status
|
Reopened
[ 4
]
|
In Progress
[ 3
]
|
made changes - 03/Feb/09 02:13 PM
|
Description
|
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).
|
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
|
made changes - 03/Feb/09 02:36 PM
made changes - 05/Apr/09 04:26 AM
|
Link
|
|
This issue is related to by VWR-7871
[ VWR-7871
]
|
made changes - 28/Apr/09 09:04 AM
made changes - 29/Apr/09 07:08 AM
|
Link
|
|
This issue is related to by MISC-2723
[ MISC-2723
]
|
made changes - 09/May/09 04:04 PM
made changes - 22/May/09 10:06 PM
made changes - 22/May/09 10:06 PM
made changes - 23/May/09 07:08 PM
|
Link
|
|
This issue is related to by VWR-13496
[ VWR-13496
]
|
made changes - 27/Jun/09 03:53 PM
|
Priority
|
Normal
[ 4
]
|
Major
[ 3
]
|
made changes - 24/Jul/09 08:24 PM
|
Link
|
|
This issue is related to by VWR-12266
[ VWR-12266
]
|
made changes - 21/Oct/09 12:57 PM
|
Link
|
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This issue Relates to VWR-7871
[ VWR-7871
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