[BUG-37546] [BENTO] facial bone joint offset issues #11907
Comments
Gaia Clary commented at 2016-07-22T17:51:15Z Avastar has not yet the newest skeleton definition files. We try to get an update within the next 10 days. |
Kyle Linden commented at 2016-07-22T20:36:21Z Thanks for the report. Bringing this issue to the Bento team. |
Teager commented at 2016-07-25T19:59:31Z Mel had more to say in relation to facial bones not appearing as expected: |
Kyle Linden commented at 2016-07-25T23:26:13Z Have confirmed the Alt Eye Right and Alt Eye Left are now too high, among the other issues in Forum. Thanks! |
Whirly Fizzle commented at 2016-07-26T13:38:17Z Gaia said on the forum thread that Mel's left and right center eyebrow bone issue was currently expected behaviour: |
Gaia Clary commented at 2016-07-27T14:33:44Z The position of the eye brow bones is unexpected but i believe it is correct. Here is the reason and how to get back the rest pose: The most recent version of the Bento Avatar definition files includes slider definitions for the eye brows. You find those sliders in the Hair Editor of the SL Viewer. The default settings for the Hair wig moves the eye brow bones away from their rest pose location. If you want to restore the rest pose location, then open the Hair Editor and change the "Eyebrow Points" slider from 48(the default value) to 0 (the rest pose value). |
Kyle Linden commented at 2016-07-27T18:40:11Z Thank you for the update comments! |
Teager commented at 2016-08-03T17:28:30Z I noticed today that the problem seems worse when I add weights to the teeth bones than when I have no weights on the teeth bones. Images added to reflect that. The deformation of the lips persists either way |
Whirly Fizzle commented at 2016-08-05T22:30:19Z Forum comment & new repro mesh from [~Pirschjaeger.Fassbinder]
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Tornleaf commented at 2016-08-08T17:46:02Z Having this issue as well, looks like it's effecting jaw/lower lips/eyelids and... head scale? Dunno. Fixed when playing facial animations. Teeth are poking through upper lip. |
Vir Linden commented at 2016-08-09T14:46:45Z Probably related to known avastar issues, will need to retest once a fix is available. |
Steps to Reproduce
Actual Behavior
*Not sure if this is a second life problem or a problem with avastar exports!*
Since the new facial bone changes and new avastar update, I'm seeing my meshes with the new facial bone structure crumbled. I didn't work with these bones when they were in testing so I don't know if this problem is new since they went live.
What we're seeing:
Mouth, jaw, and eyelid joints not deforming correctly on my horse (with custom joints)
When I play an animation to force the bones into the right places (shown in gifs below) the mesh fixes itself
Medhue appears to be having the same problem on his upright wolf (custom joints)
Mel is seeing his heads correctly (default joints)
I can upload a copy of the avastar head and see it correctly (default joints)
I've tried:
Checked that my new bones are parented and named correctly
Replaced old skeleton with new one
(Avastar) added weights to unused facial bones to force them to export
(Avastar) disabled "only weighted bones" and "only deform bones" on export
Theories:
A difference in bone scale between blender and second life?
A slight difference in amount of bone offset, which is more visible on the horse and wolf because of the long face / long distance between bones?
A problem with reset skeleton?
Expected Behavior
Other information
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