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[BUG-37633] Bento - Custom joint positions and Reset Skeleton not matching #11972

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sl-service-account opened this issue Aug 10, 2016 · 13 comments
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@sl-service-account
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sl-service-account commented Aug 10, 2016

Steps to Reproduce

On Agni, using the Bento viewer, simply rightclick on your avatar, and select Reset Skeleton from the options, while wearing a bento avatar with custom joint positions.

Actual Behavior

The Reset Skeleton feature reset the bones to the default skeleton's joint positions instead of my own custom joint positions.

Expected Behavior

I was expecting the Reset Skeleton option to reset to my custom joint positions.

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Original Jira Fields
Field Value
Issue BUG-37633
Summary Bento - Custom joint positions and Reset Skeleton not matching
Type Bug
Priority Unset
Status Accepted
Resolution Accepted
Reporter Medhue Simoni (medhue.simoni)
Created at 2016-08-10T14:38:55Z
Updated at 2016-08-11T15:08:54Z
{
  'Business Unit': ['Platform'],
  'Date of First Response': '2016-08-10T11:12:58.154-0500',
  'ReOpened Count': 0.0,
  'Severity': 'Unset',
  'System': 'SL Viewer',
  'Target Viewer Version': 'viewer-development',
  'What just happened?': "I used the reset skeleton feature on my Bento avatar, and the bones were all reset to the default skeleton's joint positions instead of my own custom joint positions.",
  'What were you doing when it happened?': 'On Agni, using the Bento viewer',
  'What were you expecting to happen instead?': 'I was expecting the bones to reset to my custom joint positions.',
}
@sl-service-account
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Medhue Simoni commented at 2016-08-10T14:42:04Z

I'm also giving a set of animations. The Coyot.anim animation should act as a reset bone animation, moving all the bones to the correct position.

@sl-service-account
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Medhue Simoni commented at 2016-08-10T14:51:32Z

I can also give the full avatar, fully animated, with a simple hud to test with, inworld.

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Vir Linden commented at 2016-08-10T16:12:58Z

Medhue, I see some other comments that the problems could be related to fitted mesh. Are you using fitted mesh bones (collision volumes) with your coyote?

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Vir Linden commented at 2016-08-10T16:36:49Z

Hey Medhue,

Thanks for providing the test data. I could use a little more guidance on how to get the "squashed after reset skeleton" appearance. Here's what I've done:

  • upload the dae with skin weights and joint positions both enabled

  • attach the resulting model to my system avatar. Avatar looks like a gray coyote. Pose is a little off since I'm still using a normal human idle animation.

  • run reset skeleton. I see no change of appearance when I do this.

  • upload and run the reset animation (Coyot.anim). This puts the avatar in a standard stand pose but does not change its shape.

    So this might depend on details of how you are using the other animations, what shape you are using, etc. Any other info to get me closer to your use case would be helpful.

@sl-service-account
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Vir Linden commented at 2016-08-10T18:04:12Z

If I upload with skin weights on and joint positions off, I see the model squashed down like your reset skeleton image. Stays that way after reset skeleton.

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Whirly Fizzle commented at 2016-08-10T20:20:29Z, updated at 2016-08-10T20:28:50Z

I can reproduce this, though the broken head looks different for me then on on Medhue's images but it's still very broken.

Here are my steps:

  • Login on http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Project_Bento/5.0.0.317597

  • Upload the attached bENTOcoyot15.dae with both skin weights & joint positions enabled. All other upload settings were left on default.

  • Strip your avatar naked & wear a full body alpha.

  • Wear the "Girl next door" shape from the Library.

  • Attach the Coyote mesh.

  • As soon as I attach the mesh, the head looks broken: http://prnt.sc/c449lm
    (I coloured each face differently so it's easier to see).

  • If I reset skeleton now, I see no change.

  • If I then play the attached Coyot.anim, the head looks correct.
    http://prnt.sc/c44akz

  • If I then reset skeleton, the head breaks again
    http://prnt.sc/c44b1c

  • If I play the attached CoyotIdle_1 animation & leave that playing, the head again looks correct.

  • Resetting skeleton while CoyotIdle_1 is playing does not break the head - I see no change in the head shape.

  • I'm not sure if this is expected behaviour and with this avatar the idle animation must always play to keep the head set correctly?

    Testing system:

    Second Life 5.0.0.317597 (Second Life Project Bento)
    Release Notes
    
    You are at 82.4, 123.5, 21.8 in Testylvania Sandbox located at sim10234.agni.lindenlab.com (216.82.49.156:12035)
    SLURL: http://maps.secondlife.com/secondlife/Testylvania%20Sandbox/82/124/22
    (global coordinates 332,626.0, 306,300.0, 21.8)
    Second Life RC BlueSteel 16.08.01.318271
    Retrieving...
    
    CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (3491.94 MHz)
    Memory: 16268 MB
    OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
    Graphics Card Vendor: NVIDIA Corporation
    Graphics Card: GeForce GTX 750/PCIe/SSE2
    
    Windows Graphics Driver Version: 10.18.0013.6881
    OpenGL Version: 4.5.0 NVIDIA 368.81
    
    J2C Decoder Version: KDU v7.2
    Audio Driver Version: FMOD Ex 4.44.31
    LLCEFLib/CEF Version: 1.5.3-(CEF-WIN-3.2526.1347-32)
    Voice Server Version: Vivox 4.6.0017.22050
    
    Packets Lost: 7/43,032 (0.0%)

@sl-service-account
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Whirly Fizzle commented at 2016-08-10T20:24:10Z

One other thing to note - even when the head is rendering correctly after playing the idle animation, the eyes are always slightly sunken: http://prnt.sc/c44ddo

@sl-service-account
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Vir Linden commented at 2016-08-10T20:58:18Z

Whirly - OK, I do see the smaller head issues. Thanks! Had been looking for the large-scale "head sinking into neck" bug and not seeing it.

I'm thinking the sunken eye issue may be related to an eye scaling bug that we already have a fix in progress for - not seeing sunken eyes with a test build that has the fix.

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Medhue Simoni commented at 2016-08-11T00:07:12Z

This avatar is not using volume bones, ie fitted mesh, at all.

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Medhue Simoni commented at 2016-08-11T00:37:06Z

I just tested again, and I'm getting the same results as before whether I select joint positions in the upload options, or not.

@sl-service-account
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Medhue Simoni commented at 2016-08-11T00:41:49Z

Whirly - The idle animation should not have any translation animation at all in the face, only rotation, except for possibly the jaw. So, other than animating the body, the idle animation should not affect the positions of any of the facial bones, except maybe the jaw.

@sl-service-account
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Vir Linden commented at 2016-08-11T14:54:34Z

This is another case of the same facial distortion issues we've seen elsewhere. The joint positions defined in the model don't match the joint positions requested by the animation, so depending on what you've done most recently, you'll get different states for the avatar. This is believed to be an avastar issue with joint positions getting exported incorrectly - currently being worked on.

The only way I can see to get the head squashed into neck bug is if the model is uploaded without joint positions - in that case, you'll see default bone positions on initial load or after a reset skeleton, and the correct shape after running the reset animation.

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Vir Linden commented at 2016-08-11T15:08:50Z

Looks like same issue as BUG-37546, BUG-37591

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