[BUG-37633] Bento - Custom joint positions and Reset Skeleton not matching #11972
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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. |
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. |
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? |
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:
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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. |
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:
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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 |
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. |
Medhue Simoni commented at 2016-08-11T00:07:12Z This avatar is not using volume bones, ie fitted mesh, at all. |
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. |
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. |
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. |
Vir Linden commented at 2016-08-11T15:08:50Z Looks like same issue as BUG-37546, BUG-37591 |
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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