You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Feb 28, 2024. It is now read-only.
Attach a something to the foot attachment slot, then animate the foot bone.
Actual Behavior
The foot attachment slot becomes dislocated, moving away from the ankle bone.
Expected Behavior
Despite the naming convention, I expected the foot attachment slot to be in sync with the "ankle" bone.
Other information
The default SL skeleton has several normally unused bones. For example, only the top three bones on the leg are used, but there are five bones in total in each leg: mHipLeft/Right, mKneeLeft/Right, mAnkleLeft/Right, mFootLeft/Right, and mToeLeft/Right.
mFootLeft/Right and mToeLeft/Right are not rigged nor animated in the default SL avatar.
Attachment points are additional bones that align with one of the animated bones. There are one for each hip, one for each upper leg, one for each lower leg, and one for each foot.
The problem here is that the "foot" attachment point is linked to the "foot" bone, which leaves a blank slot at the "ankle" bone.
Since rigged mesh now lets these additional bones be rigged and animated, the best solution I see would be to add additional attachment slots to those bones without them.
The bones that do not have attachment points yet are: mSkull, mAnkleLeft, mAnkleRight, mToeLeft, mToeRight
Original Jira Fields
Field
Value
Issue
BUG-7768
Summary
Foot attachment point is one bone too far on the skeleton hierarchy
Type
New Feature Request
Priority
Unset
Status
Accepted
Resolution
Accepted
Reporter
Stickman Ingmann (stickman.ingmann)
Created at
2014-11-10T22:10:21Z
Updated at
2015-01-21T19:19:55Z
{
'Business Unit': ['Platform'],
'Date of First Response': '2014-11-14T14:10:34.095-0600',
'How would you like the feature to work?': 'Despite the naming convention, I expected the foot attachment slot to be in sync with the "ankle" bone. ',
"Is there anything you'd like to add?": 'The default SL skeleton has several normally unused bones. For example, only the top three bones on the leg are used, but there are five bones in total in each leg: mHipLeft/Right, mKneeLeft/Right, mAnkleLeft/Right, mFootLeft/Right, and mToeLeft/Right.\r\n\r\nmFootLeft/Right and mToeLeft/Right are not rigged nor animated in the default SL avatar.\r\n\r\nAttachment points are additional bones that align with one of the animated bones. There are one for each hip, one for each upper leg, one for each lower leg, and one for each foot.\r\n\r\nThe problem here is that the "foot" attachment point is linked to the "foot" bone, which leaves a blank slot at the "ankle" bone.\r\n\r\nSince rigged mesh now lets these additional bones be rigged and animated, the best solution I see would be to add additional attachment slots to those bones without them.\r\n\r\nThe bones that do not have attachment points yet are: mSkull, mAnkleLeft, mAnkleRight, mToeLeft, mToeRight',
'Severity': 'Unset',
'System': 'SL Viewer',
'Target Viewer Version': 'viewer-development',
'What just happened?': 'I attached an object to the "foot" attachment slot, then animated the "foot" bone. ',
'What were you doing when it happened?': 'The foot attachment slot moved in sync with the foot bone.',
'What were you expecting to happen instead?': 'Despite the naming convention, I expected the foot attachment slot to be in sync with the "ankle" bone.',
'Why is this feature important to you? How would it benefit the community?': 'Steps to Reproduce\r\n\r\nAttach a something to the foot attachment slot, then animate the foot bone.\r\nActual Behavior\r\n\r\nThe foot attachment slot becomes dislocated, moving away from the ankle bone.\r\nOther information\r\nThe default SL skeleton has several normally unused bones. For example, only the top three bones on the leg are used, but there are five bones in total in each leg: mHipLeft/Right, mKneeLeft/Right, mAnkleLeft/Right, mFootLeft/Right, and mToeLeft/Right.\r\n\r\nmFootLeft/Right and mToeLeft/Right are not rigged nor animated in the default SL avatar.\r\n\r\nAttachment points are additional bones that align with one of the animated bones. There are one for each hip, one for each upper leg, one for each lower leg, and one for each foot.\r\n\r\nThe problem here is that the "foot" attachment point is linked to the "foot" bone, which leaves a blank slot at the "ankle" bone.\r\n\r\nSince rigged mesh now lets these additional bones be rigged and animated, the best solution I see would be to add additional attachment slots to those bones without them.\r\n\r\nThe bones that do not have attachment points yet are: mSkull, mAnkleLeft, mAnkleRight, mToeLeft, mToeRight ',
}
The text was updated successfully, but these errors were encountered:
This issue is actually a feature request. Info from Nyx Linden:
"that's a feature request not a bug
we can add another attachment point, we could not move which bone an attachment point was attatched to without breaking a ton of content. Its a valid feature request, and not a super complicated one, but its not a 'bug' per se.
unless they just wanted us to update the label from 'foot' to 'ankle'. All that being said I have not confirmed the behavior."
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Steps to Reproduce
Attach a something to the foot attachment slot, then animate the foot bone.
Actual Behavior
The foot attachment slot becomes dislocated, moving away from the ankle bone.
Expected Behavior
Despite the naming convention, I expected the foot attachment slot to be in sync with the "ankle" bone.
Other information
The default SL skeleton has several normally unused bones. For example, only the top three bones on the leg are used, but there are five bones in total in each leg: mHipLeft/Right, mKneeLeft/Right, mAnkleLeft/Right, mFootLeft/Right, and mToeLeft/Right.
mFootLeft/Right and mToeLeft/Right are not rigged nor animated in the default SL avatar.
Attachment points are additional bones that align with one of the animated bones. There are one for each hip, one for each upper leg, one for each lower leg, and one for each foot.
The problem here is that the "foot" attachment point is linked to the "foot" bone, which leaves a blank slot at the "ankle" bone.
Since rigged mesh now lets these additional bones be rigged and animated, the best solution I see would be to add additional attachment slots to those bones without them.
The bones that do not have attachment points yet are: mSkull, mAnkleLeft, mAnkleRight, mToeLeft, mToeRight
Original Jira Fields
The text was updated successfully, but these errors were encountered: