Resolution: Won't Finish
Affects Version/s: None
Fix Version/s: None
Environment:n/a - All viewers and versions...
...while writing: http://blog.nalates.net/2013/08/02/mesh-deformer-and-the-state-of-mesh/
An idea fell on my head...
There is a problem for those making rigged mesh clothes intended for the Second Life avatar. The Mesh Deformer (
STORM-1716) is intended to solve this problem and does. The feature request is for an easier interim fix that hopefully does not block future development and solutions. I’ll try to explain the problem, a user case, and a solution.
Please refer this request to Oz Linden, thanks.
First, the best explanation of the problem is given by Gaia Clary here: http://blog.machinimatrix.org/avastar-vs-workbench-skeleton/ - Sorry it is not a shorter explanation.
I’ll call that the "Double Adjustment Problem." Gaia has solved the problem and sells a commercial solution for designers. So, this is not a blocking problem for anything in SL. But, it is a big and frustrating problem of a gotcha nature for designers new to SL, professional and amateur.
The problem of double adjustment looks like the image here. (also attached)
While it is not possible to definitively say how the brown dress was designed, I believe it is safe to assume most of the people designing for SL have no idea how to compensate for the fact that the SL system will apply what essentially looks like double the appearance adjustments, for some appearance settings, to their rigged mesh. They don’t know to compensate for the appearance setting in their model in Blender/3DS/whatever.
Plus doing so, takes them out of designing in a WYSIWYG environment. The result is they design on a model with an adjustment which builds in the adjustment to their clothing item. When imported to into SL the system applies the appearance adjustment on top of their built in adjustment, which exaggerates the shape adjustment.
Karl S’s Mesh Deformer code handles the problem. My first choice would be to have the Deformer accepted and included in the main viewer. But, I recognize the problems associated with that option.
However, I believe the Deformer code does include the math needed to calculate the compensation needed to back out appearance information from the rigged mesh being uploaded. If that could be included as an option for rigged mesh import, clothing designers would have an easy work-around for the problem. They could design using any 3D modeling program and have their rigged mesh look as intended after import to SL.
As it is now, designers have to figure this out and annually work it out or purchase Gaia Clary’s Avastar (US$22). The later is not a bad option and is the solution I use now. It does mean only Blender users can easily design around the double-adjustment for SL. But, adding this option would allow designers to use the current 5 Standard sizes and any custom shape they design for in ANY modeling program without having to figure out how to back out the appearance settings before importing to SL. This should make it easier for professional and amateur designers to design rigged clothes for SL.
This would require another option on the mesh importer panels, bummer. But, my hope is this could go away once the Deformer/Avatar Project is resolved.
Also, I think the feature would have minimal effect on future development. There need be no change to the rigged mesh format nor any additional information added, meta or otherwise. Meshes uploaded with the option would be altered, but the result would be the same mesh we get now when using Avastar or manually compensating for double-adjustment. The feature would take a problem off the users and reduce the required learning curve with no real change to asset type.
Thanks for considering the feature request.