Project Bento – extending the SL avatar skeleton
The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, June 16th at 13:00 SLT at the the Hippotropolis Campfire Circle . For details on the meeting agenda, please refer to the Bento User Group wiki page.
Note that this update is not intended to offer a full transcript of the meeting, nor does it present the discussion points in chronological order. Rather, it represents the core points of discussion, grouped together by subject matter were relevant / possible, whilst maintaining the overall context of the meeting.
Simon Linden and Whirly Fizzle wear horse avatars by Teager. Whirly has clearly been Torleyfied!
As noted in my current viewer releases page and this week’s SL project update, the Bento project viewer updated to version 18.104.22.1686366 on June 10th. This release primarily contained bug fixes.
In addition, the pre-jump / jump / landing issue reported in my Bento update #14 (and see BUG-18239) This issue appears to have been related to issues of animations repositioning the avatar pelvis (also the avatar centre) causing conflicts as Vir explained in the meeting.
Coyot Linden demonstrates the eye bug
Unfortunately, the new project viewer has introduced a fair number of new issues, which the Lab is now looking into, However, one which (as at the time of writing) was awaiting a JIRA, was raised for discussion at the meeting by Medhue Simoni.
In short, the problem is that models uploaded using the latest version of the viewer which do not have eye positions / animation set for poses such as a default stand pose (so they use the default eye positions and will move naturally), have the eyes incorrectly positioned as soon as the avatar is worn.
The problem is exacerbated by the fact that even avatars uploaded using the latest version of the viewer (22.214.171.1246366) which do display their eyes correctly can have the eyes reset incorrectly in a person’s view in the Reset Skeleton button is used. however, the eyes will also resume their expected position once any animation affecting them is played.
One possible culprit of the issue might be a new head slider, as discussed towards the end of the meeting.
Relative Bone Translations
A recent addition to the Bento project viewer is the ability to reset all bones in the skeleton. The idea is to correctly reset all bone positions in your view should an avatar deform when changing shapes. However, Gael Streeter has come upon situations where partial bone resets might be required, which prompted a discussion on the forum thread (see follow-ups here, here and here) and led to Tapple Gao offering a proposal (which also sparked further discussion in the thread) to address the issue via relative bones translations, which is also now a feature request.
While Vir Linden see the idea as a “nice to do”, it could entail some deep changes to the avatar system as well as having to extend the animation format; as such, it’s more likely to be something the Lab would consider for a “Bento follow-on” project rather than something they’d might try to implement at this point in time.
Leviathan Flux raises the matter of relative bone translations
Aki Shichiroji, wearing her Bento centaur settles down for the meeting
However, there is a significant set of issues facing makers of mesh heads / faces, while could be resolved through relative bone translations which avoid making the shape sliders unusable (which would be the case if they relied on repositioning the facial bones).
A concern was raised that any changes made at this point in time risked the breakage of Bento content which is currently a work-in-progress for creators; however, most of those present at the meeting took the attitude better a breakage now if it yields an improvement, than down the road, when breakage would be a much greater risk.