Server Deployment – Recap
- On Tuesday, July 19th the server maintenance package previously deployed to all three RC was rolled-out to the Main (SLS) channel,described as “minor internal changes”. One of these sees worn scripts capped at a count of 2500. Attempts to add attachments which take an avatar over this limit should result in the attachments failing to wear
- There no deployment and no scheduled restart for the RC channels on Wednesday, July 20th, so the entire grid is running on the same simulator release
The Maintenance RC viewer updated to version 220.127.116.117689 on July 21st, which includes the following additional fixes:
- MAINT-6216 avatars are sometimes invisible
- MAINT-6448 PERMISSION_DEBIT notification should default to Deny (my emphasis)
- MAINT-6534 [MAINT-RC] Resetting scripts via the build menu no longer works on many scripted objects unless making the scripts visible in the contents tab of the objects first
- STORM-2133 VOICE-36 prevents proper shut-down of connector.
The old debit notification (left) gave equal emphasis to accepting / denying the request to access account balances. The update to the Maintenance RC viewer new focus attention on denying a request for account access as the default option.
The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, July 21st 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 meeting was an “informal” meeting as project development lead Vir Linden is on vacation, as is Dan Linden, another of the devs who has been working on Bento. On-hand for the meeting were Troy, Coyot and Kyle Linden. These notes are not intended to offer a full transcript of the meeting, but rather covers the key topics of the discussion. Extraneous sounds in the audio are the result of someone leaving their microphone open during the meeting.
Internal Bento Presentation at the Lab
There’s an “SL summit” taking place in week #30 (commencing Monday, July 25th) within the Lab, at which Bento will again be presented. Troy Linden will be doing this, using screen shots and information on the recent work, and updating LL staff on the project’s process and on the ongoing collaboration between the Lab and Bento content creators.
Final Skeleton and Issues / Testing
With the release of the latest project viewer (version 18.104.22.1687597 at the time of writing), the Lab hopes the Bento skeleton is now finalised. However, there are still a range of issues which are still being seen, some of which may be related to the most recent updates to the skeleton and sliders, others of which relate to earlier versions of the skeleton. There is also a further level of confusion due the AvaStar having to make a series of changes to their tool set, and these also being in a state of flux (version 2.0.13 (Alpha 4) was, at the time of writing the most up-to-date version, which should handle the new updates, although the .BVH animations handling may still be awaiting update). All of this means that most creators have yet to really experiment and test the latest updates.
Troy’s suggestion is that as 22.214.171.1247597 does contain the must recent version of the skeleton and sliders, that creators work with models built with this skeleton, and report issues directly against it, to help ensure the Lab is correctly catching everything.
Avatar Reset / Reset Skeleton Option
In theory, removing an avatar mesh using custom joint offsets should reset the underlying avatar. However, this isn’t always the case.
For example, if the animations running on the mesh contain translations, and the last frame of those animations doesn’t move the bones back into their starting position, then an automatic reset of the avatar won’t occur. It is also possible that the update message may not be received by other viewers (e.g. due to Interest List limitations). These problems (which actually pre-date Bento) is why the Reset Skeleton option was added to the Bento viewer.
This prompted a discussion on the impact of sliders / bone rotations / translations and the order in which shapes / joint positions / animations are applied to an avatar, which in testing appear to be at odds with the order of application provided by Vir. Understanding what exactly is going on is again made a little harder, as it is believed there are still some disconnects between updates to the SL skeleton rig and updates made to Avastar.
Medue Simoni, Teager and Mel Vanbeeck discuss sliders, bone rotations / translations, and their impact on an avatar
Medhue Teager and Mel discuss the order in which joint offsets, shape offsets and sliders are applied to an avatar, in reference to Vir’s forum post on the matter
Expect further discussion on this following additional testing.
Brief Summary of Additional Observations
Avatar Height: his has been the topic of conversation for the last few meetings. In particular see my Bento update #19 for details of the current issues arising from the most recent changes in how an avatar’s position relative to the ground is calculated / re-calculated by the viewer.
Vir has suggested that, as a part of investigations, people try to avoid changing the position of any of the bones used in the position calculation via an animation, and instead change the rotation of the bone(s) to achieve the desired result. Initial feedback voice at this meeting (via chat) is that this many not be an ideal solution.
Speech Gestures: A long-standing aspect of Second Life is that speech gestures (along with gesture in general) are not automatically attached / detached with an avatar. This makes sense in that it allows people to choose the gestures they wish to run with an avatar.
However, with Bento, it is possible that dedicated gestures are required (e.g. wing folding gestures, speech gestures that are specific to an avatar form, etc.). As the gestures are not auto-attached / detached this leaves the potential for users experiencing apparent “issues” (e.g. their avatar seems to behave oddly as something like a speech gesture fail to play, or there is a conflict with gestures as the user has multiple gestures trying to do the same thing running simultaneously, etc.). It’s not clear what (if anything) might be done to address this.
Why Bento is Taking so “Long”
There have been some complaints in forum threads and non-Bento user group meetings about the length of time Bento is taking to mature. However, as Troy re-iterated in the meeting, a lot of this is both down to the fact that Bento needs to serve a very wide range of use-cases, not all of which are necessarily compatible with one another (e.g. supporting both human and non-human avatars).
Additionally, and in order to be as broadly useful as possible, the project requires an iterative development process between both the Lab and the expertise of in-world content creators in order to ensure Bento is as useful a product as possible when officially launched. This iterative process inevitably means the project will take time to fully mature.
Troy and Coyot Linden discuss the overall approach to Bento