The following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, May 23rd 2019 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are usually available on the Content Creation User Group wiki page.
Bakes On Mesh
Project Summary
Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves viewer and server-side changes, including updating the baking service to support 1024×1024 textures, but does not include normal or specular map support, as these are not part of the existing Bake Service, nor are they recognised as system wearables. Adding materials support may be considered in the future.
Resources
- Bakes on Mesh knowledge base article.
- Bakes on Mesh forum thread.
- Bakes on Mesh JIRA filter (courtesy of Whirly Fizzle).
Current Status
- The Appearance Service change, designed to correctly handle tattoo layer with partial transparency has now passed QA. This corrects a problem where if a tattoo with partial transparency is sent for baking via the new BOM channels without any underlying opaque layer, then the alphas are not correctly resolved.
- A required simulator change should be deployed “soon”. This includes a means of accessing BOM UUIDs.
- These were changed in the last back-end update as a result of underlying asset property issues. If there is BOM content using the old UUIDs, this will have to be updated.
- The simulator update is intended to allow access to the texture UUIDs without having to do so numerically, as is currently the case. This should re-enable the ability to access them via their name abbreviations.
- The Bakes on Mesh RC viewer updated to version 6.2.3.527418, dated May 23rd.
- A new bug has been uncovered by the Lab, but at the time of writing, it was unclear if this was related to the Appearance Service or the viewer.
Environment Enhancement Project
Project Summary
A set of environmental enhancements allowing the environment (sky, sun, moon, clouds, water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.
Due to performance issues, the initial implementation of EEP will not include certain atmospherics such as crepuscular rays (“God rays”).
Resources
- Project definition document.
- Project summary (this blog).
- Full EEP Documentation.
Current Status
- Graham Linden continues to work on the remaining shader / graphics issues.
Animesh Follow-On
- Vir continues to work on adding visual parameter support to allow shape adjustments to be made to Animesh.
- This work has new reached a point where shape updates can be requested, and the messages sent to viewers able to see the Animesh, which then update to display the correct shape.
- However, there is an issue: the Appearance Service code to set an avatar’s vertical position (and hopefully keep the avatar’s feet on the ground) doesn’t recognise Animesh objects. This therefore needs to be either extended to support Animesh, or emulated purely within the viewer
- Vir is working to try to emulate the capability within the viewer, but in doing so has uncovered some confusing elements in the way the current code works, which needs to be addressed.
- It is still likely to be at least two more weeks before the work is suitable to be made available in the project viewer.
In Brief
- The Teranino viewer, version 6.2.3.527418, introduced change in how vehicle region crossings are handled.
- There is now a debug setting that stops movement interpolation by the viewer while the data is passed between regions.
- How long the pause lasts can be adjusted (the default is 1.00 – which I assume is 1 second, while I assume 0 is no stop.
- However, there are reports that if a vehicle is turning or banking, while forward motion stops, the rotation imparts as result of the turn / bank continues (see BUG-226937).
- There are a couple of viewers in progress that feature open-source contributions. One of these is for profiles behaviour, and the other is related to improvements to the mesh uploader (which I assume is Beq Janus’ excellent work as found in Firestorm).
- Pivot points with mesh uploads: there has been some viewer-side work to support this, but the work is on hold pending the availability of a resource to work on the required simulator support.
- Changing animations priorities on-the-fly: this has been a frequent request in the past, intended to allow users to adjust animation priorities rather than having them set at upload.
- However, the priority assignment capability is deeply baked into the way SL operates, and re-working it to allow on-the-fly changes is seen as a none-trivial project.
- It is also seen as just one element of the animation system requiring complete overhaul (e.g. there is a need for a pre-load animation capability, a global synch capability, etc.).
- Any such overhaul brings with it further complications in that it could touch upon the IK system, as such animation system work is not something LL are currently considering, although they have taken a number of Jira feature requests on the subject.