The following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, August 22nd 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
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 Bake 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.
- Bakes on Mesh knowledge base article.
- Bakes on Mesh forum thread.
- Bakes on Mesh JIRA filter (courtesy of Whirly Fizzle).
- An internal meeting at the Lab held immediately prior to the CCUG suggests Bakes on Mesh could be promoted to release status early in week #35 (week commencing Monday, August 26th, 2019).
- It was therefore requested than anyone intending to test BoM to do so over the weekend and file any issues they find via Jira bug reports ASAP.
- There are some known issues that will be listed when the project is promoted to release status, and which will be noted in the Bakes on Mesh knowledge base article when BoM is promoted to release status.
- The major element in understanding how BoM works is understanding how the additional channels supplied for Bakes on Mesh work. These are:
- LEFT_ARM_TATTOO – baked to left arm.
- LEFT_LEG_TATTOO – baked to left leg.
- AUX1_TATTOO – baked to aux1.
- AUX2_TATTOO – baked to aux2.
- AUX3_TATTOO – baked to aux3.
- Unlike the existing channels (head, upper, lower, etc)., these do not have an underlying skin texture associated with them, and so do not have a wearable corresponding to the alpha wearable that can be used with the existing channels to “hide” them.
- This may be changed in a future update, but for now, it is how Bakes on Mesh will be shipped with the new channels.
Environment Enhancement Project
A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and 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 now likely not include certain atmospherics such as crepuscular rays (“God rays”).
- Work continues on rendering bug fixes.
- There are also some permissions bugs that need to be resolved as well.
- Overall, it is hoped that these can be resolved and the viewer updated soon, with a view to moving EEP on to release status in the near future.
Animesh Follow-On – Project Muscadine
- DRTSIM-421 on Aditi (region Bakes on Mesh) has the server-side code to support the new visual parameters LSL code.
- The project viewer is now available – viewer version 126.96.36.1990100, dated Monday, August 19th. This supports the new LSL code as per DRTSIM-421, above.
- Vir has other commitments coming up (ARCTan?), so progress on updates to this work may be slow for the next several weeks.
- A potential update is to revise the current throttle (limiting Animesh character to updating twice every 10 seconds). This was put in place to prevent people using the system as an alternative means of animation (and potentially thrashing performance); however, it is considered too slow for testing purposes.
Bakes on Mesh for Animesh
Still being requested, but also still seen as a significant piece of work, as it would require changes not just with how Animesh items are managed but to the entire Bake Service in support of the capability. As such, this is not currently something the Lab is putting on the road map.
Having attach point for Animesh characters and items is seen by come as a higher priority than extending Bakes on Mesh to Animesh. It is also something the Lab could implement somewhat more easily (for some value of “easily” to be determined) than BoM on Animesh. A call was made for possible use-cases included particle support, ability to simple attach clothing items rather than having to rig them (which would conversely limit movement of the item as it wouldn’t necessarily conform to the Animesh body movements), objects such as weapons (for NPCs), etc.