Project Bento User Group update 16 with audio

Project Bento – extending the SL avatar skeleton
Project Bento – extending the SL avatar skeleton

Updated June 30th – please refer to note following a quoted comment from Matrice.

The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, June 23rd 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.

Apologies for the quality of Vir’s voice in the recording, this is my fault. I had to go afk just after starting the audio recording, and I hadn’t adjusted my local pick-up of Vir’s voice before doing so. As as consequence, Vir sounds a little distorted.

Facial Bones, Rotation / Translation / Slider Issues and Relative Translations

There has been further forum thread discussions on issues with the position of some of the new facial bones when they are used in combination with the head sliders. The core of this discussion commences here, and Mal Vanbeeck has offered a feature request for “shape slider friendly” facial bone positions. Some of this is also tied to issues relating to the range of movement of bones with the sliders or under animation.

Matrice Laville has been looking into some of the issues, and has come up with a proposal for making some amendments to the Bento skeleton to try to address some of the problems. However, any changes which are implemented will change the structure of the skeleton and how the sliders work, and will likely impact some initial content using the affected parts of the skeleton.

Because of this, it is likely the proposed amendments will be built into a test version of the Bento viewer, rather than the current project viewer, together with some test models to allow independent testing of the updates so it can be determined if they address the issues sufficiently and do not have unanticipated additional impact, so that a decision can be made on whether or not to fully implement them into the project viewer.

Specific changes in this test viewer, when available, are focused on issues raised around eyes and jaws, and so should comprise:

  • Changing the eyelids to have the same centre position as the eyebrow
  • Changes to the jaw and tongue positions
  • Changing the lower teeth so that they are parented to the lower jaw bone
  • Associated slider changes.

Adding to this in text, Matrice said:

All jaw related sliders do no longer translate the jaw except the jaw angle slider; the jaw bone has its default position now right below the faceRoot. The jaw angle slider still moves like crazy but I believe it is not an issue any longer. Actually, I propose to remove the [.LAD definitions for the Bento bones from the] jaw angle slider, because it only is needed for the jaw angle. I bet nobody will miss that slider.*

[NB June 30th: This comment has been updated, as some confusion followed the publication of this report, causing Matrice some embarrassment.  The fault is mine, and is the result of copying a text comment verbatim, rather than seeming clarification from Matrice. My apologies to him and any anyone else for the confusion caused.]

As Vir acknowledged, this has been a major amount of work which should hopefully address many of the issues encountered with the complexity of the new face bones and attempting to hook them into a limited set of available sliders.

Vir also noted that when available, Bento avatars using this revised skeleton in the test viewer may look odd when seen on the Bento project viewer, and vice-versa, and that the work has been carried out with the aim of limiting any de-stabilising influences the changes may have if and when they are integrated into Bento as a whole, while at the same time avoiding being so conservative that Bento ends up going live still with issues like these which might impact its adoption and use.

A notification will be placed in the forum thread when the viewer is ready.

Project Viewer Status

There are some bug fixes that will be upcoming in the next Bento project update, which could be appearing sometime in week #26 (week commencing Monday, June 27th).

The Lab is working to get the viewer to Release Candidate status, with the work focused on identifying and prioritising the bugs which really need to be fixed before moving forward. There will also be the work to integrate the modifications to bone positions and sliders noted above, together with associated evaluation, plus the upcoming testing. However, the hope is the viewer will move to RC status in the not-too-distant future.

Medhue Simoni (l) and Coyot Linden (r) wearing the upright coyote avatar Medhue made for Coyot, attending the June 16th Bento meeting
Medhue Simoni (l) and Coyot Linden (r) wearing the upright coyote avatar Medhue made for Coyot, attending the June 16th Bento meeting

Tool Chain Issues

Some of the recent bugs Vir has been investigating with regards to specific content appear to be down to potential issues within the tools used to create the content introducing irregularities in the models and animations, rather than anything specific to how Bento itself is handling the uploaded models.

Obviously, in such circumstances, there is only so far the Lab can go in investigating these types of issues, as they have no knowledge of exactly how the models /animations were defined within the creator’s tools of choice, etc., and so content creators who have encountered these specific issues have been asked to take them back to the tools creators to make sure things are behaving correctly at that end of the process.

Continue reading “Project Bento User Group update 16 with audio”

Project Bento User Group update 15 with audio

Project Bento – extending the SL avatar skeleton
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!
Simon Linden and Whirly Fizzle wear horse avatars by Teager. Whirly has clearly been Torleyfied!

Viewer Status

As noted in my current viewer releases page and this week’s SL project update, the Bento project viewer updated to version 5.0.0.316366 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.

Eye Bug

Coyot Linden demonstrates the eye bug
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 (5.0.0.316366) 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
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.

Continue reading “Project Bento User Group update 15 with audio”

SL project updates 16 22/2: TPVD, Bento, TLS 1.2

Countryside, Habitat Springs blog post

The following notes are taken from the  TPV Developer (TPVD) meeting held on Friday, June 3rd, 2016. A video of the meeting is embedded at the end of this report, my thanks as always to North for supplying it. Time stamps in the text relate to this recording.

Server Deployments

As always, for the latest information, please refer to the server deployment thread.

  • On Tuesday, May 31st, the Main (SLS) channel was updated with the same server maintenance package previously deployed to all three RC channels, which included a server crash fix.
  • On Wednesday, June 1st, all the RC channels were updated with a new server maintenance package, comprising the addition of mnemonic names to be used in LSL scripts when attaching to the new attachment points on the Bento skeleton extensions and minor internal changes.

The next RC deployment, scheduled for Wednesday, June 8th will including further anti-griefing measures, one of which will be if you try to rez a group of coalesced objects which between them have more the 10,000 items within their contents, the rezzing will fail on regions on the RC channels once this update has been deployed.

SL Viewer

Release Candidates

[00:45] there are currently two RC viewers in the release channel:

  • Maintenance RC viewer, version 4.0.6.315551, dated May 23rd
  • Inventory Message RC viewer, version 4.0.6.315555, dated May 23rd – removal of deprecated and unused UDP inventory messaging mechanisms from the viewer

[01:05] The Lab is hoping that TPVs will be picking-up the changes on the Inventory Message RC viewer ASAP, as they are hoping to be able to deprecate and removed the back-end support for the old messaging mechanisms completely as well, so that all inventory operations will go via AIS (Advanced Inventory System).

This will provide the Lab with a single point of enforcement for things like which folders in inventory are mandatory and cannot be deleted; which folders cannot be moved inside other folders, etc), in order to help eliminate points of potential inventory issues users may experience.

There are concerns over remaining bugs within the AIS system.

[12:14-17:20] BUG-9506, for example, remains open, although a fix which may help in part with in, relating to how AIS operations are threaded in the viewer, in the current Maintenance RC release, together with fixes for both BUG-10391 and BUG-11929. However, it may be that to deal specifically with the likes of BUG-9506, further tests are to be carried out to see if it still occurs on in the Inventory Message RC viewer, and if so, it may be that it might be merged with the Maintenance RC to see if issues can be resolved that way. The Lab will also re-examine what fixes have been recently made and where they reside within the viewer development pipeline.

Oculus Rift Project Viewer

[05:54] The Lab is still working on the Oculus Rift project viewer, but there are still assorted bugs to be dealt with. The time frame for this project viewer, which will support the latest SDKs and the consumer version of the headset, appearing remains as “pretty soon”.

64-bit Viewer Versions

[24:00] Work on the 64-bit versions of the official viewer is still “on hold”.

QuickTime Replacement

[24:09] A version of the viewer without any QuickTime support may be appearing in the next couple of weeks. This is as a result of  Apple deprecating QuickTime for Windows without offering patches for a couple of potentially serious vulnerabilities, leading to the recommendation that Windows users uninstall QuickTime. As a result of this, the Lab has decided to completely replace QuickTime across all flavours of viewer. When made available, it will likely be called the Project VLC viewer, as some of the media handling will be through libVLC

Project Bento

With the move of Bento to the main grid, Bento User Group meetings will now take place at the Hippotropolis Campfire Circle  at 13:00 SLT on Thursdays. Unfortunately, I was unable to make the meeting on Thursday, June 2nd, so there is no dedicated report in this blog for this week.

Bento is now on the main grid for more widespread testing
Bento is now on the main grid for more widespread testing

The male and female avatar skeletons have also been updated to support the most recent changes to Bento, and can be downloaded from the Bento Testing wiki page.

Work is continuing on bugs and issues, such as BUG-11538 (“Front legs crossing on Bento Mesh quad(animal) avatars”), and while new appearance shape sliders have been considered out-of-scope for the current iteration of Bento, issues have been raised with scaling limb sizes when trying to produce avatar add-on, rather than full avatars, which may in fact be in part solved through the use of a set of generic sliders.  Further discussion on these ideas will likely come through the Bento forum thread, and potentially at the in-world meetings.

[05:15] Regardless of thoughts on slider sets and overall project scope, Bento will be progressing at its own pace, rather than trying to meet any specific deadline. There are a number of known issues still to be addressed, and it is anticipated that further issues are likely to be reported now Bento is available for more widespread testing.

Other Items

TLS 1.2

18:25] As per a blog post from the Lab, which I also reported here, users are being advised to update (if necessary) their web browser and their SL viewer to a version that supports TLS 1.2 by June 15th, 2016. After that date, any web browser or viewer that does not should TLS 1.2 will no longer be able to access Second Life cashier services to send, receive, or exchange L$.

The change is apart of the Lab’s efforts to improve its compliance needs for handling money, but some confusion has remained over exactly what will be affected in terms of L$ transactions, which still persists around matters of in-world purchases.  The confusion prompted Oz Linden to comment during this meeting:

I believe that it will affect being able to purchase items in-world and to send and receive Linden dollars to other avatars, because it’s all interactions with the cashier.

So again, if you are using an older version of the viewer, it is essential you check to ensure it is TLS 1.2 complaint before June 15th.

To do this, use the viewer’s built-in web browser to visit How’s My SSL? and check the Version information displayed in the top left of the page. You may also wish to check your web browser as well, if you are using an older version of a browser and wish to ensure you can continue to make SL Marketplace transactions, etc. However, do be aware that some ad blockers can prevent the TLS 1.2 checks performing correctly.

In order to further confirm what may “break” as a result of this change, it has been suggested the Lab enable some form of testing on Aditi. This will be looked into.

“Feature Surprise”

[6:35] A further hint of an upcoming “feature surprise” was given at the meeting. I’m assuming this is actually the Visual Outfits Browser, designed to provide a means by which users can store and browse images associated with their outfits in inventory, simplifying the act of identifying an outfit prior to wearing it.

Project Bento arrives on the main grid in Second Life

Project Bento, the Lab-initiated, collaborative project involving Second Life content creators to bring greater capabilities to mesh avatars and – potentially – rigged attachments – is now available on Agni, the Second Life main grid.

The news – not entirely unexpected, as the Lab has been gearing-up to make the move for the last few weeks – came via an official blog post on Tuesday, May 31st.

Project Bento has been in development for over a year, the initial phases of the work being carried out by the Lab behind closed doors, before a period of closed development involving a number of expert creators and tool makes – notably the Avastar team who produce the avatar plug-in for Blender, and Cathy Foil, who produces Mayastar, a similar plug-in for Maya. I was also invited to observe this initial work – my sincere thanks to Oz Linden for the opportunity – so that I could follow the project and report on its development, which I was able to start doing in December 2015, once the project had been publicly announced, and the project opened to greater input from content creators and animators.

Project Bento has involved staff from Linden Lab, notably Troy Linden, Oz Linden and Vir Linden, together with assistance from Alexa Linden, Simon Linden, Rider Linden, Aura Linden and others. It has also involved SL content creators including the folk from Avastar, Cathy Foil, Toady Nakamura, Siddean Munro and Flea Bussy
An early Project Bento meeting. The project has involved staff from Linden Lab, notably Troy Linden, Oz Linden and Vir Linden, together with assistance from Alexa Linden, Simon Linden, Rider Linden, Aura Linden and others. It has also involved the folk from Avastar and Mayastar as well as many content creators and animators

At that time, Bento introduced over 90 additional bones to the avatar skeleton, with no fewer that 30 being added to avatars hands to allow for finger manipulation, and another 30 to the head for facial expressions. To further support the new additions, new attachment points were added to the skeleton and – most recently of all – a good number of the bones (particularly those in the face) were hooked-up the viewer appearance sliders, allowing them to adjust elements of suitably rigged mesh heads, etc.

Net result: the ability for mesh avatars to be far more expressive and customisable than before, and much, much better support for non-human avatars. There’s also the potential for a wide range of other uses – such as Aki Shichiroji’s wyvern pictured below, or  rigged attachable pets – even the potential for gowns and other clothing to move naturally with an avatar’s movement.

Aki Shichiroji demonstrates a wearable wyvern utilising Bento bones for animation. Inset: the model under development at a Bento meeting.
Aki Shichiroji demonstrates a wearable wyvern utilising Bento bones for animation. Inset: the model under development at a Bento meeting (main image courtesy of Linden Lab)

Many of the possibilities for Bento are highlighted in a special promotional video released by the Lab and embedded at the end of this article, made with the full support for the creators who have been actively engaged in the project for the last 6-12 months.

It is important yo note that – as the official blog post states, this still a testing release of Project Bento: making it available to a wider audience than is possible when it is constrained to Aditi, and thus allowing further testing of things like overall simulator / grid performance with larger numbers of Bento avatars operating, looking out for other issues, etc., which may not have come to light during the Aditi testing, and also further refining and improving the viewer so it might progress to a release status.

Which brings up a further important point, again as the official blog post notes:

Anyone wishing to view the new content must be running the latest Bento Project Viewer.

If you encounter Bento avatars and are not using the Bento Project Viewer, you may see some strangely behaving avatar animations and meshes. If you’re using a very old (i.e. no longer supported) viewer, encountering Bento content may even cause a crash.

Some TPVs have already starting integrating the Bento code into experimental versions of their viewers. However, if you are testing Bento, working with content which leverages Bento capabilities, you are best off using the official project viewer for the purposes of bug reporting, etc.

There is also a Project Bento User Group wiki page for  those wishing to get involved in the project. However, please note that the meeting venue will likely be changing from Aditi to Agni now the project is available on the main grid.

Note, as well, that Project Bento is intended for use with mesh avatars and models – the capabilities are not intended to work with the default avatar form, as it was felt that attempting to do so risked potential content breakage and / or other issues which could impact the project.

Nevertheless, the new capabilities could herald a new era for mesh avatars within Second Life, with more realistic non-human avatars, greater dexterity with human-style avatars and even the potential for expressive, customisable mesh heads! So, welcome to the start of a new era for mesh avatars in Second Life.

Useful Links

Project Bento User Group update 14 with audio

Project Bento – extending the SL avatar skeleton
Project Bento – extending the SL avatar skeleton

The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, May 26th at 13:00 SLT on Aditi. For details on each meeting and the location, 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.

Bento on Agni

A Bento Imp celebrates the upcoming Bento move to Agni
A Bento Imp celebrates the upcoming Bento move to Agni

It had been hoped that back-end support for Bento would be enabled on Agni (the main grid) during week #21. However, things got held up while a fix was being pushed through QA (possibly the security fix which rolled to LeTigre and then to all channels this week?).

The Lab is now planning to enable Bento in week #22, most likely on Tuesday, May 31st.

A couple of points to remember with the move to Agni:

  • This isn’t in any way a “final” release of Bento, although the Skeleton and slider updates are now frozen (unless a really significant issue / bug is found. At this point, enabling Bento on Agni, which includes the ability to upload Bento items to the main grid, is to expose the capabilities to a wider audience of content creators and allow broader testing
  • Until the Bento code comes into wider circulation among TPVs, any mesh avatars, etc., rigged to the new bones will look deformed in non-Bento viewer, and may cause some viewer instability / crashes.

Details are still TBD, but one aspect of the move to Agni will be a further stress test to see how large numbers of Bento avatars impact performance, region crossings, etc. Details, including date and time will be made available in due course.

Date and Location of Next Meeting

With the deployment of Bento to the main grid, Bento User Group meetings will also swap over to Agni as well to encourage attendance. Details of where meetings will take place will be announced via the User Group wiki page and through the Bento forum thread.

With regards to the next meeting, due on Thursday, June 2nd, there is a Lab internal meeting taking place that day. It is therefore unclear if the Bento meeting will take place or will be cancelled (Vir would prefer for the latter not to happen, given the scheduled Bento deployment to the main grid). A decision on whether, when and where it will be held will again be made via the User Group wiki page, etc., once decided.

Project Viewer Update

The Bento Project viewer updated to version 5.0.0.315657 on Thursday, May 26th. This version includes the following significant updates:

reset skeletionA “Reset Skeleton” option, intended to fix cases where an avatar is distorted in your world view as a result of incorrectly applied joint updates. For example, a non-human avatar may show as “crunched up” because it is still in a human pose.

Right-clicking on the affected avatar (your own or another) and selecting Reset Skeleton from the avatar context menu should correct the avatar’s appearance in your view. As this is a viewer-side update, it will not affect how anyone else sees the affected avatar until they use Reset Skeleton. The Lab has requested feedback on the capability if it fails to work as intended.

The viewer also includes a few late-breaking changes to the slider support for mesh avatars, including jaw shape and head shape. Sliders that affect the scale of mPelvis now also alter mHindLimbsRoot, to better keep the front and hind legs synced up.

Updated Skeleton and Test Files

At the time of writing, the Bento test files have yet to be updated to reflect the most recent viewer changes. When this has happened, they will be linked via the Bento Testing page. Matrice Lavalle from Avastar and Cathy foil of MayaStar are working on getting the skeleton files updated for their respective plug-ins, and ensuring the are consistent with one another, something they hope have finished in the very near future.

Once this has been done, both Avastar and Mayastar will be updated, and will include collision volumes and some other weighting tweaks which should help improve slider behaviour when editing an avatar’s appearance.

Vir has started putting together a repository for supporting test models and animations which can be made available through the wiki Bento test page, so if there are other Bento creators / animators who have test models and files they would like to submit, he asks that they drop him a line.

There was also discussion on how to present the models to ensure those using different modelling tools (e.g 3D Max) can obtain a full set of bones with which to work.

Other Items

BVH File Interpreter

The Second Life BVH interpreter has apparently been updated so it will allow the upload of position data. However, if problems are found when doing so, the Lab requests a JIRA is filed to let them know,

Animation Exports and Mayastar / Maya

Mayastar is the skeleton plug-in Cathy Foil produces for Maya users (Avastar being the plug-in for Blender). Mayastar will current export  .BVH files with bone rotations for the entire skeleton, but translations for the mPelvis bone only. This works reasonably well with these restrictions, although it does have an issue with feet Cathy is currently looking to fix. As far as skinning, etc., is concerned, Maya works “pretty good”.

However, and in her own time, Aura Linden is working on an exporter for Maya which is intended to support export .ANIM files with both rotation and translation of all bones in the skeleton.

This should eliminate the need to sue two skeletons for Mayastar – one for rigging and one for animations. Subject to confirmation, the .BVH uploader may also have been updated to eliminate the need to use two skeletons.

Continue reading “Project Bento User Group update 14 with audio”

SL project updates 16 19/2: server, viewer, Bento Agni deployment

Rosemoor; Inara Pey, May 2016, on FlickrRosemoorblog post

Server Deployments Week #19 – Recap

The RC server maintenance package deployment planned for Wednesday, May 11th was postponed as a result of the 3-day Aditi outage delaying testing. The update, which comprises minor internal improvements which present no visible functional changes to Second Life, will now most likely go ahead until week #20 (week commencing Monday, May 16th.

Viewer Updates

The Quick Graphics RC viewer updated to version 4.0.5.315117 on Wednesday, May 11th, brining it to code parity with the current release viewer. Providing no major issues are uncovered, this might be the last RC update for this viewer prior to its promotion as the de facto release viewer.

Project Bento

As noted above, the Project Bento meeting was severely disrupted by continuing Aditi issues, which left people unable to reach the meeting either via direct log-in or via teleport.  As Vir Linden was also unavailable (due to an unrelated matter), Troy Linden steered the meeting, fighting against a slowly deteriorating region condition.

A pile-on test had been planned for immediately after the meeting with the intention of stress testing a region with a large number of animated Bento avatars all with active animations. The test was to have been an internal Lab test, but members of the Bento user group were invited to join-in as well if they wished. Unfortunately, the continuing poor Aditi performance force the test to be postponed.

Agni Test Release Deployment

Allowing for things like stress testing and unforeseen issues, the plan is for a test release of Bento on Agni (the Main grid) to be made during week #21 (week commencing Monday, May 23rd).

The release will be the current server-side support for Bento, plus the project viewer. It has not as yet been decided to make the deployment grid-wide, or restrict it to an RC channel  / dedicated channel.

The deployment is to gain a broader audience testing Bento assets and content and using the viewer. This does mean that if you wish to see or try Bento content, you will have to be using either the Bento project viewer, or a TPV which has the Bento updates.

Continuing voice issues rendered recording the meeting impractical, so hopefully normal reporting will resume  next week.