Project Bento User Group update 18 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, July 7th at 13:30 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.

Viewer Updates

Project Viewer

There have been no further updates to the project viewer, version at the time of writing. Vir is continuing to try to nail down the remaining bugs, but there are no significant fixes in the pipeline as yet.

The project viewer is due to be merged up to de facto release viewer (which updated on Tuesday, July 5th). It’s currently not clear if this will result in a new version of the project viewer being put out without any actual Bento changes, or whether the Lab will wait until there are fixes and updates to Bento before putting out a new version of the viewer.

Experimental / Test Viewer

There is an updated experimental viewer for the proposed skeleton and slider modifications. A summary of the updates included in this version of the viewer can be found on the Machinimatrix website. In short:

  • There is a new bone, mFaceJawShaper, intended to resolve issues around the jaw angle (see my Bento update #17 for background)
  • Additional tweaks to existing facial bones
  • Some slider changes

In support of these changes, there is also an updated mesh model. Bento creators are asked to take a look at the updates in this viewer and experiment with them, and provide feedback and details of any issues back to the Lab as soon as possible. This model has not been added to the Bento Test wiki page so as not to cause any confusion with the models already there.

Overall, the Lab is looking to lock this viewer down, so that changes and be reviewed and, if approved, incorporated into the main Bento project viewer. Once this has been done, it is very unlikely that any further skeleton or Avatar_LAD file changes will be made.

Those wishing to test the experimental viewer should note that they must use the BentoExperimental1 region on Aditi to upload models or animations that use the new bone, as it is currently unsupported on Agni (the main grid).

These changes will result in some displacement of jaw / mouth joint positions when viewing models with do not have the updates. Matrice Laville and Cathy Foil provided some suggestions on how to correct such displacements, both generally (Matrice) and with specific reference to Maya / Mayastar (Cathy).

Bento Heads and Sliders

Translations  / Rotations and Animations

The reasons for the new experimental viewer lay in the recent discussions about potential issues which could impact Bento’s effectiveness with human heads.

The Machinimatrix summary linked to above (which also forms the release notes for the Avastar 2.0 Alpha 4 update), provide a comprehensive explanation of the  situation. However, in short,  the SL animation system has worked on the assumption that sliders only affect translation and scale whilst animations only affect rotation, allowing both to work cooperatively. With Bento, animations can now also leverage bone translations, and this can lead to conflicts when attempting to run animations on avatars modified using the sliders.

Exactly how severe these conflicts are has been a topic of hot debate within the forum thread for the last few weeks. As a result, Medhue Simoni has produced a video (below) which hopefully defines what is and isn’t possible within the existing project viewer, while the Avastar team and Cathy have attempted to further address some of the concerns expressed by mesh head creators in an attempt to make the system more responsive to their needs.

During the meeting, Cathy, Vir and Matrice gave a further summary on why these changes appear to be coming so late in the day.

Head Appearance Slider Limitations

Setting the Egg Shape slider to 0 results in the chin bone sliding forward, rather than down: a result of trying to get a single slider to try to work with multiple head bones
Setting the Egg Shape slider to 0 results in the chin bone sliding forward rather than down to give a pointy chin: a result of trying to get a single slider to try to work with multiple head bones. Weighting models should help compensate for this

Another issue with Bento heads – again, notably human heads – is trying to tie all of the available bones to the existing sliders such that using the sliders to change the shape of a Bento head is reasonably consistent with using the same sliders to morph the shape of the system avatar (so users see a reasonably consistent result whether they are using a Bento head or working with the system avatar).

Unfortunately, this has not been possible with either the Head Shape or Egg Head slider, due in no small part to the complexities in trying to control the position of so many head bones with these sliders.

As a result, when using the extreme left / right ranges of these sliders, odd results can be seen. Setting the Egg Head slider to 0, for example, results in the chin bone being pushed forward, rather than down, resulting in an exaggerated pointy chin. It is believed that weighting heads will help compensate for this, but as Matrice, Cathy and Vir explained during the meeting, the sliders are such that issues like this cannot be easily avoided.

Height Issue

One fix that should hopefully be forthcoming when the next version of the project viewer does appear, is for the avatar height offset issue (BUG-20013), in which (mainly) quadruped avatars may appear to be standing on the ground in their own view, but are seen as standing in the ground by others.

In short, an avatar’s position relative to the ground it is standing on is calculated using the position of a number of bones within the avatar and various other factors. However, how and when these calculation is updated within the viewer occurs in a somewhat unpredictable manner, with the result that while an avatar may appear to be standing on the ground in one view, it is standing in the ground when seen by others.

To fix this, Vir has revised the height calculation to run almost constantly. This should hopefully result in all viewers consistently calculating an avatar’s height above the ground, including the impact of any animations which may affect it, and thus produce a consistent set of results: everyone sees the avatar standing on the ground.

Alt_Eyes

Bento includes a set of alternate eye bones, the Alt_Eyes, which are tied to the appearance sliders governing the “primary” eyes (size, position, etc.).

These were originally added so that those wishing to have eyes which are not animated by the default system eye movements could make use of them. However, it is now been confirmed that running eye animations at a higher priority to the system animations is sufficient to override them on the “primary” eye bones.

Further, even where models have been made which incorporate additional eyes (e.g. in Aki Shichiroji’s wyvern), the Alt_Eye bones may not actually be used / it might be preferable to not have them change size / position on the basis of altering the “parent” avatars eyes via the appearance sliders.

A suggestion has therefore been put forward to de-couple the Alt_Eyes from the eye bones (and just have them linked to the head shape sliders). This couple potentially open them up for more varied use, such as with hair, cheek bones etc.  As the Lab is keen to lock down both the skeleton and the Avatar.LAD file as soon as then can, this is something which needs to be agreed ASAP, preferably through forum thread discussions.

Project Bento User Group update 17 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 30th 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.

Bento Project Viewer and Moving Forward

The project viewer updated to version 5.0.0.317134, on Thursday June 30th. This update includes small tweaks to the avatar skeleton file, but no structural changes, and provides fixes for:

  • SL-426 missing string for left pec, right pec attachments
  • SL-398 issues with system eyelashes
  • MAINT-6380 vertical flicker with some mesh avatars.

With the exception of the facial bone / slider work (see below) the focus is very much on getting the viewer to a release candidate status, and the project as a whole released. The emphasis with the viewer is on fixing Bento specific bugs, rather than viewer bugs which pre-date project, together with anything which has a major impact on the project as a whole. To this end, a request has been made that anyone who has found an issue or problem they have not reported to either raise a bug report and / or raise it for discussion in the Bento forum thread.

"OK, who brought the marshmallows?" - the gathering of the Bento Imps at the Hippotropolis camp site for the Bento meeting
“OK, who brought the marshmallows?” – the gathering of the Bento Imps at the Hippotropolis camp site for the Bento meeting

Height Issues / Ground Sits

As noted in my Bento #15 report, there are still some issues around avatars standing on / in / over the terrain when seen from different viewers (a person can appear to be standing on the ground in their own view, but knee-deep in the ground to someone else).

The issue appears to lie it the complexity of the information that is being handled for the avatar, and updates between the simulator and viewers not necessarily arriving in the right order, and Vir hopes the Lab will be able to dig into things some more in the hope of improving how the calaculations are handledthem out.

Facial Bones and Sliders

The forum thread discussion on the facial bones and sliders (see my Bento #16 update) has been continuing. A proposal, as requested at the time, has been put forward, and the promised test viewer was made available on June 27th, together with three new test skeletions (bento human male, bento human female and bento angel). See also Vir’s forum thread post for more information.

Matrice Laville has been trying to implement many of the suggestions put forward on the issue, and ideally the Lab would like to get all suggestions / changes wrapped up by the end of week #27.

Jaw Angle Slider

In terms of the jaw bone angle slider in particular, there was a further healthy discussion over where the problems lay and how best to deal with them. For clarity, the audio of the discussion is given below.

Mel Vanbeeck, vir and Matrice Laville discuss the jaw bone angle issue

Pros and Cons of adding a new bone, and the possibility of perhaps doing so in the future

The Exodus of the Imps: some of us exercising a region crossing as a part of the pile-on test
The Exodus of the Imps: some of us exercising a region crossing as a part of the pile-on test

Scaling Wings and Tails to Avatar Height

Currently, the wing and tail bones are not adjusted when changing an avatar’s height via the appearance sliders.  This is because the bones can be re-purposed for other uses, and having them automatically adjust according to adjustments made to an avatar’s height may not always be optimal.

It has been suggested that the hind bones and wings should have their own sliders, but this has been considered outside the scope for Bento, where the emphasis is enabling the existing sliders to be used with the Bento bones as and where they are deemed particularly useful.

In terms of the wings and tail, the suggestion is that they not be hooked into the height slider, but are left as is to allow for the possible addition of dedicated sliders into the avatar LAD file at some point in the future.

Other Items

Pile-on Test

The meeting was abbreviated to allow for a pile-on test to check simulator performance and region crossings with large numbers of avatars. The results will likely be reviewed at the next meeting.

Avastar 2.0 Alpha 3 Release

The Avastar team have issued an alpha update specifically for Bento. Full details can be found in the release notes for the changes and known issues.

Next Meeting

There many be a Lab internal meeting which conflicts with the next meeting. Check the Bento User Group wiki page for the meeting status nearer the date.

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