The following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, April 19th, 2018 at 13:00 SLT. The meeting is chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.
Medhue Simoni Live streamed the meeting, and his video is embedded at the end of this summary. My thanks to him for providing it. Time stamps are included in the text below to allow easy referencing to the video for details.
Initially, the meeting opened on Aditi at the Animesh test regions.however, Voice issues across the beta grid regions resulted in the meeting decamping to the TPVD amphitheatre on Agni, and these notes reflect the meeting from that point onwards, starting at the 7 minutes 19 seconds point in the video.
The goal of this project is to provide a means of animating rigged mesh objects using the avatar skeleton, in whole or in part, to provide things like independently moveable pets / creatures, and animated scenery features via scripted animation. It involves both viewer and server-side changes.
The project viewer with the updated Animesh land impact / tri count formula was released on Monday, April 16th. Version 184.108.40.2064468 also brings the viewer to parity with the current release viewer.
Vir’s provides a detailed explanation in the Animesh updated limits and cost formulas forum thread, However, in summary:
- Animesh attachment limit = 1: only one Animesh object can be attached to an avatar at a time. This is unchanged from the original estimates.
- Triangle Count Limit = 100,000: an animesh object (linkset) can have at most 100k triangles, where the count is based on the estimated size of the largest LOD (normally this is the high LOD). This includes all mesh triangles, static or rigged.
- Land Impact: streaming cost = 15.0 + 1.5 * ktris + cost of non rigged prims: for a rigged mesh prim in an animesh linkset, the streaming cost will be 0.0015 * effective_tri_count – that is, 1.5 per thousand triangles. The value for effective_tri_count is derived from the estimated triangle count of the various LODs in the prim as follows:
- High LOD: all of the estimated triangle count included in the effective_tri_count.
- Medium LOD, Low LOD and Lowest LOD: the allowed number of triangles can be up to ½ of the LOD above, or 64, whichever is larger (i.e. Medium can be up to ½ of High, or 64, whichever is larger). If there are more triangles than this limit, that excess will be added to the effective_tri_count.
- These values are also reflected in ARC (avatar rendering cost) calculations for Animesh items.
[7:23-8:43] The viewer also incorporates a change where it will automatically switch to skeleton based rendering for Animesh as soon as it detects the use of an avatar skeleton in an object, rather than waiting until an animation starts playing on an Animesh object in order to make the switch. It is hoped this will avoid issues between an Animesh object’s static and animated states, which can cause visual glitches when the animation based switch is made. It should also avoid potential exploits with people using multiple Animesh objects without necessarily animating them.
[9:13-9:32] It is believed the majority of bugs for Animesh are now in hand, however if any finds specific issues with the new impact calculations or with the latest project viewer in general, they are asked to file a JIRA bug report.
Rigged Mesh Level of Detail / Bounding Box Issues
Beq Janus has reported on issues with rigged mesh LOD issues related to the avatar bounding box. Essentially, attachments on avatars swap their LOD models as if they were scaled to the overall avatar Bounding Box. Some creators, deliberately or otherwise, force the bounding box to be far larger than is required, which then creates problems
For example, if an avatar bounding box is forced to 15 metres on a side, any rigged object worn by that avatar will swap LODs as if it were 15 metres in size, no matter how small, forcing viewers around it to use its highest LOD model unnecessarily (see BUG-214736 for more).
[8:44-9:12] Graham Linden has been investigating these, as has some proposed changes which he and Vir hope to implement in the near future, the implication being these will be folded into the Animesh viewer.
Environment Enhancement Project (EEP)
A set of environmental enhancements, including:
- The ability to define the environment (sky, sun, moon, clouds, water settings) at the parcel level.
- New environment asset types (Sky, Water, Days – the latter comprising multiple Sky and Water) that can be stored in inventory and traded through the Marketplace / exchanged with others.
- Experience-based environment functions
- An extended day cycle (e.g a 24/7 cycle) and extended environmental parameters.
This work involves simulator and viewer changes, and includes some infrastructure updates.
[10:35-11:05] Rider Linden has been involved in dealing with other issues, which have delayed progress on EEP. He hopes that with this worked cleared, he’ll be able to focus on getting the viewer updates out in a project viewer.