SL project updates week 25/2: Content Creation UG w/audio

The Content Creation User Group meeting, at the Hippotropolis Camp Fire Circle (stock)

The majority of the following notes are taken from the Content Creation User Group meeting, held on  Thursday, June 22nd , 2017 at 1:00pm SLT at the the Hippotropolis Camp Fire Circle. The meeting is chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.

Audio extracts are provided within the text, covering the core project LL has in hand. Please note, however, that comments are not necessarily presented in the chronological order in which they were discussed in the meeting, but are ordered by subject matter.

Server Deployments Week 25 – Recap

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

  • On Tuesday, June 20th, the Main (SLS) channel was updated with a new server maintenance package (#17.06.12.327066), containing fixes to help with the caps (capabilities) router (see here for details).
  • On Wednesday, June 21st, the RC channels were updated as follows:
    • BlueSteel and LeTigre should receive the same server maintenance package (#17.06.19.327206) containing internal fixes
    • Magnum should receive a server maintenance package (#17.06.19.327192) intended to fix BUG-100830 (“HTTP_CUSTOM_HEADER no longer works on RC 17.06.13.327111”) and BUG-100831 (“Lelutka Simone bento head spits a script error when attached on 17.06.13.327111 regions (Magnum & Cake)”).

Animated Objects

Vir has been trying to get animated objects using the avatar skeleton to scale in a reasonable way and that linksets are correctly referencing the same skeleton, and things are handled corrected when they are attached or detached. He’d also be interested in hearing from makers of the “current generation” of pets on how they work – how do they maintain ground contact, how they follow along, how the physics is getting managed, so that he can look into trying to make animated mesh objects operate in a compatible manner.

So, if you are a pet maker and can help Vir in this, please either attend the Content Creation User Group meetings, or contact him directly.

Attaching Animated Objects to Avatars and Avatars to Animated Objects

One of the popular aspects of pets today is the ability to attach them to an avatar (so you can carry them, have them sitting on your shoulder, etc), and this is seen as a potentially important aspect of animated mesh. However attempting to do so does present issues, as it would mean linking two avatar skeletons in some manner, something that is not currently possible. While there are some potential ways this could be done, it could add considerable overhead to the existing project, and also brings potential challenges with it – such as ensuring an attached skeleton is correctly oriented, determining the potential performance hit, etc..

Similarly, BUG-100864 suggests a means of going the other way – linking an avatar to an animated object – such as being able to walk up to a free-roaming horse on a region and being able to mount it and ride it, for example. However, this also raises some of the same concerns.

While not ruling either out, Vir is focused on bringing forward a relatively basic means of animating mesh objects using the avatar skeleton, one which can offer a series of potential uses whiles conceivably allowing existing mesh creations (such as pets) to easily be converted to use it. As such, he sees it as a foundation project, which can then be expanded to incorporate other capabilities in the future, rather than trying to pack everything into a single project which could run the risk of very long development times or becoming overly complicated with all it is trying to achieve right from the start.

Baked Textures on Mesh

Work is still focused on the baking service infrastructure updates required to support baking textures on mesh avatars. These are quite extensive, involving changes to the underpinning tools, the servers (including updating Linux), and so on.

Rigging To Attachment Points

There has been some confusion of late as to whether rigging to attachment points is allowed or not. From the Lab’s perspective, it is not allowed for uploaded since the introduction of Bento, but should still work for legacy items. However, what appears to be a server-side glitch in the last couple of weeks seems to have exacerbated the confusion.

Vir’s recommended rule-of-thumb for TPVs to test against the Lab’s official viewer and ensure behaviours match, otherwise confusion could occur down the road once the current glitches have been corrected. To help with matter, he’s going to refresh his mind on what limitations are enforced server-side, and hopefully bring a list of them to the next meeting to help TPVs ensure they are following the requirements in order to avoid future problems.

Other Items

Mesh Body Dev Kits / Clothing Making / “Standardised” Mesh Avatar

This topic took up the core part of the meeting, and as such, the following is an attempt to precis the core points into a readable summary

At the moment, all mesh bodies in Second Life are unique to their creator, utilising their own core shapes and skin weightings, which have a considerable amount of IP bound up in them. Because there is no available “standardised” mesh model available in Second Life, it means that the body creators need to provide developer kits to mesh clothing and attachment makers, which include this core information –  skin weights (in Blend or Maya or DAE or OBJ files) for rigging clothing and the shapes, which potentially makes it very easy for someone to create their own avatar bodies.

To try to reduce this risk, mesh body makers tend to have license agreements clothing makers are required to agree to, and by sometimes limiting who may or may not be deemed eligible to obtain such a kit.   This has  caused some friction / frustration in the cloth making community.

One suggestion put forward to help reduce fears on the part of mesh avatar creators and allow clothing makers more readily support avatar body brands, was that avatar makers should perhaps consider offering only the body shape to clothing makers – and then offer a fee-based rigging service to clothing makers. This would remove the need for avatar makers to give out their skin weight files, offer them a revenue stream and allow clothing makers more equitably create clothing for the more popular mesh bodies.

While there are no projects on the roadmap aimed at the SL avatar system, two other ideas were put forward which Vir agreed, could be worth consideration down the road:

  • One is a suggestion that LL look to emulate the ability in Maya and Blender to copy skin weights from an avatar model to an item of mesh clothing by running an algorithm to match the weighting from the avatar to the nearest vertices in the clothing. This would allow the clothing to fit almost any mesh body “automatically”, removing the need for clothing makers to specific weight their clothing to each of the mesh bodies they wish to support.
  • The development of a news “SL mesh avatar” designed to operate alongside the existing system avatar (so no content breakage for those preferring to continue using the current system avatar). If this avatar had a sufficient density of vertices, it offers two potential uses:
    • Mesh body makers could use its weightings with their custom shapes to produce individually unique mesh bodies, but which all have a “standardised” set of skin weights, reducing the amount of work involved in creating them (or they could continue to use their own custom skin weights if they wished
    • It could offer clothing makers a single source of skin weights for clothing, simplifying clothing making, which – if combined with the vertices matching algorithm mentioned above – would help ensure the clothing “fits” custom weighted mesh bodies.

The vertices matching algorithm idea might be the more difficult of these two ideas to implement – were either to be considered. However, the development of a mesh avatar that could exist alongside the system avatar could have a lot of merit and help “standardise” the more technical aspects of mesh avatars without impacting their individual shape / look.

Further, as mesh objects can support multiple UV sets, it would be possible for such an avatar to use the legacy UV map use to define the texture spaces on the three parts of the system avatar (thus allowing it to use existing skins, etc), or it could support more “advanced” UV maps (so skin creators could finally design skins with two arms, rather than having the one arm “mirrored” on the avatar, as is currently the case.

Why isn’t Scaling Bones by Animations Allowed?

Scaling bones using animations has never been supported in SL, although Vir isn’t clear on why (and pseudo bone scaling via animations has been possible through attachment point scaling or animating the point positions). However, one of the things that makes designing avatars harder is multiple ways to manipulation and aspect of a bone, because of the potential for conflicts. An example of this is bone translations, which can be affected by both animations and the shape sliders, and so can cause issues.

However, during the Bento project, the advantages of allowing translations through animations was such that the Lab opted to permit it, even allowing for the potential for issues. As scaling bones through animations could bring about a similar level of possible complexity to avatar design (as bones can obviously be scaled via the sliders, this could be the reason scaling bones via animations hasn’t been supported. Currently, this is unlikely to change, if for no other reason it would require a change to the animation format, which currently has no means to interpret bone scaling.

SL project updates week 24/2: Content Creation UG w/audio

The Content Creation User Group meeting, at the Hippotropolis Camp Fire Circle (stock)

The following notes are taken from the Content Creation User Group meeting, held on  Thursday, June 15th, 2017 at 1:00pm SLT at the the Hippotropolis Camp Fire Circle. The meeting is chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.

Audio extracts are provided within the text, covering the core points of the meeting. Please note, however, that comments are not necessarily presented in the chronological order in which they were discussed in the meeting, but are ordered by subject matter.

Animated Objects

Vir is continuing to work on this project, which has been given the informal name of “animesh” – which, as was pointed out in the meeting by some, sounds a lot like “any mesh”, although it seems to have some support among attendees, who have been doing their best to propagate the term ahead of the Lab settling on a project name.

Viewer Status

There is no ETA for a project viewer, as the current test viewer still has a habit of crashing other viewers in the same region by sending them unrecognised messages. This need to be fixed before a viewer supporting animated meshes goes into circulation, even as a project viewer.

Scaling Animated Objects

There has been some discussion around editing animated objects in order to adjust their scale, with the associated skeleton being automatically adjusted to match the desired size of the object. In testing the idea, Vir has found it a lot harder to do than expected due to how things are coded in the viewer. Essentially, there is no overall way to scale the skeleton; every individual bone in the skeleton has to be scaled.

However, these does appear to be one viable means of achieving the scaling up / down of an animated object, and Vir is going to take a look to see if it can be made to work in a semi-predictable way.

Suggestions on how to handle this have included adding a root prim to animated objects or using a script to apply scale or using the object’s bounding box (the physics bounding box isn’t seen as suitable, as some animated objects may not have physics associated with them). While the latter might be a little more fiddly to use, it is the option Vir seems to prefer, although as he notes, he still needs to do more testing. If the approach doesn’t work, use of LSL commands might be looked at as an alternative.

Baked Textures on Meshes

Anchor Linden is working on the project. At the moment the focus is on baking service infrastructure updates to support the increased baking requirements (including support of 1024×1024 textures, which is seen as the “easy” part).  There is no ETA for this work at present, but the rough work flow is:

  • Update the baking service
  • Carry out performance testing – increasing the number of avatar bakes for a large number of avatars is going to increase the cost of the baking process, so the Lab needs to be sure any requirements for additional baking servers are understood
  • Issue an updated viewer which supports rendering the new bakes, and has a compatible “local baking” (used to define your initial look for transfer to the baking service) which is fully consistent with the baking service.

Once these are in place, then work can commence on how to flag mesh faces as being surfaces on which the baked textures are to be applied. This will include  a mechanism  for hiding the existing (default) avatar body without using an alpha layer.

Updating the baking service to support bakes on meshes will not involve adding materials support to the baking service, although that may be considered as a future project. The focus here is purely on extending the baking service to support using the baked textures already available on mesh avatar bodies.

Alpha Masking Mesh Bodies

The question was raised on whether use of the baking service would allow clothing creators to use alphas as a means to hide body elements to stop them showing through mesh clothing worn by an avatar (as tends to be done with the system avatar and mesh clothing today, rather than or alongside side of the current mechanism where a mesh body (Maitreya, Slink, TMP, etc.), is split into numerous parts with multiple faces which can have individual alphas applied too hide them.

Vir believes the baking service should be able to provide suitable body masking, given it can already for the system avatar, where alpha baked into an appearance can be used to hide all or parts of an existing system avatar when seen by others.

Cathy Foil also suggested a means to “turn off” the default body parts on the system avatar (head, upper body, lower body) or the use of a second alpha channel. The first option is useful, but constrained – you can’t turn off hands or feet, for example as they are defined within the upper / lower body part. A second alpha channel offers greater flexibility, but adds to the complexity of implementation.

Overall, masking through the baking service – given there have been tests by body creators in the past to see how alphas within bakes work on mesh bodies – is seen as the more direct answer. It will obviously require people to go through a learning curve, vis understanding applying bakes to meshes and any UI changes, etc. The project viewer – once available – is seen as a means of starting on this learning process, as well as a means of determining what has been missed / may additional be required to make the capability useful.

Mixing Bento Hand Animations and Non-Bento Hand Morphs

BUG-100819, “Default hands spread wide during bento hand animations, making it impossible for Bento and non-Bento owners to play together” came up for discussion at the meeting.

In brief: the default system avatar uses a set of morphs to allow the hand to form a series of basic shapes: a relaxed hand pose, a fist pose, a spread fingers (default) pose, etc. Which can be triggered by an animation utilising an identifier. Bento animations, however, directly manipulate the 30-odd bones the hand to produce hand and finger poses. As the system avatar cannot used these bones, the Bento animations are effectively ignored when run on a system avatar.

However, the underpinning system hand morphs can still be used by the system avatar providing the required morph is identified within the animation itself. When this is done, the animation will play for Bento avatars, or be ignored by system avatars in favour of the defined morph. But if no morph value is specified within the animation, the system avatar hand will adopt the default splayed fingers morph – which appears to be what is happening in the JIRA, possibly combined with an animation priority clash.

Medhue Simoni recently produced a live stream walk-through of mixing Bento animations and default hand morphs, and provided the link to that session at the meeting, which I’ve embedded below.

It has been suggested that the splayed fingers issue could be avoided by changing the system so that if a null value is specified in an animation (as opposed to leaving the field blank), the system avatar will adopt the relax hand morph. While Vir has agreed to look into this, adding such a null value will not automatically resolve the problem for animations which doe not have any morph value defined – the system avatar will continue to use the splayed fingers morph.

Another suggestion is to have the exporter in the tool used to create the animation (e.g. Avatar) display a reminder that hand animations should have a morph value defined. This would make more sense, as it would be within the application where the animator can easily add a value if they had forgotten to do so.

General Discussions

  • Re-purposing Bento bones for pets – yes this can be done, providing the re-purposed bones are not being used for anything else (e.g. if a pet attached to your avatar skeleton uses facial bones and you have a Bento head using the same bones, wearing both at the same time will result in conflicts.
  • Animated object will overcome this, by allowing completely independent pets, but is it’s not clear at this point if these could be attached to an avatar, as that would me combining two independent skeletons.
  • A request was made to increase the largest allows size for prim creation (64m x 64m). This is unlikely to happen.

Bento Bones and Weapons

Bento bones can be used with weapons, again providing they do not class with other mesh using the same bones. In this, the wing bones would seem to be a good choice, given groin, tail and rear leg bones can have a wide variety of uses, and may be more prone to clashes.

One problem with weapons is getting them to align with the hands. As Medhue pointed out in the meeting, he has discovered that getting rigged weapons to stay aligned to the hands when the avatar’s shape is changed is next to impossible. Instead, he recommends not rigging the weapon, then using the hand attachment point and animating that instead. This both allows the weapon to be animated and ensures the weapon remains closely matched to the hand no matter how the avatar is resized.

SL project updates, 23/2: Content Creation Meeting

The Content Creation User Group meeting, at the Hippotropolis Camp Fire (stock)

The following notes are taken from the Content Creation User Group meeting, held on  Thursday, June 8th, 2017 at 1:00pm SLT at the the Hippotropolis Camp Fire Circle. The meeting is chaired by Vir Linden, and agenda notes, etc, are available on the Content Creation User Group wiki page.

A video recorded at the meeting by Medhue Simoni is embedded at the end of this update, my thanks to him making it available. Timestamps in the text below refer to this recording. The meeting was disrupted by three region crashes, and this is reflected in the stream recording.

Asset HTTP Viewer

[2:50] The Asset HTTP RC viewer (version 5.0.6.326593 at the time of writing) has an update with LL’s QA. As noted in my last TPV Developer meeting update, this includes the new viewer update management code. It is now expected to appear in the release channel and an RC update in week #24 (week commencing Monday, June 12th).

Animated Objects

[3:18] Vir is continuing to work on the animated objects project, and now has an internal version of the viewer that hooks-up to a correctly configured simulator. It is still some way from being ready to be offered as a project viewer, however.

Skeleton Positioning

[4:09] One issue to be considered with animated objects using the avatar skeleton is where the skeleton is supposed to be positioned. Avatars are placed by the simulator providing information on where the agent is, and the bones are then positioned and things like hover height are applied, and whatever rigged objects are being worn are positioned relative to the skeleton’s position. With an animated object, the reverse is true: the object has a defined location, and some means needs to be found for the system to position the bones accordingly; it’s not currently clear how this should be done.

Vir has tried experimenting using the mPelvis bone, and aligning that with the object’s position, with mixed results. So, should the Lab simply pick a convention and have people build their animated objects accordingly, or should a smarter, more adaptive solution be sought?

Collisions

[10:50] Collisions (being struck by avatars, other objects). Collision detection isn’t currently carried out in SL for skinned objects, however, Vir is considering calculating collisions based on the collision volume of the skeleton, although this has yet to be investigated.

Setting a Prim as Object Root

[11:19] Cathy Foil has suggested using a prim as the root for an animated object, with the skeleton positioned relative to that prim. This has the advantage of potentially allowing the skeleton, as a child linkset of the root, to have physics; further, the prim could be set statically at a fixed location in a region, and the skeleton  / object animated to roam independently or it could be scripted to move (and even use Pathfinding), with the animated skeleton / object carried along with it. Thus, it could offered a flexible approach to the problem.

[14:34] One of the things Vir is aiming for is for creators to be able to take existing skinned mesh content and turn it into animated objects, without the need for the model to be re-worked / re-uploaded.

Multiple Rigged Meshes in an Animated Object

[17:38] With his current work, Vir believes it should be possible to have multiple rigged / skinned mesh objects animated by a single skeleton (e.g. so an avatar body can be split into the notional lower body, upper body, head). This could have some interesting uses providing the meshes don’t try to use the same bones.

Frame Rates

[20:05] Vir has had a number of animated objects running at the same time, and he has not seen a significant impact on frame rates. However, the caveat here is the relative rendering complexity of animated objects and how that affects client-side processing. The current hope is that the impact of any given animated object will equate to that of a similarly rigged and complex avatar, so the potential for performance impact is there; it’s just too early in the project to make any definitive statements.

Editing Size

[20:45] At the moment, the size of an object is governed by the size of the skeleton; it could be more flexible if the size of the objects could be set / edited, and this determines the size of the skeleton. This might, for example, be done by sizing the skeleton to the object’s bounding box (which adjusts as the object is resized). However, it’s again too early in the project to offer a definitive way this might be done.

[23:12] Cathy points out that having a root prim for an animated objects, sizing them could be tied to the size of the root prim. So, for example, doubling the size of a root prim would double the size of the object.

Applying Baked Textures to Mesh Avatars

[33:41-35:45] A short explanation of this project for those unfamiliar with it. In brief, a means to apply composited textures bakes (skin, tattoo, clothing layers, etc), to mesh bodies using the SL baking service, with the aim of potentially reducing the complexity of avatar bodies.  This work is being carried out alongside of animated meshes, but is not dependent upon that project (or vice-versa).

[29:06] Updates to the baking service to support baking textures on mesh avatars has now started. This is currently infrastructure work – updating the baking service to a newer version of Linux, etc.

After this, the first step in getting the service to work with mesh bodies will be updating it to support 1024×1024 textures and producing a corresponding viewer update. Once the latter is available for testing, then the Lab will be ready to look at the feature set for supporting bakes on mesh.

Materials Support and the Baking Service

[30:30] There may be a misunderstanding circulating that the baking service will “disable” materials on meshes. This is not the case.

The baking service has never supporting materials processing, and the work to enable texture baking on meshes will not include extending the baking service to handle materials  – this would be a huge undertaking. However, it will not prevent materials from being used via other means (application directly on the mesh, etc.), or any other way in which materials are used in-world.

The baking service uses is a composited diffuse (texture map). This may be less than is currently possible when using applier systems (which should continue to work alongside bakes on mesh). [40:34] It will also be possible to still manually apply normal and specular maps to an avatar mesh using the bakes.

Baked Texture Delivery to a Mesh / Persistence

[31:53 and 38:47] Once a bake has been completed it would be delivered to the mesh by means of flagging the face to which it is to be applied. This flag will remain persistent, so when the avatar appearance is updated texture will be re-applied to the face, until the face is flagged as requiring a different baked texture.

Arbitrary Use of Bakes

[36:24] As noted in my last Content Creation UG update, there has been some discussion of a more arbitrary use of bake textures and applying them to other objects, but this in not the focus of this current work. However, these ideas might be considered in the future.

Anchor Linden

[41:58] Anchor Linden is a new name at the Lab, and is currently working with Vir, focusing on the texture baking project.

Supplemental Animations

[41:38] The supplemental animations work, designed to overcome issues of animations states keyed by the server-side llSetAnimationOverride() conflicting with one another, is still on the card, just no further movement as yet.

General Discussion

[44-22-end] General discussion: mesh uploads, proper management of LODs, etc.

SL project updates week 21/3: Content Creation UG w/audio

The Content Creation User Group meeting, at the hippotropolis Camp Fire (stock)

The following notes are taken from the Content Creation User Group meeting, held on  Thursday, May 25th, 2017 at 1:00pm SLT at the the Hippotropolis Camp Fire Circle. The meeting is chaired by Vir Linden, and agenda notes, etc, are available on the Content Creation User Group wiki page.

Audio extracts are provided within the text, covering the core points of the meeting. Please note, however, that comments are not necessarily presented in the chronological order in which they were discussed in the meeting, but are ordered by subject matter.

A video recorded at the meeting by Medhue Simoni is embedded at the end of this update, my thanks to him making it available. However, do not that this cuts out mid-way through the meeting. Timestamps in the text below refer to this recording.

Applying Baked Textures to Mesh Avatars

[1:54] This was announced as a new project – see my separate update for details.

The meeting saw additional questions asked about the baking service, which are summarised below.

Will the Baking Service Support Animated Objects?

  • Not initially. Baked textures are only relevant to your Current Outfit Folder (COF), affecting your appearance only. Animated objects will not have any notion of a COF (as they do not have an associated inventory structure as avatars do), so whose textures would an animated object show?
  • Also, even if you could assign your own COF-defined appearance to an animated object, it would only be valid until you change your own appearance, which would discard the bake used by the object, probably leaving it blank.
  • One solution might be allowing arbitrary textures to be sent to the baking service (see below). Another would be to allow animated objects to have their own notion of a COF contained within the object itself which the baking service could somehow reference
    • WERE this kind of work to be adopted, this would be Vir’s preferred approach. However, it is not currently a part of either the animated objects project or baking textures on meshes.

Baking Arbitrary Textures

Would it be possible to have a LSL function to request baking arbitrary textures?

  • Not as a part of applying baked textures to mesh, although it might be considered in the future.
  • However, the baking service could offer considerable flexibility of use were it to be extended, simply because of the way it defines the body area (head, upper body, lower body).
  • A problem is that, as noted above, baked textures are held only so long as your current avatar appearance defined via your COF is relevant, after which they are discarded. For the system to be useful with arbitrary textures, the resultant composite textures would need more rigorous storage, perhaps as a new asset class or retained in some form of “temporary” texture store – either of which would have to be defined and allowed for.
  • Thus, the problem is the amount of work involved in extending the baking service and (potentially) the asset handling required to support it.

HTTP Asset Viewer

[4:22] The HTTP Asset viewer was updated to version 5.0.6.326593 on Friday, May 26th. This update primarily bring the viewer to parity with the recently promoted release viewer, and so primarily comprise the revised region / parcel access controls, and the updates to Trash emptying behaviour.

Supplemental Animations

[6:53] As well as working on animated meshes, Vir is now also working on the LSL side of supplemental animations alongside of LSL changes need for animated objects. The work is designed  to overcome issues of animations states keyed by the server-side  llSetAnimationOverride() conflicting with one another.

Animated Objects

Current Project Status

Vir has got basic prototyping working in a “hacked up” single version of the viewer. He’s now working on the shared experience – how is an animated object seen by multiple viewers.

There is still no details on what limits beyond land impact which may be applied to animated objects (e.g. number of animated objects – not avatars – permitted per region type, etc), as there is not at this point any solid data on potential performance impact to help indicate the kind of limits which might be required..

Number of Allowed Animation Motions

[8:52] Currently, SL supports a total of 64 animation motions playing at one time per agent (hence walks, arm swings, wing flaps, tail swishes, etc., all of which can happen at the same time). It’s not been tested to see how much of an actual load running multiple animations places on a system. The limit might have to be changed as a result of animated objects – or it might not; it’ll come down to testing.

Other Items of Discussion

Avatar Scaling

[12:24-video end] There is a lengthy discussion on avatar scaling.

  • Essentially, the size slider works within a certain range; go beyond this, and distortions of body parts (e.g. facial features) can start to occur, as some sliders stop working properly.
    • Obviously, it is possible to scale avatars using animations, but again, doing so also doesn’t play nicely with the sliders.
  • This problem is particularly impactful with Tiny and Petite  avatars (although it also affects really large avatars). One workaround is to upload a mesh without joint positions of the affected bones, but this causes breakages in the mesh.Thus, having a slider which could handle the avatar’s scale over a broader range might be beneficial. However:
    • Changing the definition of the current scale slider to work over a broader range isn’t an option, due to the risk of existing content breakage.
    • Adding a new “global scale” slider to the system might be possible. However, while its is relatively simple at the viewer end of things, SL is already close to its limit of 255 sliders, and any additional global slider will require significant changes to the back-end.
  • A further problem is motion is not affected by scale, but is keyed to the current avatar size range. So, additional work would be required to the locomotion system to ensure the distance covered by an avatar’s stride is consistent with its size, adding further complexity to any changes.
  • Also, the ability to scale avatars would also require using rotations only, as any use of translations could result in locomotion issues noted above (e.g. so a really small avatar would appear to zip along at 100s of miles an hour), and rotation-only animations are somewhat limiting.

BUG-20027: Allow joint-offset-relative translations in animations

Created during the Bento project, this feature request was originally closed as something the Lab could not implement. It has now been re-opened as people wanted to add further feedback to it. So, if you have an interest – please go and comment on the JIRA.

Cost of Animating via Bones vs. Using Flexis

The Lab views animating via flexis as being very inefficient, but have no numbers for a direct comparison to the cost of animating bones.

Improving IK Support

General requests have been made for SL to better support Inverse Kinematics (IK) to add greater flexibility of joint / extremity positioning. Vir has requested that if someone could start a feature request JIRA, open for comments, on what might be sought, it would be helpful.

Next Meeting

The next CCUG meeting will be Thursday, June 8th, 2017.

SL project updates 21/2: NEW project: applying baked textures on mesh avatars

During the Content Creation User Group meeting held on Thursday, May 25th, Vir Linden announced that Linden Lab is now formally investigating applying baked textures to mesh avatars in Second Life, a project that has been on the request list since at least the Bento project.

In short, if it can be implemented, it would mean that textures such as skins and make-up layers could be applied to a mesh avatar in much the same way as system layer clothing can currently be applied to system avatars, thus in theory reducing the complexity of mesh avatars by reducing the number of “onion layers” they currently require in order to simulate the capabilities of the baking system.  This in turn should ease the rendering load mesh avatars place on CPUs and GPUs, thus hopefully improving people’s broader Second Life experience.

HOWEVER, the project is only at its earliest stages, and it will be a while before there is anything visible to see with regards to it. The following is a summary of the project’s current status:

  • The first aspect of the work will be to update the existing baking service.
    • This currently operates at a maximum texture resolution of 512×512.
    • For mesh purposes, this needs to be increased to 1024×1024 (which can already be used directly on avatar meshes via textures and / or applier systems).
    • As the baking service hasn’t been touched in some time, updating it may take a while, and any progress on the rest of the project is dependent upon it being completed.
    • Once the baking service has been updated, then the actual work of extending it to support mesh avatars should be fairly straightforward.
  • The exact specifications for how the bakes will work have yet to be defined, so there are no feature / capability details at present.
  • The capability will not support the use of materials, as the baking service as a whole has no notion of materials at present; it only produces a composite of diffuse textures, and there would be a considerable amount of additional work required to make it “materials aware”, marking it as (perhaps) a separate project.

It is important to note that this capability is not necessarily intended to replace applier systems; rather it is to add flexibility to using texture bakes with mesh, and potentially reduce the complexity of mesh avatars.

Further updates on this work will come via the Content Creation User Group (CCUG) meetings, and I’ll report on them through my usual CCUG meeting updates.

The following is an audio extract from the May 25th CCUG, at which Vir announced the project.

Note: there was a broader discussion on the avatar baking service, and this will be covered in my upcoming report on the CCUG itself.

SL project updates week 20/2: Content Creation User Group w/audio

The Content Creation User Group meeting, at the Hippotropolis Camp Fire Circle (stock)

The following notes are taken from the Content Creation User Group meeting, held on  Thursday, May 18th, 2017 at 1:00pm SLT at the the Hippotropolis Camp Fire Circle. The meeting is chaired by Vir Linden, and agenda notes, etc, are available on the Content Creation User Group wiki page.

Audio extracts are provided within the text, covering the core points of the meeting. Please note, however, that comments are not necessarily presented in the chronological order in which they were discussed in the meeting. Instead, I have tried to place a number of related comments by Vir on specific topics into single audio extracts and with their associated notes, in the hope of making those topics easier to follow, and without changing the context of the comments themselves.  If you would prefer to listen to the discussion and comments in the order the meeting unfolded, I have embedded a video recorded at the meeting by Medhue Simoni. My thanks to him making it available.

Supplemental Animations

While this is now an adopted project, the focus has been on animated objects, and so there is no significant progress on this work at present.

Applying Baked Textures to Mesh Avatars

No movement on this.

Animated Objects

Vir has spent most of the week since the last meeting working on animated objects and developing prototypes and looking at proof-of-concept to see how objects might be animated using the avatar skeleton. He describes the results thus far as encouraging whilst also pointing out it is still early days with the work, so it is still far too early to determine what the final architecture will be.

The viewer already has a notion of an avatar without a human operator, which is notably seen when uploading an avatar mesh or animation. This notional avatar isn’t rendered graphically, but is oriented using transforms so that an object can use it as a source of joint motions. This is not necessarily how things will work with any finished product, but it is enough to demonstrate what might be possible.

Currently, Vir is working with single object rigged meshes, and would be happy to receive similar models, preferably with associated animation, if people have anything they believe would be useful for helping with these tests.

It is hoped that “being animated” will be an additional property which does not require a new mesh upload option, so that any rigged mesh for which you have Edit permissions for can be set to use the property  so that it can be driven by its own animations.  Currently:

  • This will likely mean the object will no longer be attachable to an avatar
  • It has yet to be determined if this property will be a new prim type or an additional field added to an existing object, etc
  • It will not require any changes to the current mesh uploader; the property to convert a mesh to an animated object can be set post upload.

A suggestion was made that the animated mesh should use its own skeleton when independently rezzed in-world, but a sub-set of a controlling avatar’s skeleton if it is attached. This would allow things like animated horses to be rezzed in-world and then sat on for riding or pets to be “picked up” and carried,  as is currently the case with some scripted animals already.

The testing carried out thus far hasn’t looked at animated attachments, although Vir appreciates the potential in having them. However, there are concerns over potential additional performance impacts, the risk of bone conflicts (what happens if your avatar is already using one or more bones some something and these same bones are used by an animated attachment).

While not ruling the potential out, Vir’s tests so far haven’t encompassed animated attachments to determine what issue might arise.  There are also other factors involved in avatar control which need to be looked at with animated objects: hover height, offsets, position, etc., all of which might affect how an animated object might be seen / behave.

Scripting / LSL Commands

The current work has not so far looked at LSL commands or command sets for the new capability. However the intent remains that scripts for controlling an animated object will be held within the inventory for that object, and able to call animations for the object also contained within the object’s inventory, so things are not straying too far from what can already be doing vis scripted control of in-world objects.

Performance Impact

Similarly, it is hard at this point to know what the likely performance hit might be. Bento has shown that adding more bones to the avatar skeleton doesn’t create a notable performance hit, so providing a skeleton for in-world objects shouldn’t cause any greater impact than a basic avatar. However, associating a rigged mesh object with than skeleton, then animating the joints, etc., will have an impact, particularly if a lot of animated objects are used in any given place.

This is something that will be looked at in greater detail once there is a project viewer available for testing alongside any server-side updates, although the Lab doesn’t intend to make it easy for a region to be spammed with multiple versions of an animated object, and this may in part be linked to the Land Impact associated with such objects.

Attachment Points on Animated Objects and Linksets with Animated Objects

While attachment points are also joints within the skeleton being used by an animated object, and so can be animated, they would not actually support having other objects attached to them, as the animated object doesn’t have links to other objects in the way an avatar does.

An animated objects could be a linkset of rigged meshes which are identified as a single object, with all of the rigged meshes referencing the same skeleton. Things might be more difficult if static mesh objects form a part of the object, as it is not clear how the positioning of these would be controlled, and more testing is required along these lines.

Body Shapes and Animation Scaling

Requests were made to allow animated objects to have body shapes (which would allow slider support, etc.), and  / or animation scaling.

Because of the changes that would be involved in both, coupled with the potential for conflicts in the case of animation scaling, Vir does not see either as being part of this work – as previously noted, assigning a body shape to an animated object would impact a number of other back-end systems (such as the baking service), adding significant overheads to the project.

As such, the Lab would rather keep the work focused, building on something that could be rolled-out relatively quickly, and then iterated upon. However, one option that might be considered is having some kind of root node scale, based on the scale of the animated object that would size the skeleton to the scale of the object, rather than vice versa, possibly by altering how the mPelvis bone is managed for such objects.

[56:37-1:02:30] The final part of the meeting delved into the relative efficiency of mesh and sculpts, and matrix maths on CPUs / GPUs, and the complexities of rendering animated objects, together with a reminder that object rendering costs are currently being re-examined.

Other Items

In-World Mesh Editing?

[41:00-55:55] Maxwell Graf raises the idea of having a simple in-world mesh editor / enhancements to the editing tools which would allow creators to adjust individual face, edge or point in an object, presenting a reason for mesh creators to spend more time in-world and which might allow non-mesh builders more flexibility in what they can do as well.

The current toolset  – mesh uploader and editing tools – would not support such a move. There are also a number of potential gotchas on a technical level which would need to be understood and dealt with, and in order for the Lab to consider such a project, any proposal would have to consider the smallest subset of capabilities available in dedicated mesh creation / editing tools like Blender and Maya that would be useful to have in-world, so that it might be possible to define the overall scope of the work required in terms of resources, etc., and what the overall return might be on the effort taken.

Based on the conversation, Max is going to try to put together a feature request / proposal, even if only for the purposes of future discussion.