Project Bento User Group update 24 with audio

Bento: extending the avatar skeleton
Bento: extending the avatar skeleton

The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, August 25th 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. My apologies for the background birdsong. I usually turn off local sounds for these recordings – but in this instance I forgot!

Bento Viewer

The Bento project viewer updated on Thursday, August 25th to version 5.0.0.318969. This release includes the following changes / improvements, but please refer to the release notes for the full set of updates.

SLM Files

Following previous discussions (see my Bento week 23 update), MeshImportUseSLM has been set to FALSE in the viewer, so that SLM files are by default not created and not used. Switching MeshImportUseSLM to TRUE via debug settings will re-enable them once more.

Avatar Vertical Position (height above ground) Calculation

See here for further background noted. Essentially, any position or scale changes for joints that are included in the body size calculation (those up through the left leg from the foot, the pelvis, torso, chest, neck, head and skull. can trigger issues with an avatar bobbing up-and-down unexpectedly as a result of the frequency of the calculation being increased to once per frame. To help compensate, this new version of the viewer only updates the body size calculation when starting / stopping an animation, so hopefully the changes will be less visually jarring.

Overall, however, the best fix is still to avoid using animations that change the positions of the joints used to calculate the vertical position of the avatar.

Two other updates worthy of individual note are:

  • The show bones display has been modified to use colours differently, distinguishing between joints that are skinned to, joints that have position overrides defined, and all other joints.
  • Animation of collision volumes has been fixed.
Teager's Bento Raptor
Teager’s Bento Raptor

Move To Release Candidate Status

Currently, the Lab believes there are no known active bugs which are sufficient enough to prevent the Bento viewer moving to Release Candidate status, potentially in the next few weeks. With the core AvaStar issues also seemingly resolved (see below),  creators are being encouraged to  complete any additional testing they wish to make so that any remaining potential blockers are found before the viewer goes to a wider audience. Move the viewer to RC status will expose it to a wider cross-section of users, allowing the Lab to get a better feel for the viewer’s overall stability or whether any non-Bento regressions have slipped into the code, etc.

Mesh Distortions with Altitude

Vir has looked further into the issue of facial distortions with altitude when software skinning is used (some meshes can also be distorted when right-clicking on an avatar). The problem seems to be in the base avatar mesh itself, although one idea he had for the cause of the problem didn’t pan out.

Cathy Foil demonstrates the mesh deformation which becomes more pronounced with altitude (starting at around 1,000m and getting progressively worse through 4,000m)
Cathy Foil demonstrates the mesh deformation which becomes more pronounced with altitude (starting at around 1,000m and getting progressively worse through 4,000m)

As this particular problem can be overcome by using hardware skinning, and seems to be a subset of a broader issue affecting worn meshes (floating point calculation error), it may not prevent the Bento viewer going to RC, but Vir is going to continue to look at it.

AvaStar Issues

Matrice Lavalle of the AvaStar team believes he’s resolved most of the issues affecting their software (see here for some background), and his testing indicates that bones should now be correctly positioned and adjusted when using sliders, although there are some minor nips and tucks he still wants to take care of. He also noted an issue affecting the torso bone, which came up shortly before the meeting and which may be limited to a particular way in which the torso is modified, and he is looking into that.

Maya / MayaStar Notes

Cathy Foil provided background information on some of the lessons she’s most recently learned in using Maya for avatar models, relating to joint orientation requirements, performing freeze transformations, etc.

Cathy also provided some advice to Maya users on ensuring that facial bones which have a custom position but which are not rigged to, are included in the skin cluster, otherwise the bone will be excluded from the .DAE file, leading to issues with the model in Second Life.

Matrice noted that as a result of Cathy’s discovery, AvaStar has been updated to ensure custom bones without weights are automatically exported.

When she has time, Cathy plans to produce some video tutorials on the lessons she’s learned through the Bento process  to help Maya users avoid issues like these. Currently, she is still working on updating MayaStar to work with all of the new bones, which is currently a manually intensive task.

Bone Position Information and Slider Values

Cathy points to an issue with the neck bone slider, which, rather than having a neutral position of 50 (as with most bones), has a neutral position value of 66.6667, which can lead to neck alignment problems when adjusting the neck bone position. She asked if in the future, the Lab could update the default avatar shape to ensure all slider positions as close to neutral (50) as possible. This initiated a discussion on the feasibility of doing so, and some of the broader issues slider position value calculations.

Matrice also provided an overview of how AvaStar now handles neutral positions and the default avatar, before he and Vir discuss using other tools and the avatar BLEND file.

Following the meeting proper, Cathy and Matrice further discussed the differences between Blender and Maya in handing bone positions / rigging on export through the use of weight maps (Blender) and skin clusters (Maya).

Other Items

Bento Collaboration and Future Projects

Troy reported that overall, the Lab like the outcome of the Bento project, with the level of collaboration and cooperation between content creators and the Lab, particularly vis the user group meetings etc. While not the first time the Lab has worked with SL users on a project, Troy indicated that the approach taken with Bento is something the Lab would like to continue, where appropriate. Vir seconded this view, noting how the collaboration has made Bento a far more usable product.

Bento Content Documentation

An interesting point of discussion with Bento is the need for content creators to consider documentation carefully given the way the bones can be re-purposed – or at least define a common means of annotating how they have used various bones  – in order to help avoid potential conflicts which might arise on those occasions where a user might attempt to use two mesh elements, each of which calls upon the same bone, but require it to be positioned differently to one another.

2016 SL project updates 33 (2): server, viewer, Bento update 23

West of the Rain; Inara Pey, August 2016, on Flickr West Of The Rainblog post

My apologies for the latest of this update. Working on my recent Sansar Summary pushed this update completely out of my mind!

Server Deployments – Recap

There were no deployments to the Main (SLS) channel or the RC channels this week. It is currently “doubtful” there will be an RC deployment next week – although this may change. A contributing reason for the slowdown is that the Lab is currently focused on server-side operating system upgrades.

SL Viewer

The Visual Outfits Browser RC viewer updated on August 17th. Version 4.0.8.318686 sees the viewer merged to the current release viewer code, and the following additional updates:

  • A fix for Outfit Gallery failing to use local files Select Photo Picker
  • A fix for Snapshot preview being corrupted
  • A fix for a crash in the viewer when using the snapshot preview.

All other official viewers remain as per my Current Viewer Release List.

Project Bento

The following notes were taken from the weekly Bento User Group meeting, held on Thursday, August 18th 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. No audio is supplied, as the meeting was fairly short and sharp, without a major amount of discussion.

SLM Files

SLM files are produced alongside of the Mesh .DAE files. They can be a problem as by default, the official viewer is set to check for any existing SLM file when uploading a mesh model, and this can lead to confusion when trying to fix issues by overwriting the original .DAE, only to have the viewer reference the existing SLM file, either causing problems on upload or giving the impression the issues in the model haven’t actually been fixed.

Firestorm has always avoided this by having the debug setting MeshImportUseSLM set to FALSE by default, and the suggestion going forward is for the official viewer to do them same.

Mesh Distortions with Altitude

The issue of facial distortions with altitude when software skinning is used continues to prove difficult to resolve. The general recommendation is to use hardware skinning (my Bento Update #19). The root cause of the problem appears to be a floating point error which can affect any mesh. The Lab is still looking at it, but given there is a workaround by using hardware skinning, the problem is not seen as a major blocker.

The issue of facial distortions at altitude when using software skinning in Bento has yet to be fully resolved (images courtesy of Cathy Foil)
The issue of facial distortions at altitude when using software skinning in Bento has yet to be fully resolved (images courtesy of Cathy Foil)

Proposals for NOT Having Mesh Influenced by Sliders

There have been requests to not have the avatar bones influenced by the shape sliders (i.e. by a creator optionally locking both the scale and position of a joint). The Lab is looking at this, but if any work is done, it will not be prior to the Bento viewer reaching release candidate status. Whether anything may be done was the RC version of the viewer progresses towards release (the work is not seen as a huge amount of effort), or whether it is a piece of “post-Bento” work is still to be decided.

Avatar Test Files

Cathy foil has now updated the Maya male and female avatar models on the Bento Test wiki page so they match the latest Bento skeleton updates (as of August 17th, 2016). Then both utilise the same (female) skeleton, the male version have a male mesh / morphs applied. Cathy has used the Avatar Bento angel weights and apply them to the models, so the faces and fingers are all fully rigged, although both are sans wings and tails.

Cathy will be making a set of .FBX files of the models, which will also be placed on the Bento Test page when available, for those who are not using tools such as 3D Studio Max for their work.

Elizabeth Jarvinen (polysail) is also working on a tool for 3D Studio. Max which is intended to provide a second means of producing animations / meshes etc that isn’t reliant upon Blender / Avastar. However, this requires a considerable amount of work, not least in providing slider support, and Elizabeth has received offers of assistance from Vir and Cathy, who will also see about having the AvaStar team lend assistance.

Rigs Modifying Collision Volumes

As noted in my Bento update #22, recent reports of people encountering problems with Bento rigs which modify collision volumes (see here for details). As noted in that  update, this was not something that the Lab planned on supporting, particularly as it did not come up during the initial Bento development meetings with creators.

However, and as further indicated in my update #22 (with thanks to Whirly Fizzle), an update will be included in the next project viewer release for Bento which should hopefully fix the issues being encountered.

Release Progress

There has been a lot of questioning over the Bento release time frames recently, both within the Bento user group meetings and elsewhere (e.g. at TPVD meetings). Currently the plan is to get a further project viewer released in the near-term (possibly before the end of August), and then progress to release candidate status from there.

However, time frames beyond that become nebulous, because the Bento viewer, as a release candidate, will be vying for release alongside other RC viewers, some of which may have a higher priority, some of which may need to be issued in sequence, or have other pressures, and so predicting a date when Bento will be the de facto release viewer is difficult to predict.

This is further exacerbated by the fact the recent changes and requirements have required extensive updates to  AvaStar, much of which is still work-in-progress (see my Bento updates #22 and #21 for more). Once completed, this work will require further testing in order to confirm any problems within AvaStar are resolved, and any remaining issues (if uncovered) are viewer related, rather than external tools related. Then over and above this, there is the list of existing Bento issues which needs to be worked through, depending on the severity of the problems reported.

That said, it would appear the overall hope is to get Bento formally released before the end of 2016.

Project Bento User Group update 22 with audio

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

Updated: animation of collision volumes is being added – section updated section below.

The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, August 11th 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.

Time Frame for Promotion to Release Candidate Status

Some at the Lab are keen to see Bento move forward and reach a larger audience of content creators (although there is currently no reason why creators cannot get involved now and attend meetings, help with feedback, etc). Inevitably, this means promoting the Bento viewer to release candidate status, and doing so some time in the next two weeks has been mooted.

Given the number of issues currently being investigated, not all of which are viewer-specific (see below), but for which fixes may yet have an impact on the viewer, this would seem to be a somewhat ambitious time frame.

Viewer Issues

Work at the Lab is focusing on a batch of issues for which bug reports have been raised, including:

  • Several relating to joint positions:
    • BUG-37546 [BENTO] facial bone joint offset issues – which has been the subject of recent Bento updates in this blog
    • BUG-37591 [BENTO] New import of a non-human rigged mesh is deformed
    • BUG-37633 Bento – Custom joint positions and Reset Skeleton not matching
  • Avatar height calculation issues:
    • BUG-20013 [Bento] When wearing a Bento avatar, observers see your hover height lower than you see it yourself
    • BUG-20169 [ BENTO ] Z-Offset not applying correctly & camera tied to Z-offset
  • Eye scaling problems (referenced via SL-433, an LL internal bug report)

The eye scaling issue, the result of the scaling within the viewer for mesh eyes being different to the expected system eye size, has been corrected, and will be one of the fixes released with the next viewer update, although existing models may need tweaking as a result a test carried out during the meeting using an early build of the next project viewer iteration suggested that there are still issues, and Matrice believes part of the problem might be within AvaStar.

Facial Bones Issues / Distortions

At least some of the facial bones issues appear to lie with AvaStar exports, which Matrice and Gaia are trying to rectify. Gaia offers an explanation for the problem in the Bento forum thread. Matrice further notes that there is a discrepancy between the restpose and the SL default pose; in Blender there is no easy way to define the absolute SL restpose in order to add bind pose information on top of it, leading to the wrong information (or even a lack of information) being exported to the Collada files.

Matrice is working on improving things in AvaStar, but the work is taking time and effort. Gaia has offered a detailed explanation of joint preparation on the Machinimatrix website as a workaround as they continue to redefine and improve their workflow, and offers a brief summary of the approach through the forum thread. The workaround isn’t seen as optimal at the moment, but the hope is that once the work on AvatStar has been completed, the workflow should be more straightforward and transparent.

Machinimatrix have produced a workflow process to handle the correct placement of facial bones. This is not intended to be the finished means of doing so, but is offered to counter issues currently being encountered
Machinimatrix have produced a workflow process to handle the correct placement of facial bones. This is not intended to be the finished means of doing so, but is offered to counter issues currently being encountered

Some questions were asked on whether it was an AvaStar issue rather than something inherent in the viewer, prompting Vir to comment that given the viewer handles joint positions in a model and joint positions in an animation pretty similarly, it’s hard to see how the viewer could be at fault, but acknowledged the only way to be sure of this is test once AvaStar have reasonable confidence they have corrected the issues they have identified.

Later in the meeting, Matrice offered a further explanation of the Belender / AvaStar issue,  also pointing to the explanatory document on joint preparation, again noting that things are very much a work-in-progress on trying to fix things.

During the meeting, Medhue Simoni tried the recommended approach given in the documentation and found it did resolve all of his facial deformation issues, other than with his eyes, which as noted above, may require further viewer-side tweaks and additional work within AvaStar, as Matrice commented.

Avatar Height Position Issues

The camera issue which can be encountered as a part of the avatar height calculation issue
The camera issue which can be encountered as a part of the avatar height calculation issue

I’ve covered this at length in past updates (see update #21 and update #19 for more). The Lab hasn’t progressed any further with a fix, but may look to alter the frequency of updates to see if this helps.

The problem is viewed as being rooted in animating one of the bones used in the calculations for determining the avatar’s height relative to the ground (left leg, up through the pelvis and head), so the solution may ultimately be down to alternative means of animating movement without touching something like the pelvis bone – something which may not be possible when trying to replica certain types of natural movement.

Rigs Modifying Collision Volumes

There have been recent reports of people encountering problems with Bento rigs which modify collision volumes. As Vir explains in the meeting, it’s not something that the Lab planned on supporting, nor did it come up during the original Bento development meetings when rigging to attachment points was discussed, so no effort has been put into making sure it works at all. Vir is now looking at the issue, but whether the Lab will support it is questionable at this point in time; however, the focus at the moment is to more fully understand the impact.

Update, August 12th: Whirly Fizzle pointed me to a viewer repository containing an update to support the animation of collision volumes, to avoid breaking existing content.

Other Items

Slider / Bone Spreadsheet

Aki Shichiroji has been putting together a spreadsheet of all the slider settings and how they affect the Bento avatar bones and geometry. It is very much a work in progress, given things are still in a state of flux, and Aki notes she is aware that there is missing information (she has yet to run through the avatar.LAD file and the avatar skeleton file). However. she has made the spreadsheet available through Google Docs, and welcomes constructive feedback from content creators (which should be addressed to her, I’m not sure if Aki reads this blog!).

Maya / MyaStar And Custom Joint Positions

Following the discussion of Blender / AvaStar and custom joints, Cathy Foil provided some additional information to help Maya users with MayaStar.

Project Bento User Group update 21 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, August 4th 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.

Lab Summit Feedback

Troy and Vir attended an internal Second Life summit at the Lab, where Troy gave a further presentation on Bento to the rest of the Lab’s SL staff and senior management, all of whom where very excited about the project. During the Bento meeting, Troy again offered thanks to all who have contributed to the project and who are endeavouring to make Bento a success.

Updates and Bugs

As Vir has been on vacation, there have been no further updates to the viewer since the release over version 5.0.0.317597, which the Lab hopes marks the end of updates to the enhanced skeleton and the revised appearance sliders (although obviously, the viewer will continue through project/RC releases to a final release down the road). However, a number of bugs have been reported against this update, with discussion on the forum thread on whether the problems lay within the Bento updates or elsewhere.

One of these, BUG-37546, relates to facial bone joint offset issues, which I’ve reported upon on previous Bento updates, and which can cause the collapse /deformation of any face using custom offsets as soon as it is worn, or in the view of anyone else seeing it for the first time, with both issues requiring the wearer to play an animation against the offsets in the facial bones will witness an immediate collapse / deformation of the face until such time as the wearer runs the animation against their face.

Teager offers this example of the facial problem - note the horse's collapsed nostrils, the drawn back lower jaws and the teeth protruding through the lips - all issues which have appeared in the viewer update
Teager offers this example of the facial problem – note the horse’s collapsed nostrils, the drawn back lower jaws and the teeth protruding through the lips – all issues which have appeared in the 5.0.0.317597 viewer update

Teager has been experimenting with the issue at length in an attempt to try to isolate possible causes. In doing so she has identified that this deformation can occur whether the mesh is weighted or not, and it doesn’t seem to be related to the facial appearance sliders or any conflicts caused by adjusting them.

Gaia Clary has also been looking into the problem, and may have come across a partial cause of why things like the lower jaw are getting “pulled back” into the face when seen in the viewer. As she explains in the Bento forum thread subsequent to the meeting:

The exported Collada files do not contain information about where the bone ends are.
In the SL Viewer the joints and the corresponding bone ends are just shifted
to the offset location. So for bones which have no connected children the “bone” rotation
never changes in the SL viewer.

But the most important news is: it does not matter how the end point bones are “rotated”.
And this is because apparently all scaling happens relative to the Avatar’s coordinate system.

There will doubtless be further follow-up on this at the next meeting.

Height Offset Issues

There was further discussion on the height offset issues which are being encountered  – see BUG-20013 and more recently BUG-20169 for details). This again came up for discussion, particularly the issue Aki has encountered with animations no longer functioning as expressed, as in the case of her wyvern’s hind legs (rigged using the new hind leg bones) no longer flexing correctly.

Before
Before the update: Aki’s wyvern flexes its legs to move gently up-and-down, which is the expected behaviour

aki-2
After the update: as an animation is acting on some of the bones used in calculating the wyvern’s position relative to the ground, its impact is added to the avatar’s overall position calculation, causing the entire avatar to move up and down as the height position is constantly recalculated

Vir notes that there are a number of potential causes, as previously discussed in these updates. One suggestion to try to improve things is to dial down the frequency with which the height calculation is performed (it is now being carried out more-or-less continuously), but there’s no absolute guarantee this would eliminate issues.

Part of the problem could be in the manner in which an avatar’s position relative to the ground is calculated (using a chain of bones up the left leg and then through the pelvis to the head). This has seen issues even before Bento, which has perhaps exacerbated the problem as a result of it more directly supporting quadruped / non-bipedal avatars. The problem here is that any changes to how an avatar’s height position is calculated could do more harm than good for existing avatars.

A further exacerbation with the issue is that “old” methods of fixing issues (removing / wearing a shape / avatar, etc.), no longer appear to be consistent or persistent, and a reliance on the Avatar Hover Height also isn’t always consistent (e.g. wear a shape / shoe base, etc, set hover height, then replace items and re-wear without altering Hover Height, and avatar’s height appears odd again).


Vir, Cathy Foil, Teager, and Medhue Simoni further discuss the avatar height position issue

Other Items

Updating Skeletons in AvaStar

There was some discussion / clarification on updating the skeleton in AvaStar between version (e.g. AvaStar 2 Alpha 4 to AvaStar 2 Alpha 5), and some of the problems noted with it.


Medhue Simoni, Matrice Laville and Aki Shichiroji discuss updating the skeleton in AvaStar.

Shape Update Issues

Some people have seen problems with the current (5.0.0.317597) version of the Bento viewer whereby when updating their shape others on the Bento viewer are not seeing their shape update correctly until they relog. This appears to be a baking issue, possibly the result of the Bento viewer currently not having the most recent baking service updates.

Bento Test Models

It appears the models on the Bento test page and referenced in the forum thread are not complete; then will hopefully be updated in the near future (check the dates against the models on the test page). The new models, once available should include support for all the Bento bones and (hopefully) fitted mesh support as well.

Related Links

SL project updates 16 / 30: server, TPVD, Bento

Hestium; Inara Pey, July 2016, on Flickr Hestiumblog post

Some of the notes in this update are taken from the TPV Developer meeting held on Friday, July 29th. The video of that meeting is embedded at the end of this update. My thanks as always to North for recording and providing it.

Server Deployments – Recap

  • There was no deployment to the Main (SLS) channel on Tuesday, July 26th.
  • A new server maintenance package was deployed to all three RC channels on Thursday, July 27th, which comprised “minor internal logging changes”

It’s liable that this update will be promoted to the Main (SLS) channel in week #31 (commencing Monday, August 1st). However, we’re liable to be in a quiescent period, sever-wise for a while, doubtless in part due to it being vacation season.

SL Viewer

The Maintenance RC viewer updated to version 4.0.7.318189 on Thursday July 28th. This release includes an update to prevent the viewer using the deleted LLEventPollImpl upon rapid teleports. This is now the most likely candidate for promotion to release status, assuming no significant issues are found with this latest RC.

Thursday, July 28th also saw the VLC Media Plugin viewer achieve Release Candidate status with the release of version 4.1.1.318152. This viewer replaces the QuickTime media plugin for the Windows version of the viewer with one based on LibVLC. The RC release brings with it several additional fixes:

  • MAINT-6481 [Win LibVLC] MOAP mp4 mp3 playback missing video controls
  • MAINT-6502 [Win LibVLC] some .mov files play in LibVLC windows viewer
  • MAINT-6503 [Win LibVLC] some media file types prompt to download instead of play
  • MAINT-6527 [Win LibVLC] viewer plays MOAP video at maximum volume 50m away
  • MAINT-6577 [Win LibVLC] No sound in MOAP or browser video
  • MAINT-6578 [Win/Linux LibVLC] When media is enabled, many other textures in the scene get flipped upside down.

This viewer current has “very, very very” few users on it, thanks to the focus on the Maintenance viewer RC, although this should now start to change. It has apparently worked well as a project viewer, and would seem likely for promotion some time after the Maintenance RC and ahead of anything else which has yet to make it to RC status.

All other viewer remain unchanged thus far in the week:

  • Current Release version: 4.0.6.315555 (dated May 23rd), promoted July 5th – formerly the Inventory Message RC viewer
  • Project viewers:
    • Project Bento (avatar skeleton extensions), version 5.0.0.317597, dated July 14th – incorporation of final skeleton and slider updates from the test viewer
    • Visual Outfit Browser viewer, version 4.0.6.316422, dated July 1st – ability to preview images of outfits in the Appearance floater – a further update to this viewer (possibly an RC release) had been expected, but it is currently awaiting a further fix for a bug discovered by the Lab’s QA team
  • Obsolete platform viewer, version 3.7.28.300847 dated May 8th, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Upcoming Viewers

There is no set time frame for this, but the following viewers should have project version appearing in the future:

  • The 64-bit Windows and Mac versions of the viewer. There is no working version of this viewer at present, and while the developers working on it are keen to see it running, it does not share the same priority as various other viewer-related activities at this point in time, delaying it from reaching project viewer status – something which will change once wthe viewer does get a project release
  • A further Maintenance viewer with updates and fixes
  • The new Voice viewer update, which is part of a series of changes being made the voice service by both the Lab and Vivox (see my last TPVD report). This viewer should be backward compatible on Mac and Windows, allowing TPVs to adopt it, and will include a new codec which should improve Voice quality for those using the update. This update may include some additional code for monitoring connections issues and failures, so the Lab can gather more informed statistics on these issues, although determining root causes for them is difficult, given the complexities of the connections between viewer, simulator and voice servers.

Project Bento

Vir is still on holiday, and will return on August 4th. Until then, the project is on a holding pattern, with time being taken to test the new skeleton updates and for AvaStar and MayaStar to complete their updates.

A further viewer update is expected, but not until after Vir has returned.  A bug has been filed against jaw bone issues resulting from the most recent set of updates (see BUG-37546), and general feedback on the new skeleton continues to be made via the forum thread. Expect in-depth reports to resume from week #31.

Other Items

Presenting Inventory in the Viewer

During the July 29th TPV developer meeting, Oz indicated that if any developers who have ideas for presenting inventory in a more usable, user-friendly manner within the viewer, the Lab would be “more than happy to take a look at it”, acknowledging that the current method of presentation isn’t the most user-friendly.

SL project updates 16 29/2: viewer, Bento update 20 with audio

The Vordun: European Masters
The Vordun: a new Experience in presenting art in Second Life – blog post

Server Deployment – Recap

  • On Tuesday, July 19th the server maintenance package previously deployed to all three RC was rolled-out to the Main (SLS) channel,described as “minor internal changes”. One of these sees worn scripts capped at a count of 2500. Attempts to add attachments which take an avatar over this limit should result in the attachments failing to wear
  • There  no deployment and no scheduled restart for the RC channels on Wednesday, July 20th, so the entire grid is running  on the same simulator release

SL Viewer

The Maintenance RC viewer updated to version 4.0.7.317689 on July 21st, which includes the following additional fixes:

  • MAINT-6216 avatars are sometimes invisible
  • MAINT-6448 PERMISSION_DEBIT notification should default to Deny (my emphasis)
  • MAINT-6534 [MAINT-RC] Resetting scripts via the build menu no longer works on many scripted objects unless making the scripts visible in the contents tab of the objects first
  • STORM-2133 VOICE-36 prevents proper shut-down of connector.
The old debit notification (left) gave equal emphasis to accepting / denying the request to access account balances. The update to the Maintenance RC viewer new focus attention on denying a request for account access as the default option.
The old debit notification (left) gave equal emphasis to accepting / denying the request to access account balances. The update to the Maintenance RC viewer new focus attention on denying a request for account access as the default option.

Project Bento

The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, July 21st 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 meeting was an “informal” meeting as project development lead Vir Linden is on vacation, as is Dan Linden, another of the devs who has been working on Bento. On-hand for the meeting were Troy, Coyot and Kyle Linden. These notes are not intended to offer a full transcript of the meeting, but rather covers the key topics of the discussion. Extraneous sounds in the audio are the result of someone leaving their microphone open during the meeting.

Internal Bento Presentation at the Lab

There’s an “SL summit” taking place in week #30 (commencing Monday, July 25th) within the Lab, at which Bento will again be presented. Troy Linden will be doing this, using screen shots and information on the recent work, and updating LL staff on the project’s process and on the ongoing collaboration between the Lab and Bento content creators.

Final Skeleton and Issues / Testing

With the release of the latest project viewer (version 5.0.0.317597 at the time of writing), the Lab hopes the Bento skeleton is now finalised. However, there are still a range of issues which are still being seen, some of which may be related to the most recent updates to the skeleton and sliders, others of which relate to earlier versions of the skeleton. There is also a further level of confusion due the AvaStar having to make a series of changes to their tool set, and these also being in a state of flux (version 2.0.13 (Alpha 4) was, at the time of writing the most up-to-date version, which should handle the new updates, although the .BVH animations handling may still be awaiting update). All of this means that most creators have yet to really experiment and test the latest updates.

Troy’s suggestion is that as 5.0.0.317597 does contain the must recent version of the skeleton and sliders, that creators work with models built with this skeleton, and report issues directly against it, to help ensure the Lab is correctly catching everything.

Avatar Reset / Reset Skeleton Option

In theory, removing an avatar mesh using custom joint offsets should reset the underlying avatar. However, this isn’t always the case.

For example, if the animations running on the mesh contain translations, and the last frame of those animations doesn’t move the bones back into their starting position, then an automatic reset of the avatar won’t occur. It is also possible that the update message may not be received by other viewers (e.g. due to Interest List limitations). These problems (which actually pre-date Bento) is why the Reset Skeleton option was added to the Bento viewer.

This prompted a discussion on the impact of sliders / bone rotations / translations and the order in which shapes / joint positions / animations are applied to an avatar, which in testing appear to be at odds with the order of application provided by Vir. Understanding what exactly is going on is again made a little harder, as it is believed there are still some disconnects between updates to the SL skeleton rig and updates made to Avastar.

Medue Simoni, Teager and Mel Vanbeeck discuss sliders, bone rotations / translations, and their impact on an avatar

Medhue Teager and Mel discuss the order in which joint offsets, shape offsets and sliders are applied to an avatar, in reference to Vir’s forum post on the matter

Expect further discussion on this following additional testing.

Brief Summary of  Additional Observations

Avatar Height: his has been the topic of conversation for the last few meetings. In particular see my Bento update #19 for details of the current issues arising from the most recent changes in how an avatar’s position relative to the ground is calculated / re-calculated by the viewer.

Vir has suggested that, as a part of investigations, people try to avoid changing the position of any of the bones used in the position calculation via an animation, and instead change the rotation of the bone(s) to achieve the desired result. Initial feedback voice at this meeting (via chat) is that this many not be an ideal solution.

Speech Gestures: A long-standing aspect of Second Life is that speech gestures (along with gesture in general) are not automatically attached / detached with an avatar. This makes sense in that it allows people to choose the gestures they wish to run with an avatar.

However, with Bento, it is possible that dedicated gestures are required (e.g. wing folding gestures, speech gestures that are specific to an avatar form, etc.). As the gestures are not auto-attached / detached this leaves the potential for users experiencing apparent “issues” (e.g. their avatar seems to behave oddly as something like a speech gesture fail to play, or there is a conflict with gestures as the user has multiple gestures trying to do the same thing running simultaneously, etc.).  It’s not clear what (if anything) might be done to address this.

Why Bento is Taking so “Long”

There have been some complaints in forum threads and non-Bento user group meetings about the length of time Bento is taking to mature. However, as Troy re-iterated in the meeting, a lot of this is both down to the fact that Bento needs to serve a very wide range of use-cases, not all of which are necessarily compatible with one another (e.g. supporting both human and non-human avatars).

Additionally, and in order to be as broadly useful as possible, the project requires an iterative development process between both the Lab and the expertise of in-world content creators in order to ensure Bento is as useful a product as possible when officially launched. This iterative process inevitably means the project will take time to fully mature.

Troy and Coyot Linden discuss the overall approach to Bento