Project Bento User Group update 6 with audio

Project Bento extends the avatar skeleton, adding a significant set of bones (e.g. 30 for the face, 30 for the hands 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, February 25th at 13:00 SLT on Aditi. For details on each meeting and the location, please refer to the Bento User Group wiki page. Note that the audio excepts are not necessarily chronological, one to the next. Items such as wing bones were discussed at a couple of different points in the meeting, but the comments have been drawn together in an attempt to present a complete discussion of the subject; however, the subjects within each audio extract are provided in the order the discussion proceeded (i.e. the initial part of the discussion on wings is presented first, and the that later additional discussion presented at the end of the audio).

This was a short meeting, with the primary topic of conversation being finalising the Bento  skeleton in terms of additional bones and bone sets, following the recent survey (see my week 4 update).

Additional Tail / Limb Bone Sets

Vir indicated that he, Cathy Foil and Matrice Leville have been discussing a couple of ideas. The first is to cull some of the additional wing bones to produce a second set of “tail” bones, which could then be used for a variety of purposes, including creating additional limbs, or a new limb and additional animation options on the existing tail, etc. This approach would see each of the tails have 5 bones, compared to the current tail having six bones.

The second idea revolves around creating a pair of new limb bones using bones taken from the wings, and which would share the same mPelvis anchor point within the skeleton along with the existing tail (which would retain its existing 6 bones). This would simplify the creation of hind legs on avatars, allowing the tail to be moved”backwards” with them. At the same time, it would mean the additional limb bones could also be used for other purposes, if required.

This sparked a discussion on what might be the optimal approach to additional bone sets, naming conventions and whether any additional bones were in fact required, given there is now the ability to translate bone positions as well as rotate them. Vir agreed that naming does need to be considered, as that using terms like “tail” should mean the bones are limited to that particular use.

Concern was also raised on whether adding additional bone might add to the Bento time frame and if there might be other impacts. With regards to the latter, Vir indicated his hope is to run a stress test once the skeleton is finalised.

Other suggestions have been to simple add further bones to existing sets – such as with the hands, as suggested by Gaia Clary in the forums, although this has seen been seen as perhaps not as required as originally thought. Vir also reiterated that any additional limb bones could be used for arms as well as legs,

Medhue Simoni demonstrates an alternative use for "wing" bone sets, which he uses to animate his elephant's ears
Medhue Simoni demonstrates an alternative use for “wing” bone sets, which he uses to animate his elephant’s ears

There has also been some discussion on the forum concerns limitations within the wing bone sets, which could be solved through the addition of wing “fingers” which would allow better animation of bat / dragon wings, with an explanation on how provided by Teager, who also explains the differences involved in animating such wings and those of birds.

Overall Status for Skeleton

In terms of any consensus for additional bones, it is Vir’s view that there is slightly more interest in having additional limb bones rather than a “two tails” approach, together with additional bones for wings (which could also be used for things like ears, etc.).

Vir will be taking this into account when defining the final skeleton, which he hopes to have available for people to review and test by the next meeting. However, he did warn that the overheads in getting the work completed, tested and signed-off might impact on this target, but it is one he’ll push for.

Issues Update

Additional Spine Joints

Vir is investigating problems with adding extra spine joints in the avatar, and has come across two issues. The first is that doing so can cause the current version of the Bento viewer to crash, although he believes he has a fix for this problem. The second, and more serious issue, is that additional spine joints, whilst working for mesh avatars, it will break the rendering of the default avatar. This appears to be a complex issue, and Vir isn’t confident it is one which might be fixed in time for the initial Bento deployment.

Avatar Deformations

A rather squished Dan Linden
A rather squished Dan Linden

Dan Linden continues to try to hunt down the cause of avatar deformations (BUG-11157). It has been noted that this is a complex problem, involving multiple factors – something which makes it hard to reproduce in a consistent manner. Following investigations, as I’ve previously noted, one causes appears to be scripted deformers which can have an adverse impact on avatars, in that they can continue to run when changing from one avatar to the next, causing the newly worn avatar to deform when seen by others.

However, the issue seems to be slightly broader than this, in that it appears a deformer used by one avatar can appear to impact another avatar when seen by others, whether or not that avatar is using the Bento skeleton.

An example of this occurred during the meeting, when Dan Linden, who was using the default avatar skeleton, arrived just as someone else was swapping avatars using deformation scripts. The result was that for myself and another attendee at the meeting, Dan’s avatar appeared deformed when viewed using the Bento viewer, while others who arrived a little later saw him normally. However, even the circumstances under which this situation occurred seemed to vary when put to a short test following the meeting, highlighting the fact that determining precise causes remains difficult.

Useful Links

Project Bento User Group update 5 with audio

Project Bento extends the avatar skeleton, adding a significant set of bones (e.g. 30 for the face, 30 for the hands 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, February 18th at 13:00 SLT on Aditi.  For details on each meeting and the location, please refer to the Bento User Group wiki page. Audio extracts are provided, however, due to circumstances beyond my control, I missed the first 20 minutes of the meeting, so the following update is not a full summary of all that was discussed.

The Default Avatar Mesh and Bento

An area of concern regarding Bento is that while custom-built avatars can make use of the new Bento skeleton, and some work has been done on making some of the appearance sliders for the default avatar mesh compatible with Bento, there is next to no way at presents for the default Second Life avatar mesh to make full use of a Bento extensions. Much of this wouldn’t actually matter,  given that many of the circumstances where the new bones are being used would likely require the use of a custom mesh avatar. However, there are two noticeable areas where the it does have an impact: hands and faces.

Essentially, Bento introduces 30 bones into the face and 30 bones into the hands. However, these cannot currently be leveraged by the default avatar mesh, as demonstrated in the first 20 seconds of the video below.

As such, there has been discussion over the last couple of Bento meetings on ways in which this might be addressed. However, there are significant problems in trying to make the existing default SL avatar compatible with the Bento skeleton. One of these is that the default skeleton is designed in three core sections (head, upper body, lower body), each of which can only be rigged to utilise a maximum of 15 bones.

This means that trying to rig the default avatar to make correct use of the Bento skeleton additions isn’t that easy; the head and hands, for example, simply cannot support the number of bones offered by the Bento project. A further complication as that when it comes to facial expressions, the default avatar uses morphs rather than pure animations to achieve various expressions, and these could conflict with animations which utilise the Bento bones.

One solution would be to completely overhaul the default avatar or replace it. However, this is a massive undertaking, and one which could easily result in a lot of existing content breakage, as such it is not something the Lab is entirely sanguine about doing. Another idea put forward was for the Lab to provide two default heads, one utilising the default morphs and the other Bento bones and their associated animations. However, the limit of how many bones the default avatar mesh can support made this idea a non-starter.

Cathy Foil summaries the discusses on the avatar head, which occurred prior to my arrival at the meeting

During the discussion, Vir and Oz revealed that having the default avatar make use of the Bento skeleton is something the Lab has been pondering. However, it is not something that will be implemented during this initial phase of Bento due to the amount of work involved. However, it could be looked at as part of follow-on work from Bento.

Vir and Oz Linden raise the potential for Bento follow-on work to provide a means of making the default avatar head and hands more compatible with the Bento bones

That the Lab are considering trying to make some changes to the SL default avatar to leverage Bento capabilities lead to the suggestion by Medhue Simoni that perhaps the Lab should at the same time more broadly overhaul the avatar to provide a consistent set of vertices and weights throughout.

The idea here would be to present an avatar form which content creators could more readily use to model and rig fitted mesh items to a single, consistent set of vertices and weights, rather than each having to work to their own weightings. This would allow fitted mesh clothes to work more precisely with the avatar appearance sliders than is currently the case, and thus provide a more consistent and better feature set going forward.

The problem here is again exiting content breakage. One suggestion for dealing with this, put forward by Cathy, is that if the Lab decided to go the route suggested by Medhue, they could need to provide two default avatars, which users could swap between as needed dictated, by means of something like the gender change options currently found in the avatar appearance panel.

Comments on a wider re-working of the avatar skeleton

Appearance Sliders and Bento

As noted above, there has been some work completed on hooking some of the Bento bones to the appearance sliders – notably around the head and hands. Now that the updated skeleton is moving towards a final design, the hope is that perhaps more bones within it can be linked to the sliders.

Vir and Cathy on Bento and the appearance sliders

Continue reading “Project Bento User Group update 5 with audio”

Project Bento User Group update 4 with audio

Project Bento extends the avatar skeleton, adding a significant set of bones (e.g. 30 for the face, 30 for the hands Project Bento - extending the SL avatar skeleton
Project Bento extends the avatar skeleton, adding a significant set of bones to the existing skeleton (avatar by Matrice Laville)

The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, February 4th at 13:00 SLT on Aditi.  For details on each meeting and the location, please refer to the Bento User Group wiki page.

Bent Bones Survey

The Bento bones survey is now closed. Vir presented an overview of the results during the meeting and subsequently published the results on the Bento forum thread. Some 54 responses were received, which he has been analysing.

Additional Bone Groups

In terms of the questions on the 7 proposed joints or sets of joints, no clear winner emerged, with the average ranking for the seven coming between 3.18 and 4.32 (lower being better). Additional wing bones fairing the poorest of all, with additional facial bones and / or additional ear bones fairing the best.

Since the survey results were published, Gaia Clary has pointed out that it did not include the proposal for a group of three additional bones for the centre lip and forehead, which have been viewed as being important for natural facial expressions such as decent smiles. The exclusion might explain why one of the proposals was effectively listed twice in the survey (options 1 and 3). There’s currently no indication as to how group indicated by Gaia might now be considered.

Gaia Clary indicated the bone survey missed a proposal for 3 additional forehead / lip bones to allow more natural expressions, the inclusion of which would also allow for better automatic weighting of the lips (the pictures above, as Gaia notes, use the default avatar head)
Gaia Clary indicated the bone survey missed a proposal for 3 additional forehead / lip bones to allow more natural expressions, the inclusion of which would also allow for better automatic weighting of the lips (the pictures above, as Gaia notes, use the default avatar head)

Written Feedback

The open questions asking for written feedback did produce a clear winner: more tails / limbs or more tail joints, with most of the respondents to the questions (18 and 14 respectively) citing a desire to support hexapods, centaurs, or other multi-limbed creatures.

The requests for additional tail  / limb bones saw Vir ask for further feedback on matters to make sure he was grasping the reasons for the requests correctly – notably that people would be using bone translations for the additional limbs, allowing the spine to act as an initial anchor point for the bones, which then could be translated into their preferred positions.

Wing Roots, Pelvis Bones and Options

A contributing factor for wing root bones not proving popular is because they were originally included to compensate for the fact that Bento initially didn’t support bone translation, only rotation; thus additional bones were required to assist with achieve more natural wing, etc., movement. Now that bone translation is considered part of Bento, the need for multiple extra wing root bones is removed, with the result that some could be replaced by more meaningful bones used elsewhere.

A set of bones which came in for particular discussion were extra pelvic bones, with Vir asking for clarification on the benefits would be in having them. My apologies for the extract from this part of the meeting, a mis-click on my part meant that part of the conversation in which Teager explained how it would allow for easier compatibility with existing animations so that, for example a centaur might be able to make use of existing upper body animations for arm / head movements wasn’t cleanly recorded and so is not a part of the extract.

Bone Constraints

When  discussing working with initial versions of the Bento skeleton and developing the Avastar face rig to help in producing facial animations in early January, Gaia Clary raised the subject of utilising bone constraints as a means of adding a further level of control for bone movement within the avatar.

This would allow root bones to effectively be paired such that the movement of one is controlled / constrained by the movement of another (see this comment from Television as well).  This is a common approach to animation, and greatly eases the animation process, and if completely followed through, could add enormous flexibility in what could be done with the avatar skeleton, as Gaia notes:

If constraints can be implemented in general, then this concept could be generalized to work for all limbs, then users can for example constrain the root bones of the legs, arms, wings and tail to mSpine and create a 7 legged creature that can be animated without adding odd rules to the animation.

Thinking even further, if location constraints were allowed, then this idea allows to constrain any limb to any bone. Wings could then be constrained to eye brows for antennas, tail(s) could be constrained to chest for 4 winged creatures, etc.

The problem here is how to implement such a system of constraints within Second Life. While there are animation programmes and system which do allow for constraining bone movement, it’s not clear if they all utilised a standardise approach, or whether then could be easily replicated within Second Life, or what the overhead involved would be in trying to develop the means for the platform to support bone constraints.

Given this, and while the ideally has not been ruled out for future evaluation, adding such a capability at this put in time for Bento has been seen as being out-of-scope for this phase of the project.

Continue reading “Project Bento User Group update 4 with audio”

The Drax Files 35: exposing the bones of Project Bento

Project Bento extends the avatar skeleton, adding a significant set of bones (e.g. 30 for the face, 30 for the hands Project Bento - extending the SL avatar skeleton
Project Bento extending the SL avatar skeleton

Project Bento is an ongoing project running as a collaboration between Linden Lab and content creators / animators to extend what is possible with the standard Second Life avatar. It’s also the subject of a series of reports and updates in this blog and, more importantly in this particular context, the subject of segment #35 of The Drax Files World Makers.

At just under 3.5 minutes in length, the segment is somewhat shorter than previous editions of World Makers, but what it lacks in time, it more than makes up for in terms of content. Anyone wishing to grasp the intent of the project, its complexity, and its collaborative nature can do no better than to sit down and watch World Makers 35.

Bento’s roots as a real project go back to around the start of 2015. The Second Life team at the Lab (which is probably larger than many people are prepared to give credit, comprising as it does product managers, engineers, designers, coders, the viewer team, etc.), periodically get together to discuss how and where they might improve Second life and offer new features.

Improvements to the avatar skeleton is one of those things that has long been requested by SL users and content creators, and thanks to work previously undertaken under-the-hood within Second Life, both within the servers and the viewer, it had, by early 2015, reached the point where it was felt it could be undertaken in a manner which would both yield a positive outcome.

Vir Linden, Senior Software Engineer at Linden Lab, and technical project lead for Bento
Vir Linden, Senior Software Engineer at Linden Lab, and technical project lead for Bento

Vir Linden has been the engineering lead in the project, which is by managed from a product perspective by Troy Linden and from an engineering standpoint by Oz Linden. It has over the months involved many from the SL team at the Lab including Aura Linden, Grumpity Linden, Dan Linden, Simon Linden, Rider Linden, and Coyot Linden, many of whom feature in the World Maker’s Video.

Perhaps most importantly of all, from a user’s perspective, is that from very early on, Bento featured – one might say almost driven – by content creators themselves, including Cathy Foil, Siddean Munro, Flea Bussy, Toady Nakamura, and Matrice Laville.

These are the people who focused on what bones should be thought about in order to extend the avatar skeleton, and who undertook a lot of the work testing ideas and feasibility, options for integration into tools already available to support avatar creation (such as Avastar, Mayastar), and so on. Several of the LDPW moles were also involved in the work, offering input and ideas based on their long-term experiences as content creators and developers.

Meetings for the project were held on a weekly basis (transitioning into the public Bento User Group meetings on Aditi once the work had reached to point of being available in a project viewer), and both Drax and I were invited along to witness the collaborative nature of the work between residents and Lab staff (although I admit, my attendance was sporadic, as the scheduled meeting time ended up being awkward for me to make in the latter part of 2015).

Bento project meetings were held in-world, allowing Lab staff and content creators / animators develop the project collaboratively.
Bento project meetings were held in-world, allowing Lab staff and content creators / animators develop the project collaboratively.

The complexity evident in Bento can be summed up in the fact that there are now 106 bones in the SL avatar skeleton, plus the original 26 collision volumes of the basic avatar, giving a total of 132 joints. These new bones include:

  • 11 extra limb bones for wings, additional arms, or extra legs.
  • 6 tail bones
  • 30 bones in the hands (all 10 fingers!)
  • 30 bones for facial expressions
  • 2 other new bones in the head for animating ears or antennae
  • 13 new attachment points associated with the new bones
Bento has huge implications for avatars of all kinds - even bunnies, as Etheria Parrott demonstrates with the facial features on this Bento Bunny . watch the video
Bento has huge implications for avatars of all kinds – even bunnies, as Etheria Parrott demonstrates with the facial features on this Bento Bunny . watch the video

Getting to this point alone took time and effort – and no small amount of testing. How many bones could the avatar realistically support within Second Life? What would be the data load placed on the simulator (allowing for a considerable amount of work the simulator used to do having been moved to the CDN service, something we’ll also be seeing more of in the future)? What happens when you get a lot of animated avatar appendages all operating in the same space?

These are just some of the questions which had to be addressed by those initially working on Bento, and are still being considered now in the more open Bento beta. Nor is it just a case of providing the bones and the options for animating them: there’s also the matter of ensuring the data relating to  bone movements, etc., can be reliably managed, tracked, communicated and visualised by both the simulator and the viewer.

All of which adds up to a complex project, but it is one seen as genuinely important by those at the Lab working on it, as Troy, Coyot, Aura, and Vir note in the video:

[Troy] The avatar is an extension of the resident. It’s an extension of their personality in a Very detailed way. [Coyot] Enabling  that imaginative element of ourselves is really important and not to be under-rated. People can go, “ah well, it’s fantasy, whatever,” but the imagination is an expression of who we really are. [Aura] By allowing avatars to have these new expressive modes, we can really increase this visual communication that people have. [Vir]  That’s going to increase the sense of presence in the 3D world.

Continue reading “The Drax Files 35: exposing the bones of Project Bento”

SL project updates 16 5/1: Server and viewer

Calas Galadhon; Inara Pey, February 2016, on Flickr Calas Galadhon – the view along the revised coastline from Dimrill Dale towards Glanduinblog post

Server Deployments

As always, check the server deployment thread for the latest updates.

On Tuesday, February 2nd, the Main (SLS) channel received server maintenance package 16.01.21.310177, previously deployed to the three RC channels, comprising Internal simulator fixes and a fix for BUG-1313 “LSL llSetPos in root prim of attachment behaves differently at high altitudes – viewer does not show updates”, which can cause attachments to fail to update correctly at altitudes over approximately 1500 metres.

There are no scheduled deployments to the RC channels for this week, and there are currently no plans for any deployments in week #6 (week commencing Monday, February 8th). Some suspect this is because nest week will see one of the semi-regular meetings those at the Lab directly involved in Second Life have to determine projects and priorities taking place.

Simulator Moves

The Tuesday rolling restart apparently included a number of simulators previously on the RC channels also being redeployed onto the Main (SLS) channel. There has been no word on why this is the case, although it might simply be a re-balancing of simulators between the various channels (Main, Magnum, LeTigre and BlueSteel), or part of a server load balancing operation (the Lab used to undertake periodic re-distribution of simulators by server, but I believe that process is far more automated nowadays).

SL Viewer

The anticipated Maintenance RC viewer arrived in the viewer release channel on Tuesday, February 2nd. Version 4.0.2.310545 includes some 38 updates and fixes for, but not limited to: memory leaks; viewer crashes; UI, permissions and mesh uploader bugs; visual muting issues, autopilot issues and duplicated calling cards (which should hopefully prevent people seeing some / many of the calling cards in their inventory duplicated each time they log-in to Second Life).

Outside of this, the current official viewers remain as:

  • Current Release version: 4.0.1.310054, January 15 – formerly the Maintenance RC viewer download page, release notes
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • HTTP updates and Vivox RC viewer, version 4.0.2.310349, dated January 27th
    • Quick Graphics RC viewer, version 4.0.2.310127, dated January 20th
  • Project viewers:
    • Project Bento (avatar skeleton extensions), version 5.0.0.310099, dated January 20th
    • Oculus Rift project viewer, version 3.7.18.295296, dated October 13th, 2015
  • Obsolete platform viewer (Windows XP and OS X versions below 10.7), version 3.7.28.300847 dated May 8th, 2015.

Project Bento Bone Survey

Those involved in work with the Project Bento avatar skeleton extensions are reminded that the  Bento Bone Survey,  while currently open, but is liable to be closed soon. The survey intended to gauge the level of interest in various bone proposals for the Bento skeleton is now available. So if you are an animator or content creator with a vested interest in Project Bento, and if you haven’t already completed the survey, please make sure you do so sooner rather than later. The Lab will be using the results to help with prioritising which additional bones people would like to see added to the Second Life avatar skeleton as a part of the Bento work.

Project Bento User Group update 3 with audio

Project Bento extends the avatar skeleton, adding a significant set of bones (e.g. 30 for the face, 30 for the hands (both of which can be seen inaction in the image above of an avatar by Matrice Laville), plus bones for wings, tails, additional limbs and ears / antennae
Project Bento extends the avatar skeleton, adding a significant set of bones (e.g. 30 for the face, 30 for the hands (both of which can be seen inaction in the image above of an avatar by Matrice Laville), plus bones for wings, tails, additional limbs and ears / antennae

The following notes and audio were taken from the weekly Bento User Group meeting, held on Aditi every Thursday at 13:00 SLT.

For details on each meeting and the location, please refer to the Bento User Group wiki page.

Bone Survey

The  Bento Bone Survey, intended to gauge the level of interest in various bone proposals for the Bento skeleton is now available. The Lab is requesting animators and content creators with a vested interest in Project Bento to rank the bone proposals to help with prioritising which additional bones people would like to see added to the Second Life avatar skeleton as a part of the Bento work.

If you are an animator / content creator with such an interest, and you haven’t already completed the survey, please ensure you do so as soon as possible, as it is likely to be closed on or shortly after Monday, February 1st.

The Lab notes they do not currently know how many additional bones we can reasonably add, or whether some of the associated bugs can be fixed.

Drax Files Filming

The final session of Bento filming for The Drax Files World Makers will take place on Monday,  February 1st at 11:00 SLT at the Bento Island region on Aditi. All those with an avatar developed using the Bento avatar skeleton extensions are invited to attend.

Deformed Avatars

Distortions with Altitude

Cathy Foil has been examining issues with deformations at altitude occurring in avatars using the Bento  skeleton. She first noticed the issue whilst Bento was in closed session and reported details to the Lab. However, efforts at pinning down he precise cause have been hampered up until recently by not being able to gather sufficient data from the skeleton and a lack of detailed comparisons between the effects as seen on various viewers utilising the Bento code.

Cathy has been addressing this using the most recent release of the Bento project viewer, and carrying out further detailed tests at various altitudes to document the severity of the issues more fully (they tend become noticeable at altitudes over 1000 metres). She has now passed her latest findings over to the Lab for their investigations.

Distortions and deformations in avatars using the Bento skeleton were noticed in the closed session Bento development cycle. Since then, Cathy Foil has been digging more deeply into the problems
Distortions and deformations in avatars using the Bento skeleton when at altitude (the greater the altitude, the more noticeable the issues, as seen left-to-right, above) were noticed in the closed session Bento development cycle. Since then, Cathy Foil has been digging more deeply into the problems

“Squished” Avatars”

Cathy has also been investigating the issue of avatars deforming as a result of using a mesh uploaded with different joint positions. This tend to result in avatars looking “squished” or otherwise deformed.

As she uses Maya, part of her investigations point towards possible issues with versions of the plug-ins used by Maya to convert .FBX format mesh files to .Collada .DAE (the format used by SL). Whether or not the plug-ins are the cause isn’t definitive as a cause, but may be a contributing factor. As Vir noted in the meeting, if this is the case, then it is unlikely the Lab can do much about it, but those using Maya affected by the issue may need to check the version of the Collada plug-in they are using, and make sure they have the most recent to see if this clears the problem.

If it is more of an issue with the mesh uploader, however (because the Lab have missed something, for example), then obviously, there is more of a chance of the Lab taking remedial action.

Cathy Foil discusses her investigations into avatar deformations at altitude

Joint Reset Issues

A long-term problem with Bento has been it is easy for joints to get into the wrong state and / or position when animating an avatar using the Bento skeleton extensions. It’s often not clear why this happens when it occurs, which can be somewhat random. Vir has started collecting data on the issue. Nothing definitive has been identified in terms of a cause or causes, but Vir will be continuing to work on the issue.

“First Frame” Animation / Default Avatar Pose Issues

Another issue which has been noted is that of a first frame of an animation begin played three times as the animation is run, and which may be connected to default avatar poses within Second Life. This is a fairly “old” bug, dating back as far as 2007 (see BUG-11194), and which seems to be more prevalent with Bento as a result of bones being used differently (e.g. arm bones being used as forelegs, etc).

Medhue demonstrates the forleg crossing using his wolf avatar. The issue is a lot more extensive than this, with the avatar sometimes looking as if it is standing with forelegs folded in the same way a human folds their arms
Medhue demonstrates the forleg crossing using his wolf avatar. The issue is a lot more extensive than this, with the avatar sometimes looking as if it is standing with forelegs folded in the same way a human folds their arms

Medhue Simoni demonstrated the issue using two of has non-human avatars, an elephant and a wolf, which saw both attempt to cross their front legs (as a human might try to fold their arms) when transitioning between animations.

A lengthy discussion followed on the problem, which might also involve a number of other issues, including poses “baked” into the default avatar skeleton, possible race conditions between the viewer and the server, and issues with animation prioritisation.

It may also be related to how Second Life handles transitions between animations (referred to as animations “easing out” and “easing in” when moving from one to another), which has had other problems reported against it as well – see also BUG-11122, for example.

As indicated in Vir’s comment on BUG-11194, and noted in the discussion, there is some initial concern from the Lab that if the playing in triplicate was an intentional change – and one made well before most developers currently at the Lab having joined the company – or if it requires symmetrical changes on both the viewer and the server, it might result in some content breakage without detailed analysis, although Vir has now started digging into the code to have a look.

Continue reading “Project Bento User Group update 3 with audio”