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Old 05-08-2011, 01:56 PM   #1 (permalink)
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Adjust avatar Z-modifier

Is there a way to adjust how high your avatar stand/walk over ground in viewer2 based viewers?
I am really struggling with the feet disappearing in ground, and since I prefer to take photos on different locations I can't just toss out a poseball either. Most sims are no rez.

I need to use 2 tattoo layers, and that leaves Phoenix out.
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Old 05-08-2011, 02:08 PM   #2 (permalink)
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Marine's last couple of V2 RLV viewers have had a slider right at the top of the screen that lets you do that, and I'm pretty sure Dolphin and Firestorm offer similar functionality.
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Old 05-08-2011, 02:09 PM   #3 (permalink)
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If it's there, it's buried in the debug menu.

Honestly, I wish LL would just fix the bounding box around avatars and physical prims. That's probably the culprit behind AgentHeight not matching avatar height as well as the "feet sinking in ground" problem.

Seriously, go create a flat prim floor, then set two physical cubes on top of each other on it.

The problem with just adjusting the z-modifier for your avatar is that while you may look right on the ground, the moment you step on a prim floor you're suddenly floating.
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Old 05-08-2011, 02:10 PM   #4 (permalink)
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Dolphin has it on the navigation bar. Not sure about any of the others.
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Old 05-08-2011, 02:11 PM   #5 (permalink)
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Originally Posted by Penny Patton View Post
If it's there, it's buried in the debug menu.

Honestly, I wish LL would just fix the bounding box around avatars and physical prims. That's probably the culprit behind AgentHeight not matching avatar height as well as the "feet sinking in ground" problem.

Seriously, go create a flat prim floor, then set two physical cubes on top of each other on it.

The problem with just adjusting the z-modifier for your avatar is that while you may look right on the ground, the moment you step on a prim floor you're suddenly floating.
Does not matter for photo shots. You can't be more exact, suggest what I should type in to find it?
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Old 05-08-2011, 02:29 PM   #6 (permalink)
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detach your AO. Go stand on linden ground. Adjust your shoe clothing part to have your shoes touch the ground. This can be like picking a lock because you may have to make multiple adjustments of shoe attachment position and shoe wearable heights.

Most of these foot in ground issues are due to incorrectly configured shoes and AOs. There are times when you encounter screwed up dance floors etc. and you need to just ignore them. If your shoe bottoms are touching the ground on linden land without an AO then you have it as best as it needs to be.

And no. There is no way this should be explained to a new resident within the first hour because they will likely say fuck this and leave.

Now, if you are a footwear designer, you probably use the same components over and over. Therefore when you have perfected a position for footwear on linden ground then you should go rez a prim, flatten it, make it 1 meter x/y, and stand on your pose stand and position the flat prim to the bottom of your shoes and centered over the pose stand. Then you have a reference for the future and won't have to go out and stand on linden land to adjust that particular configuration.

Are we having fun yet?
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Old 05-08-2011, 02:38 PM   #7 (permalink)
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Originally Posted by Marianne Little View Post
Does not matter for photo shots. You can't be more exact, suggest what I should type in to find it?
True enough! Unfortunately, I've really no idea what it could be in the debug menu, or if it's even actually there. A lot of TPV features like that seem to be things in the debug menu given an easier to find/use UI element in preferences.

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Originally Posted by Ann Otoole View Post
Most of these foot in ground issues are due to incorrectly configured shoes and AOs. There are times when you encounter screwed up dance floors etc. and you need to just ignore them. If your shoe bottoms are touching the ground on linden land without an AO then you have it as best as it needs to be.
Well, sometimes incorrectly adjusted footwear and animations can make it worse, however there really is an actual problem with avatar/prim bounding boxes which cause a barefoot avatar to sink into the ground. As in, SL terrain, but not prim surfaces. If you move footwear up to match the ground, the footwear will be pushing up past your avatar's feet.
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Old 05-08-2011, 02:44 PM   #8 (permalink)
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Originally Posted by Penny Patton View Post
...
Well, sometimes incorrectly adjusted footwear and animations can make it worse, however there really is an actual problem with avatar/prim bounding boxes which cause a barefoot avatar to sink into the ground. As in, SL terrain, but not prim surfaces. If you move footwear up to match the ground, the footwear will be pushing up past your avatar's feet.
Not once have I ever seen this.
And I have been dealing with footwear for a very long time.

Please provide the jira ID for the defect you reference.
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Old 05-08-2011, 02:46 PM   #9 (permalink)
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Quote:
Originally Posted by Ann Otoole View Post
Not once have I ever seen this.
And I have been dealing with footwear for a very long time.
I had to adjust this. It was weird. My body was in the ground up to my midcalf area.
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Old 05-08-2011, 02:47 PM   #10 (permalink)
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What is the jira ID? Sounds like yet another "productengine engineered defect" they can copy paste the fix back in for. And be paid for copy pasting the fix back in.
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Old 05-08-2011, 05:10 PM   #11 (permalink)
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This has been a problem since before Viewer 2.

The creator of the open Jira ticket assumed it was a Viewer 2 issue, too, but there was at least one much older Jira ticket open from 2008, a Linden closed the older one since the more recent one had more votes.

https://jira.secondlife.com/browse/VWR-19155

Winter Ventura added a comment to my Jira regarding AgentHeight reutnring incorrect information with the supposition that this was related to the bounding box issues with prims.

Namely, if you stack a physical prim on another prim, the second one can either be physical or not, then there is a gap between the two prims. Winter was guessing that maybe prims haver a larger bounding box than they should, but LL took a backwards approach to fixing the issue. Avatars, trying to walk on prim floors, would float above them, so instead of fixing the bounding box of prims, for whatever reason, LL decided to break the bounding box of avatars. Resulting in incorrect height reported by AgentHeight and avatar feet sinking into terrain.
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Old 05-08-2011, 05:26 PM   #12 (permalink)
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so yet another basic simulation defect that the current "programmers" of LL cannot contend with so they ignore it.
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Old 05-08-2011, 06:01 PM   #13 (permalink)
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When I tried tinkering with a viewer, I noticed that the xml for the navigation bar in Dolphin 2 (with z axis spider) is calling an RLV function. I also noticed viewers with RLV are the ones that have this feature anyway.. so either it is required, or no one's figured out a way to do it without rlv.

So, there went my idea of adding the slider into Kirsten's.
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Old 05-08-2011, 06:10 PM   #14 (permalink)
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It is not a RLV thing.

It is just that when Marine added it to her viewer, she included "RestrainedLove" in the name of the debug setting, and thereafter, RLVa took the same name for the debug setting (as if it was part of the RLV API... although it is written nowhere. Just now there is this @adjustheight RLV command, but it is very new).
Firestorm inherited the debug setting from RLVa, and Dolphin... I don't know, but likely inherited this from either RLV or RLVa.

Phoenix and other older 1.x TPVs who have height adjustment give another name to the corresponding debug setting.
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Old 05-08-2011, 07:08 PM   #15 (permalink)
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I can't find it in the debug menu anywhere. I don't know if it's any help, but Henri Beauchamp, who is very good at cataloging his patches, describes his version thus:
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AnimationOffsetAdjust: allows to adjust the Z offset of the avatar (actually its bounding box height) so that animations height can be corrected. This offset is a volatile setting (not preserved over sessions) and can be changed in real time from a new spinner in the "Movement controls" floater.
That suggests to me that it's more than exposing a debug setting, but I guess someone could take a look at the actual patch -- if, unlike me, they knew how to interpret it -- and say for sure.
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Old 05-08-2011, 08:21 PM   #16 (permalink)
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"RestrainedLove" was not a choice so much. LL hammered down on "Restrained Life" being too close to the trademark. 'Tis a very neat slider to have when I'm floating or stuck in the floor.
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Old 05-09-2011, 12:14 AM   #17 (permalink)
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I can't find it in the debug menu anywhere. I don't know if it's any help, but Henri Beauchamp, who is very good at cataloging his patches, describes his version thus:

That suggests to me that it's more than exposing a debug setting, but I guess someone could take a look at the actual patch -- if, unlike me, they knew how to interpret it -- and say for sure.
It is definitely not a regular debug setting, standard viewer code pulls the numbers from the worn shape. The patches will take the standard result and add or subtract the numbers you pick.
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Old 05-09-2011, 12:53 AM   #18 (permalink)
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I ran out of time so I haven't tried to mess with more ways to fix it. It is not possible to have a script i an AO that does the same as the X, Y and Z-modifier in Phoenix? I think that would be useful.
I got this tip in the official forums:
Quote:
Ohhhh! For photos, I just remembered a strange old viewer feature, and Viewer 2 still has it.

Develop>Avatar>Character Tests>Allow Select Avatar

Then Ctrl+3 to start the editor, and click on your avatar's body. You can then move your avatar with the prim edit arrows. When you leave the editor, you will stay in that position until you walk etc. Only you will see this, but it is fine for photos!
From Cerise Sorbet.

I will try that later. What Ann describes in her first reply to me, to adjust footwear, is things I alredy tried. But to me, it looked as my avatar got shorter legs?

I do wonder if animations is made in a program where the models are shorter. This problem is worse with a male avatar that is 6'11. Yes I know, I can make him real height. That creates new problems, when he shall sit in furniture made in SL scale. Then he will look "too small". I don't have so much time to spend in SL anymore, so I should have a "quick fix" instead of changing between avatars of different height and adjust prim clothes for all.
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Old 05-09-2011, 01:07 AM   #19 (permalink)
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The height of the model in the animation program probably is the issue if you are experiencing it when using a pose. I've seen this happen when I test a pose using me, then see someone else (usually smaller female) trying the same pose and floating about a foot above the ground. My avi is kinda tall and I adjust the height in qavimator to reflect this.
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Old 05-09-2011, 01:37 AM   #20 (permalink)
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The height of the model in the animation program probably is the issue if you are experiencing it when using a pose. I've seen this happen when I test a pose using me, then see someone else (usually smaller female) trying the same pose and floating about a foot above the ground. My avi is kinda tall and I adjust the height in qavimator to reflect this.
His feet sink in the ground when he use his AO too. I will try to switch beween different AO's and see if it helps. The problem is really the time, I don't have much time to test out stuff. Maybe I should post in "alternative SL clients" and ask if Kirsten's viewer has the feature hidden somewhere.
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Old 05-09-2011, 01:54 AM   #21 (permalink)
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Seriously, go create a flat prim floor, then set two physical cubes on top of each other on it.
This is finally fixed in Havok 2010 in the Mesh regions on Aditi, to my knowledge.
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Old 05-09-2011, 02:59 AM   #22 (permalink)
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His feet sink in the ground when he use his AO too. I will try to switch beween different AO's and see if it helps. The problem is really the time, I don't have much time to test out stuff. Maybe I should post in "alternative SL clients" and ask if Kirsten's viewer has the feature hidden somewhere.
Ah, not sure then I have only used V2 based viewers long enough to bang my head on the desk out of frustration at the chat interface. But I know that sometimes you just need to wear two things on the same layer. And I am liking the sound of that avatar edit thing you posted about - sounds very good .
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Old 05-09-2011, 03:10 AM   #23 (permalink)
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Develop>Avatar>Character Tests>Allow Select Avatar

Then Ctrl+3 to start the editor, and click on your avatar's body.
Woah that is neat thanks! Works just like she says.
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Old 05-09-2011, 04:02 AM   #24 (permalink)
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Sometimes I'm really daft. It's really simple.

I solved it by making a new pair of shoes in appearance mode. I used the default transparent texture, and adjusted heel height until I got the desired effect and the feet above ground. In viewer 2 I always use alpha mask for feet anyway, so the foot shape does not matter. It disappears when I use an alpha mask, but I thought it was neat to use the transparent texture anyway.
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Old 05-09-2011, 08:29 AM   #25 (permalink)
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The height of the model in the animation program probably is the issue if you are experiencing it when using a pose. I've seen this happen when I test a pose using me, then see someone else (usually smaller female) trying the same pose and floating about a foot above the ground. My avi is kinda tall and I adjust the height in qavimator to reflect this.
This is one reason why other virtual worlds, including many videogames, go for a standard avatar size. It prevents this from being an issue and allows for multi-avatar animations that actually look right.

I actually like that SL allows different sizes, but the trade off is either you have to make sure you encourage a coherent sense of scale or you wind up with the problems SL has now with animations.
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