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| | #251 (permalink) | |||
| Senior Member ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]() ![]() Join Date: Jun 2009
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Business: Samantha's Shirts Client: Cool VL Viewer 1.26.8 | Saffia Widdershins interviewed Qarl about the deformer at SL9B yesterday, and Inara Pey has a four-page transcript. In particular, I think these bits are relevant to questions people have asked recently on SLU: Quote:
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__________________ Philip 3:16 For Rosedale so loved the grid, that he rezzed his only begotten Avatar, that whosoever believeth in him shall not crash, but have eternal Second Life. | |||
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| | #252 (permalink) | |
| Lantern By Day ![]() ![]()
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Business: Mystic Gems Client: Exodus, Firestorm, Viewer 3 | Quote:
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| | #253 (permalink) |
| Just call me Beth ![]() ![]() ![]() ![]() ![]()
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Business: Faerycat Designs Client: Firestorm | Actually, being able to make such mods to avies as well as their clothes is exactly what I'm waiting for >.> |
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| | #254 (permalink) |
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Client: Always changing, and too lazy to edit. | I just found out Metareality had another Interview with Qarl. I will endeavor to glean the important stuff and post here. |
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| | #255 (permalink) |
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Mayan Time Lord
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Client: Always changing, and too lazy to edit. | Of note, Oz Released a new Project Viewer on August 31st, with no explanation. http://automated-builds-secondlife-c...215/index.html From the Metareality Podcast on Sept 14th: Qarl says his part of the work is "Almost nearly done", and that he has "addressed all of Linden Lab's concerns". He says most of the issues he's seeing reported to the JIRA he believes are "user error" or "expectation error". The Latest version of the deformer has support for encoding the base shape parameters into the mesh. (big news). However, He has not created a GUI interface for that, and is expecting TPV developers to do that work. What that means is, you can create your deformer mesh against any base shape, as the base shape is stored in with the mesh. So, What is holding this up then? I guess it's LL and Oz's insistence he doesn't have enough meshes for testing, and the lack of a proper GUI for defining the Base Shape. Sooo, I guess Qarl is kind of throwing the onus on LL and TPV devs at this point. All up to them now. |
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| | #256 (permalink) | ||
| Moo. ![]() ![]() ![]() ![]() Join Date: Dec 2007 Location: Here and there. Kinda inbetween places now.
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Surely you must have an art department with at least one or two artists capable of handling that, right? How else could you internally test things like critically important features and tools before releasing them to the masses? Quote:
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| | #257 (permalink) |
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Client: Always changing, and too lazy to edit. | I created a video to test out the latest deformer, using a full body mesh based off the default avatar with LL's default weighting. This configuration should give 100% matching deformation on a per vertex basis. I made a video of all of the tests (Be sure to watch fullscreen and at high quality for best experience): Important observations are: 1) Torso Muscles do not deform correctly, getting very bad as they get smaller than 50, and halting any deformation as they go above 50. This is due to a very, very longstanding bug with the avatar appearance system, documented here: https://jira.secondlife.com/browse/VWR-28308 2) The "Breast Size" slider doesn't seem to exactly follow the viewer avatar's breast morph. The Deformed mesh is quite a bit smaller than the viewer avatar breast at '100'. I'm not sure if this is a bug, or an attempt to 'improve' the quality of the deformation (as that area has problems with deformations due to the poor quality of the morph target). 3) The hands and face of the mesh no longer seem to deform along with the Viewer Avatar. I am wondering if this is due to the fact I deleted the underlying weighting for those areas. I know for sure i've seen the hands move in sync in the past. So this bears further investigation. Everything else seems pretty nice. |
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| | #258 (permalink) |
| Quia Ego Sic Dico ![]() ![]() ![]()
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My Mood: SL Join Date: July 24th, 2011 Client: Firestorm | Thanks for the video. And arg. I'm going to be really, REALLY disappointed if the breast size thing isn't a bug. I would rather have suboptimal deformations of clothing than suboptimal deformations of my body... that's my whole issue with the current iteration of mesh clothes in the first place. :/ |
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| | #259 (permalink) | |||
| genderqueer ![]() ![]() ![]() ![]() ![]() ![]()
Hail Woz, the great and
powerful!
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I hope those are fixed! My preferred shape is nowhere NEAR what is expected. Like having the breast slider set to 0 on a female shape. Or all the deformations (face and muscles) I need when using my cougar avatar.
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| | #260 (permalink) |
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My Mood: SL Join Date: the dawn of time Client: your face! | Thank you for making that video Darien, thats really helpful. Pity about the torso muscles- that is one that has to be worked out before the deformer can really be useful. :/ Torso muscle varies so much from av to av.
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| | #261 (permalink) |
| Senior Member ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2010
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| It's good that the deformer trips over the >50 torso muscle slider bug, because then it may just finally actually get it fixed in the process.
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| | #262 (permalink) |
| Pedantic Geek ![]() ![]() ![]() ![]() Join Date: Oct 2010 Location: Maryland
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Business: Perception | Is the base shape something that has to be actually specified on upload, or is it something that could be included in the .dae file? |
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| | #263 (permalink) | |
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Client: Always changing, and too lazy to edit. | Quote:
It's far simpler to specify the XML shape file you used at the time of upload, there's already a myriad of programs to generate/read those, and of course the viewer itself can generate an XML from any shape. The way I would expect the UI to be is how it is now, but with a 3rd radio button: [ ] Default Male [ ] Default Female [ ]Other (specify) | |
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| | #264 (permalink) |
| Moo. ![]() ![]() ![]() ![]() Join Date: Dec 2007 Location: Here and there. Kinda inbetween places now.
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Business: Happy Bivouac/Milk&Cream | I wish I still had that kind of optimism with regards to SL. LL seems perfectly happy to let critical issues go unfixed, no matter how much they stack up. |
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| | #266 (permalink) | ||
| Senior Member ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]() ![]() Join Date: Jun 2009
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Business: Samantha's Shirts Client: Cool VL Viewer 1.26.8 | Quote:
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| | #268 (permalink) |
| genderqueer ![]() ![]() ![]() ![]() ![]() ![]()
Hail Woz, the great and
powerful!
| Any idea when this is coming? I can not stand when a clothing store converts to mesh now because I know nothing will fit me (female stuff assumes the wrong shape and the smallest male equivalents are ludicrously big). |
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| | #269 (permalink) |
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Client: Always changing, and too lazy to edit. | So Today the latest build of the deformer project was posted to the JIRA: https://jira.secondlife.com/browse/S...comment-350678 Thist latest contains the code I wrote for supporting custom base shapes for the deformation. You can still use Default Male, or Default Female, but now have the option to specify your archetype.xml file for whatever shape you built against. This code needs testing. There is already a potential issue with this and Qarl's code that has come to light. I discuss it in the lengthy comment here: https://jira.secondlife.com/browse/S...comment-349573 Basically, as Qarl's code stands, bone lenghts are not take into account when creating the base shape to deform against. This was fine when only the 'standard shape' was being used. As all bones were at their defaults. But now that isn't necessarily the case. It would be good to see some use-cases that explore this problem to see how much of an issue it is. As I mentioned in the JIRA post, a potential workaround would be to 'normalize' the bone lenghts of your shape when designing against a particular shape. By normalize, i mean set the bone-specific sliders to their neutral defaults (these are listed in the comment). Then in-world the already-present bone deforming would take effect when worn. In the meantime, I'll keep working with Oz to see what possible courses of action we can take to alleviate this issue. |
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| | #270 (permalink) |
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Client: Nirans or development daily build | It's no big deal to say "bones at default lengths" is a requirement for the base shape. Possibly scan the specified xml file on open and flag an error if they are not the default lengths? In a future iteration you could always add the ability to take the lengths into account and remove that sanity check but it looks to me like the fastest route to release would be to explicitly declare a base shape with stretched or moved bones invalid and trap it so one cannot be used by mistake. |
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| | #271 (permalink) |
| Emergency Mustelid ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2009
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| If you can't have stretched or moved bones how will you do petites and animals?
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| | #272 (permalink) | |
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Client: Always changing, and too lazy to edit. | Quote:
As far as 'not having stretched bones', you can. Just you have to do that stretching in-world with the sliders, not during creation. This isn't set though, as I said we are exploring other options. BTW, the old Character->Character Tests->Appearance to XML" menu option has been moved in the deformer viewer. For now (pending approval), it's under Advanced->Export appearance as XML. | |
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| | #273 (permalink) | |
| Exotic Made-up Monster ![]() ![]() ![]() ![]() Join Date: Aug 2007 Location: Toronto
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I only started playing around with this tonight, but bone offset issues aside, i don't see a lot of clipping or abnormal movement of verts so far. It'll be interesting to see how this develops. | |
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| | #274 (permalink) | |
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