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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0006781||opensim||[REGION] OpenSim Core||public||2013-09-26 06:51||2013-10-21 04:17|
|Product Version||master (dev code)|
|Target Version||Fixed in Version|
|Summary||0006781: Avatar shape is not reset when a scrunched up shape for a mesh avatar has been worn|
|Description||I first observed this in Simona Stick 0.7.5 release, but then tested it on the latest 0.7.6 dev masters and its still present, and presumably has been for some time. It may be a viewer issue?|
I used a small scrunched up avatar shape to act as a shape for the "Gerrymander the Lizard" mesh avatar. The shape slider shows a maximum height of 1.2m after attaching the mesh avatar body... which may be related to the bug?
When I try to return to a "normal" shape the visual appearance still shows a scrunched up small avatar shape. See attached image after returning to the default "new shape". Changing shapes has no effect on the scrunched up height until you relog.
|Steps To Reproduce|
1. Make a new shape and wear it.
2. Attach a small rigged mesh avatar. e.g. Gerrymander the Lizard avatar mesh via a Collada .dae upload. Should be no need to build rest of avatar or texture it for this test. http://secondlife.mitsi.com/Secondlife/Posts/Avatars/Gerrymander/ [^]
3. Edit the shape... note the height may be limited by the mesh height.
4. Take off the rigged mesh avatar.
5. Wear a different or new shape.
6. Note avatar stays at the small size of the mesh avatar shape adopted.
7. Relog from the viewer and note the shape now returns to proper shape height.
|Tags||No tags attached.|
|Git Revision or version number||r/23693|
|Run Mode||Grid (Multiple Regions per Sim)|
|Environment||.NET / Windows64|
|Viewer||Firestorm 4.4.2 OS|
|Attached Files|| Scrunched-Up-Avatar-After-Return-to-Default-New-Shape.jpg [^] (30,648 bytes) 2013-09-26 06:51
Whirly Fizzle on the Firestorm Viewer development team comments...
Also repros on SL, this is not an Opensim issue.
The problem is the mesh deforms the avatar shape
Simply wear the lizard rigged mesh without an alpha layer and you can see what it does to your shape.
Detatch the lizard rigged mesh and observe your shape stays deformed. The joint positions remain deformed.
Best workaround on Firestorm after detatching the lizard mesh is to go to Avatar -> Avatar health -> Undeform avatar.
This mostly corrects the joint positions.
A relog will be needed to be fully undeformed though.
That mesh is pretty badly made in that it deforms the shape so much tbh.
However, well known issue. See https://jira.secondlife.com/browse/VWR-28458, [^] http://jira.phoenixviewer.com/browse/FIRE-4345 [^] for example.
Above undeform process does not work with the Gerrymander Lizard avatar mesh, even when a custom small shape has been made.
Problem is also present in Singularity 1.8.2 viewer as well as Firestorm 4.4.2 OS.
Mata Hari (reporter)
|A related issue (perhaps) is one I've been experiencing with an all-mesh body where the overall body shape is broken into 3 rigged meshes. Mesh 0000001 is the main body structure, 0000002 is some assorted peripherals (eyelashes, toenails, fingernails, etc) and 0000003 is the eyes. When I swap out either 0000001 or 0000002 (which I have to do to alternate between flat feet and high-heeled feet) the eyes invariably become buggy -- they look like they reset themselves to the SL default location instead of their revised location/bone placement for the custom mesh. All three meshes are rigged identically with the same custom skeleton so they really shouldn't change; but currently I always have to unwear and rewear the eyes to get them back into position.|
|2013-09-26 06:51||aiaustin||New Issue|
|2013-09-26 06:51||aiaustin||File Added: Scrunched-Up-Avatar-After-Return-to-Default-New-Shape.jpg|
|2013-09-26 07:04||aiaustin||Description Updated||View Revisions|
|2013-09-26 09:02||aiaustin||Note Added: 0024404|
|2013-09-26 09:03||aiaustin||Note Deleted: 0024404|
|2013-09-26 09:04||aiaustin||Steps to Reproduce Updated||View Revisions|
|2013-09-26 11:59||aiaustin||Note Added: 0024406|
|2013-09-27 02:36||aiaustin||Note Added: 0024411|
|2013-10-21 04:17||Mata Hari||Note Added: 0024553|
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