Difference between revisions of "Project Bento Resources and Information"

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* [https://bitbucket.org/lindenlab/sl-sample-content/raw/tip/models/maya/MayaBentoFemaleUsingPivotValues.ma.zip maya human female (uses pivot values for joint locations)] (June 2, 2016)
* [https://bitbucket.org/lindenlab/sl-sample-content/raw/tip/models/maya/MayaBentoFemaleUsingPivotValues.ma.zip maya human female (uses pivot values for joint locations)] (June 2, 2016)
(NOTE: The default LL default avatar mesh uses the '''pivot values''' in the avatar_skeleton.xml file to determine where the bone pivot from.  All mesh uploaded by residents using the DAE format the bones pivot from the '''position values''' of the avatar_skeleton.xml file which for some bones are different than the '''pivot values'''.  To compensate for this you can rig to a skeleton whose bone positions are the same as the pivot values of the avatar_skeleton.xml file. The skeleton provided in the above file is setup so the bones locations are the same as the '''pivot values'''.  WARNING!!! If you upload mesh rigged to such a skeleton and in the mesh upload window you turn on "Include Joint Positions:" it will make the mesh incompatible to wear with other mesh that have custom bone positions.  It is perfectly OK to upload mesh rigged to such a skeleton as long as you DO NOT turn on "Include Joint Positions:" in the upload window. Why use such a skeleton in the first place? It is mainly for content creators who are making mesh clothes for the LL default avatars.  Because the mesh will bend or pivot in the same places as the default avatar mesh.)
(NOTE: The default LL avatar mesh uses the '''pivot values''' in the avatar_skeleton.xml file to determine where the bone pivot from.  All mesh uploaded by residents using the DAE format the bones pivot from the '''position values''' of the avatar_skeleton.xml file which for some bones are different than the '''pivot values'''.  To compensate for this you can rig to a skeleton whose bone positions are the same as the pivot values of the avatar_skeleton.xml file. The skeleton provided in the above file is setup so the bones locations are the same as the '''pivot values'''.  WARNING!!! If you upload mesh rigged to such a skeleton and in the mesh upload window you turn on "Include Joint Positions:" it will make the mesh incompatible to wear with other mesh that have custom bone positions.  It is perfectly OK to upload mesh rigged to such a skeleton as long as you DO NOT turn on "Include Joint Positions:" in the upload window. Why use such a skeleton in the first place? It is mainly for content creators who are making mesh clothes for the LL default avatars.  Because the mesh will bend or pivot in the same places as the default avatar mesh.)
* [https://bitbucket.org/lindenlab/sl-sample-content/raw/tip/models/maya/MayaBentoMaleUsingPivotValues.ma.zip maya human male (uses pivot values for joint locations)] (June 2, 2016)
* [https://bitbucket.org/lindenlab/sl-sample-content/raw/tip/models/maya/MayaBentoMaleUsingPivotValues.ma.zip maya human male (uses pivot values for joint locations)] (June 2, 2016)
(See previous note for '''"maya human female (uses pivot values for joint locations)"'''.)
(See previous note for '''"maya human female (uses pivot values for joint locations)"'''.)

Revision as of 18:10, 2 June 2016

Welcome to Project Bento! As we mentioned in our announcement, Project Bento is adding new bones and attachment points to the avatar skeleton. Bento is now ready for testing!

What is the test period for? How long will it last?

The testing period is designed to validate the viewer and the new skeleton, and will continue until we are confident that we have a solid release candidate, at least a few weeks.

During the course of testing, we will continue working on the Bento project viewer, fixing bugs and addressing other issues encountered during testing. We do not anticipate making further changes to the skeleton or attachments at this point.

At the end of the test period, Bento will become a viewer release candidate. Hopefully not long after that, the Bento viewer will be released as the default viewer.

Where can I find the required test viewer?

You'll need the latest project viewer for Bento. It is available on the Alternate Viewers wiki page.

Where can we test Bento?

Bento testing is happening on the main Second Life grid and the Aditi Beta Test Grid, which is completely separate from the Agni "Main Grid".

Testing Bento will require uploading and using meshes and animations that take advantage of new joints. It will also allow you to take advantage of new attachment points associated with some of the new joints.

How can we test Bento?

There are two ways to help with testing Bento:

  • If you are a content creator, please help us exercise the new skeleton. Create your own meshes and animations for facial animation, hand gestures, wings, tails, and so on! Let us know about any problems you encounter, and share your experiences with other creators in the Creation Forum Thread
  • If you are a mesh user, help us test the viewer. Try uploading and using some of the test content. Are there any problems displaying or using it on your system? Do you see a significant impact on performance when using the new skeleton?

Test Content

If you have made test content, edit this page to provide links to it here.

Current Test Content

Models

(Watch this space - more models coming soon!)

Note: to add new test content to the wiki, you can first attach it to BUG-10981, then post a link to that attachment in the wiki. The wiki does not allow attaching most file formats directly.

The following model files are compatible with the current project viewer, as of 2016-04-15, and should work with currently implemented sliders:

Collada (dae) files:

Maya (ma) files:

(NOTE: The default LL avatar mesh uses the pivot values in the avatar_skeleton.xml file to determine where the bone pivot from. All mesh uploaded by residents using the DAE format the bones pivot from the position values of the avatar_skeleton.xml file which for some bones are different than the pivot values. To compensate for this you can rig to a skeleton whose bone positions are the same as the pivot values of the avatar_skeleton.xml file. The skeleton provided in the above file is setup so the bones locations are the same as the pivot values. WARNING!!! If you upload mesh rigged to such a skeleton and in the mesh upload window you turn on "Include Joint Positions:" it will make the mesh incompatible to wear with other mesh that have custom bone positions. It is perfectly OK to upload mesh rigged to such a skeleton as long as you DO NOT turn on "Include Joint Positions:" in the upload window. Why use such a skeleton in the first place? It is mainly for content creators who are making mesh clothes for the LL default avatars. Because the mesh will bend or pivot in the same places as the default avatar mesh.)

(See previous note for "maya human female (uses pivot values for joint locations)".)

(NOTE: Standard Skeleton with bone located in standard positions determined by the avatar_skeleton.xml file.)

(NOTE: Standard Skeleton with bone located in standard positions determined by the avatar_skeleton.xml file.)

Animations

I found a problem? How can I give feedback?

  1. Submit bugs in Jira in the BUG project: please put [Bento] in the summary line.

If you have a display problem, please try with hardware skinning enabled and disabled

Me->Preferences->Graphics->Advanced->Avatar Rendering->Hardware skinning checkbox

Does changing that setting affect the display?