🪰 Viewer Bug Reports

• Use concise, precise descriptions• Do not include sensitive information. • Create a support ticket at https://support.secondlife.com for individual account issues or sensitive information.
GLTF inverse bind matrix remapping (bind poses) not fully supported
## Summary GLB/GLTF uploads can produce different rigged mesh deformation than DAE uploads from the same source model when the model uses a bind pose that differs from the viewer skeleton rest pose. ## Context Bind pose support is not directly exposed by Blender itself, although other tools such as Maya support this workflow. Both Collada/DAE and GLB/GLTF can represent bind-posed models through inverse bind matrices. The Avastar Blender add-on explicitly adds bind pose support and collada support to Blender-5, so this issue can be reproduced and tested using Blender-5 with Avastar. ## Steps to Reproduce in Blender In Blender, create or open a rigged mesh that uses a bind pose different from the default viewer skeleton rest pose. typical use case: A-posed models with A-Pose as restpose. Export the same model from Blender as DAE. Export the same model from Blender as GLB/GLTF. Upload/import both files into the viewer. Compare the imported results at the vertex/deformation level. ## Actual Result The GLB/GLTF import can deform differently from the DAE import, even though both files were exported from the same source model. Visible differences can include child joint twists. ## Expected Result DAE and GLB/GLTF exports from the same bind-posed source model should import with equivalent vertex-level deformation. Mesh edges may differ depending on exporter triangulation, but the rigged vertex positions and deformation should match. ## Test Notes This was tested with Blender using Avastar bind pose support by exporting the same bind-posed model as both DAE and GLB/GLTF, then comparing the uploaded viewer results.
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Li/ARC accounting systemically rewards insane poly counts
I present the same model (a small avatar accessory) with 2 different sets of LOD models. In each case the lowest LOD model has been 'zeroed out' to 18 tris as is typical in this use case. Triangle counts are as follows. * Model 1 - High 63040 (36k virts), Med 15760, Low 3940 * Model 2 - High 15760 (10k virts), Med 3940, Low 3940 Both of these models are visually indistinguishable in use. The DAE files prior to upload are sized as follows. * 63040 tris - 9.2mb * 15760 tris - 2.2mb * 3940 tris - 500kb Working on the dae sizes alone ... * Model 1 - 11.9mb * Model 2 - 4.9mb However .... * Model 1 - Download weight 0.7 * Model 2 - Download weight 3.1 When worn ARC is equally broken (as reported in firestorm) * Model 1 - ARC 319 * Model 2 - ARC 672 Objectively Model 2 is better for performance. Duplicating the mesh for 2 detail levels is punished to the point that using a sub division surface modifier to generate an insane 63k tris high model results in 'better consumer numbers' at intended object scale (it's also cheaper to upload). In addition to model duplication being unnecessarily punished, the scale component of Li accounting is fundamentally flawed and pushes creators into a situation where large items need to be low poly and tiny (often worn) items are best high poly! No wonder everyone's avatar is solid in wire-frame. This model is a small avatar accessory. Obviously the example mesh is over detailed, 'unoptimized' and created using techniques best suited to slow rendered content rather than real time. The point is why should anyone bother with 'low poly' when this gets the-job-done and is predictably rewarded.
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SL Viewer
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After 22 years... why do textures take so long to rez?
"If the 2D don't work, the 3D don't work". I was at Sci Fi Con 17. All day long, no matter how many or how few avatars were on a region, textures took ruddy ages to load. Now one might say "There are so many textures at a big event it just takes a long time." But I'd walk into an enclosed room... where textures should be limited, yet the vendors on the wall just sat there and sat there and sat there. Textures RIGHT NEXT TO ME fail to load. One can stand there and stand there and stand there... and they still don't rez. I would click on a texture and tell it TEXTURE REFRESH... and it would ignore that instruction. I first reported texture issues and bottlenecks back in 2005. Now my computer and graphics card is hundreds of times more powerful... and textures still load at a snail pace. I will say the same thing I said back then: There is a texture bottleneck on SL. (Or, several texture bottlenecks, and it affects EVERYTHING.) With respect, I'm not asking for an explanation, nor excuses. I'm making a simple observation: After 22+ years online, Second Life should be able to very quickly load 2D textures in an enclosed room. Is this not correct? I suspect there will be people all too ready to give reasons why textures load slowly. To any and all such reasoning, I have one answer: Second Life needs to make textures load quickly. There's no argument, debate, discussion or excuse to that simple statement. Users need textures to load quickly enough that we don't get bored standing in a store (waiting for vendor textures to load)... and decide to go do something else. Like Netflix. ;D Because that's what it is: Second Life vs Netflix. Users have options on how to spend their time. When Netflix can stream entire videos realtime, surely Linden Lab should be able to send 2D textures across the Internet... yes? As a note: I'm not going to debate nor discuss or argue with those who are always ready to argue on these feedbacks. The feedback is posted, I've said what I came to say... and I have to believe the vast majority of SL users will agree with this: textures on SL need to load faster.
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