Corrupted rotation values at mesh upload
tracked
Crias Rowlands
There is an issue with mesh uploads in .glb (or .gltf) format. It seems that SL applies all rotation values to the uploaded mesh, which is not good, as this did not happen with the Collada (.dae) format.
When uploading rotated objects, the rotation values of all rotated objects becomes 0,0,0, while the mesh model stays rotated visually. This results in shifted axes on the uploaded mesh, which among other things, makes in-world scaling distorted.
In other words, the object's bounding box don't align properly with the mesh itself.
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Brooke Osbourne
I'm not sure if this is related, but it sounds like it. My avatar keeps getting an oblique rotation whenever I walk. I've changed the camera preset so many times but it still does it with all my avatars. I can't walk straight because of it. I prefer to have the camera angle to stay directly behind me. PLEASE FIX THIS PROBLEM!
Dan Linden
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tracked
Dan Linden
Thank you for the report, Crias!
Issue tracked at https://github.com/secondlife/viewer/issues/5431. We have no estimate when it may be implemented. Please see future updates here.
Crias Rowlands
Dan Linden Thank you Dan! Looking forward to it!
Andrey Kleshchev
Agree, it shouldn't be doing that.
> glm::vec4 transformed_pos = final_transform * pos;
Viewer applies transforms from whole hierarhy (final_transform is coodintae translation * hierarhy transform) to the mesh positions itself which doesn't look right.
I'm not sure of where it should be applying those transformations (mTrasform? mNormalizedTranslation?), but at least part of those (most of the hierarhy's translation data sans mesh itself?) should go to scene's transformation field, not the mesh.