On Fri, Mar 1, 2013 at 1:20 PM, Nyx Linden <n...@lindenlab.com> wrote:
> https://bitbucket.org/lindenlab/sunshine-external/commits/108ae1ed56ea38426df239ef3247f57fb63d0806
>
> Added a new parameter to shapes to replace the viewer-side height offset.
> Since it is stored in a wearable, the new back end can read and use the
> value. Will send an email to third party devs later today to let them know
> to pick up the patch.
>
> Marking SUN-38 as resolved.

On a slightly related note.

A longstanding issue with deformation animations (eg, playing an
animation that changes the positions of bones) is that when the height
is recalculated (eg, shape is changed) the avatar will tend to float
off the ground or sink into it. This can actually be triggered as a
race condition when a new person teleports into the area where others
are wearing an avatar that requires deformations, depending on whether
they load the shape or deformation animations first.

Would including the z-height offset in the shape resolve this problem,
or is the offset simply applied on top of the calculations that cause
the problem?

>From what I can tell, mesh skeleton offsets do not suffer from this
bug. However, mesh skeletons don't support dynamic bone position
changes. The Seawolf dragon has two sets of arms: one for flying
wings, one for walking legs. They are very different deformation
lengths.

Thanks,

Stickman
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