Large animesh objects repeatedly shrink down in a fast loop, almost strobing
Shakeno Tomsen
1) Set up the avatar skeleton bones in a manner that has a chain considerably stretched out (Usually happens on Wrist -> Pinky3 the most)
2) Create a mesh, rig each vertex to at least some bone in it
3) Export the mesh, upload with rigs and joint positions enabled
4) Set the mesh to Animated Mesh (Animesh). If necessary, wear it, preferably on Pelvis, but it usually happens even on the ground.
4) Confirmed to happen in the latest version of the official Second Life viewer and Firestorm. This DID NOT happen a few years ago.
I can provide files (mesh .dae and animation .anim alongside a script) to recreate the exact scene in the video if desired. The feedback hub does not let me upload these files directly.
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Shakeno Tomsen
Upon further testing, I noticed this issue
might
be related to the amount of stretching for each joint, however I cannot confirm either of these possibilities:1) Trying a similar total distance as with the fingers with the tail joints (spreading it across all six) does not seem to cause this issue, unless there is more things at play that I may be missing. However if it is related to the amount of distance between joints, it makes no sense that rotations seem to change how likely this issue is to happen.
2) Another possible cause might have to do with the chain not being directly connected to the mPelvis joint, but I've tried including the bones with a chain down to the mPelvis bone, and it still happens.
Dan Linden
Hi Shakeno,
Please send the files to bug-attachments@lindenlab.com and reference this issue name in the email subject line. Leave a comment on this canny issue once that's done.
Thank you!
Shakeno Tomsen
Dan Linden Hello Dan Linden, thank you for getting back to me so quickly. I have sent the e-mail as requested.
P.S. I have confirmation that this issue does not seem to happen in Alchemy Viewer, which definitely means it can be an issue that has been introduced recently.