🪰 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.
Consistent "Service Unreachable" Warnings When Uploading 2K PBR Materials
Since June 10th, I have been experiencing a significant increase in "Service Unreachable" warnings while uploading 2K PBR materials exported from Adobe Substance Painter using the glTF PBR Metal Roughness workflow. The problem seemed to be concentrated between June 10th and June 12th, then improved and became limited to just a few random errors. Today, June 25th, the problem is back on my end. I have checked my internet connection, restarted my fiber router, and confirmed that my connection is stable, yet the issue continues to occur. I can log out and back in, successfully upload one material, and then immediately receive the warning when trying to upload a second one. If I bulk upload an entire material set, some materials upload successfully while others fail. Sometimes the material upload window gets stuck trying to save, and I can't close it because it appears to still be processing one of the texture maps. At that point, I have to relog. This issue seems to happen much more frequently with 2K textures. Since my UVs are optimized for that resolution, switching to 1K is not a practical workaround. Normal maps seem to be affected the most and fail more often, but on days like today I'm also getting errors when uploading base color and metallic-roughness maps. I know there have been previous posts about this issue, but I believe it continues to resurface and may still require investigation.
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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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