Rigged meshes does not support Glow effects. Layer Stacking
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Johan Bizet
Greetings
This has been a bug for nearly 2 years now since all the recent FPS gain viewer updates and forward.
~I thought it may have been reported and hoped it would be fixed over the viewer updates, But now after 2 years i am here to file this report.
This only seem to affect Rigged Meshes,. Unrigged prims/meshes are unaffected by this issue.
Steps to produce the issue:
- Blender, create a cube and rig it to SL Skeleton... any bone lets say (mChest) for this test
- Copy the Cube 2 times and make each cube slightly bigger than the other. So we create a layer stack. SO Base / Middle and Top layer. So 3 seperated meshes intotal
- Export and upload the Rigged cubes to SL
- Now in SL. The Base layer can be left untouched
- Middle Layer, Set it to a color and assign a glow and give it some transparency lets say 0.5 glow and 0.5 Transparency
- The Top layer, Assign a Transparent texture >>> Give it a Default Normal map >>> And blank specular map
- Now activate Animated mesh on it and you will then see the glow does not shine through the very top layer.
Solution to avoid glow being eaten..
Is to remove the Normal Map from the top layer, for some reason then the glow on the middle layer shines through.
This bug does not affect default unrigged prims but does however affect rigged meshes. Can this be fixed please.
This may even resolve the alpha blending issue on layer mesh stacking in SL
Provided some image on information on bug within SL
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Kalia Firelyte
The layer stacking frankly is my biggest deterent to creating in Second Life regularly again. Literally years. I really hope they fix this but not sitting around hoping. :/
SL Feedback
Hello, and thank you for your detailed bug report regarding the glow effects on rigged meshes. This issue has indeed been brought up in the past and is currently tracked. We understand how frustrating it can be to encounter persistent bugs, especially when they affect your creative work in Second Life. While we don't have an estimate for when this might be resolved, please know that our team is aware of the problem and is looking into it. We appreciate your patience and your continued efforts to help us improve Second Life. Thank you for your valuable input!
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