Showing posts with label Project Bento. Show all posts
Showing posts with label Project Bento. Show all posts

Wednesday, February 08, 2017

Singularity Viewer with Bento - Lighting bug now fixed



This is an update to the story originally published on 12th January.
The Second Life "Glow" bug is now fixed in version v6919 released today 8th February.

Download v6919 from the Singularity site located here:
http://alpha.singularityviewer.org/alpha/


The wait is finally over for Singularity Viewer users who have been waiting for Bento to arrive on their preferred viewer.

If you are already using the alpha releases, create a restore point, un-install the old version (your settings will be preserved) and head on over to the Singularity Alpha site and install Build 6905 to enjoy Bento in Singularity!



Bento head as seen on Singularity v6905


There is still a bug present which surfaced on builds beyond v6864 with objects using glow, where glow incorrectly shows unless Advanced Lighting Model is enabled.

!!This bug is now fixed!!
However, you can enable ALM and then turn off Shadows if you have a slightly lower end graphics card without too much impact in frame rate.  (CTRL+P Graphics tab).
You can also vote and follow this bug on the jira: https://singularityviewer.atlassian.net/browse/SV-2143


A reminder of some useful settings in Singularity:

Not seeing things that you know are there?
CTRL+SHIFT+V will reset the vertex buffers and redraw the area.

CTL+SH+ALT+C for Avatar Cost.   Cost and Weight can be toggled via Debug, see below.

Some useful Debug settings:

CTL+P > System > Security  autoteleport when region is restarting (drop LM in here)

LiruShowTransactionThreshold = 2 Do not pop up a notification box for amounts less than this value.
UISndRestart = UUID of sound to play on restart (replaces Torley Linden)
AlchemyRegionRestartShake = true  Shake the screen when region restart is imminent
ShortDateFormat  for European format:     %Y-%m-%d   change to   %d/%m/%Y
LiruLegacyLandmarks = true/false  Landmark saved with position e.g. (22, 258, 23)
LiruSensibleARC = False   Show new style render Weights not Costs
ShowSimChannel = True    Shows the Server name on About land top bar next to region name
LiruMapShowAvCount = True    Map shows amount of avatars on sim next to region name
AvatarNameColour = override the default name colours, you can still colour friends in vanity
LiruShowLastNameResident =  Turn on or off  last names ending in 'Resident' (on CTL+P too)
LiruNewARCLimit = Change threshold colour on Av Weight (suggest 120k value for >230kARC)
FontScreenDPI= (default is 96.0) try 104.0 for slightly bigger lettering
RadarNameSystem=3  Show Legacy (display)
FriendNameSystem = 3 Legacy (display)
GroupMembersNameSystem = 3 Legacy (display)
IMNameSystem = 3 Legacy (display)

Tuesday, December 06, 2016

Bento goes Live



Back in June, we blogged about the new skeleton enhancement system for avatars in Second Life.
A full year in the making, Bento is now live throughout the grid.

The addition of 90 extra bones to the skeleton will mean a revolution in realism for the avatars. Also, 30 extra face bones which can be  tied into appearance sliders will make for super realistic expressions.




On Monday, Linden Lab Blogged that the Bento is now live, following the promotion of its Bento Candidate viewer to release status.

See the Linden Lab blog here


Wednesday, July 20, 2016

Bento demonstration



Here is an impressive demo of the new Bento bone system in Second Life from Medhue Animations.
Project Bento went live last month.  See the blog story here



Wednesday, June 01, 2016

'Project Bento' now on the Main Grid



Project Bento has been in development for over a year and  since the end of 2015 the lab has been rigorously testing this new system enhancement.

Yesterday they announced a much wider test.  See the blog announcement here.

The addition of 90 extra bones to the skeleton will mean a revolution in realism for the avatars. Also, 30 extra face bones which can be  tied into appearance sliders will make for super realistic expressions.

Initially you will need to use the Project Bento viewer until these changes are implemented in the viewer of your choice.

Although it is still in testing, the rolling of the code to the main grid, indicates the project is nearing completion.

See the video below for more details:


Thursday, December 17, 2015

Project Bento: Avatar skeleton improvements



Avatars are about to get even more realistic as Linden Lab announces Project Bento.

The avatar skeleton will now support:
  • 30 bones in the hands 
  • 6 tail bones
  • 30 bones for facial expressions
  • 11 extra limb bones for wings, additional arms, or extra legs.
  • 2 other new bones in the head for animating ears or antennae
  • 13 new attachment points associated with the new bones

Initially you will need the Project Viewer as it is still a work in progress, but hopefully this will be adopted by 3rd party viewers as soon as the new enhancement is proven.

For full information about this new enhancement see the Knowledge Base

We know how much work, value, personalization and emotional investment goes into a Second Life avatar, so we have always been careful when considering avatar changes. While we want to make improvements, we also want to maximize backward compatibility. Get ready for the biggest thing that’s happened to avatars in years.

Ever wish you could incorporate a tail, wings, or second set of arms into your avatar? How about having animations for facial expressions and finger movements? Yes, we know that there are some incredibly creative workarounds that give you some of these, but they can’t leverage skeletal animation, so they have been very complex, often fragile, and very expensive in performance and resources both in your Viewer and the Simulator.

We are introducing extensions to the standard Second Life Avatar Skeleton that give you dozens of new bones to support both rigging and animation, and accompanying new attachment points! This extended skeleton, which is fully backward compatible with existing avatars, rigging and animation, gives creators the power to build more sophisticated avatars than ever before.