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feet underground bug - second life mesh avatar


MaxTux Wonder
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z offset is specified as a static value on upload. If you resize the avatar from the state when it was updated, then the z-offset will be incorrect.

There is not an "easy" way to determine programatically exactly how much the z-offset needs to be scaled or modified if you resize the avatar. There are some ways to do it based on the avatar's skeleton, which is how the offset is computed for non-rigged avatars, but having a manually specified z-offset is the creator telling the system "ignore what you know about the size of this avatar, the pelvis should be this far off the ground". It would be nice to provide a mechanism for the creator to specify how that value should change as the avatar gets modified, or to figure out a way to reliably calculate what the new value should be, but its not a huge priority for us immediately.

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Nyx Linden wrote:

would be nice to provide a mechanism for the creator to specify how that value should change as the avatar gets modified, or to figure out a way to reliably calculate what the new value should be, but its not a huge priority for us immediately.

If we provide a physics shape for a rigged mesh, can that be used to determine the correct pelvis-to-ground distance?  The physics shape would not need to be provided for items that only are used above the feet (jacket, hat, etc).  But for full body avatars or shoes, it would tell you what the intended lowest point in contact with the ground is, and the calculate the ground-to-hip-bone height from that.  If the avatar is resized in Appearance, then redo the bottom to hip calculation.  The presense of the physics shape is what tells you "the creator wants the ground contact to be here".

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