Firestorm Failed to Upload: Mav_block_missing See Firestorm.log for Details

A quick guide to the Mesh uploader changes in Firestorm 6.


But first a quick mention of the "other thing"

The large new thing in Firestorm 6 is, of class, Animated objects or "Animesh" which gives you the ability to take any rigged mesh particular that you have modify permissions on and turn it into an animated independently moving item. You can read all about Animesh on the Linden Lab blog the regular places such as Inara and Nalates' blogs. Having spent quite a lot of fourth dimension over the last few months looking at performance concerns effectually Animesh and tweaking some of the performance of rigged mesh in general, I am relatively happy that Animesh has an overhead not too much more than than if that same mesh were being worn every bit wear today. That is to say that a unmarried animesh  of say xxx,000 triangles will take an impact on your performance more or less equivalent to a 30,000 triangle clothes or xmas sweater.

And now on to the primary part of the weblog...

A side-show to the main event of animated objects, nestling amongst the many fixes and tweaks since the terminal release, is my revamp of the Mesh Uploader. I teased some of the information on this previously but I'll now give a quick guide to the updates.

What'south changed?

  • Price breakup, how the L$ charge is calculated
  • Physics details, the costs of the dissimilar types of physics (convex hull, prim)
  • Higher resolution preview image
  • Scalable preview window
  • Improved shading/lighting in the preview window
  • Correct highlighting of degenerate mesh
  • Improved fault handling for physics models (avoid some of those MAV errors)
  • UV Guide overlay

Why?

So why modify the uploader? Primarily considering it is atrocious. A lot of creators struggle with the obscure and limited error handling, the stamp postage stamp preview and poor rendering. The aim is to improve the tools, this is really the get-go footstep in what I promise volition be a series of improvements both in the capability of the import tools just at least as importantly, in the feedback you go when things go wrong.

So what are these changes?

First of all, we'll expect at boosted data panels.
Taking the post-obit object (an onetime prim building exported from SL)

Cost breakdown:

Ever wondered why that showtime upload toll you 50$15 just the one afterwards price L$25? This information panel will at least tell yous where that final number comes from.

The Download fee is derived from the streaming cost of the mesh, shown as "Download" in the standard Land Affect stats.
The Physics fee relates to the cost of the physics model. It is worth noting that the Convex Hull (Base Hull) is free, while a User supplied physics is charged based on its complication whether it is mesh or analysed (more than on that later).
The Instances fee is L$1 per mesh "prim" in the linkset. As tin can be seen this build has 70 split meshes in a single model.

The Textures fee is the standard 50$10 fee per texture upload and is merely added when the "inlcude textures" box is ticked on the "upload options" tab.

Finally, theModel fee, is normally L$10, the cadre upload fee irrespective of the complexity of the scene. It may be possible for this to be more in a multi-model DAE but I have non had a chance to test one.

Physics breakdown:

Personally, I retrieve this is the more valuable of the two new panels. Information technology has always been guesswork as to what the inworld physics cost volition be if y'all utilize anything other than the default convex hull.

This panel shows y'all the possible physics costs. There are iii values shown merely typically only ii of these will have a value at any given time.

Base Hull: I should probably rename this to Convex Hull to stand for to the inworld name. The Base hull is the default physics shape, every mesh has one of these, in fact, if the uploader is unable to summate a credible "base of operations hull" you will get a dreaded "MAV cake missing fault".

This cost is the 1 traditionally shown in the LI summary because information technology is the default state of a newly uploaded mesh. All the same, if yous provided your own physics shape, and so inworld you tin can set the physics shape to the every bit confusing "Prim". The adjacent ii values are related to the "Prim" physics

Mesh: User Mesh physics, this is the value is yous have provided a Mesh model and non used the Havok Analyse function. It can sometimes be cheaper than the analysed equivalent but every bit all regular readers of this blog will know, information technology can vary with scale. The price shown assumes the scale as uploaded.

Analysed: If your user-specified MEsh is analysed (and optionally simplified) using the Havok tools then when the fee is calculated information technology is based not on the original Mesh model but instead on the number of hulls. Using this new info panel you tin can, therefore, cheque the non-analysed physics cost and so examine the analysed costs and determine which yous prefer before you upload.

Moving on from the info panels, nosotros'll expect at the most obvious visual change, the preview console itself.

The preview panel:

There have been a number of alterations to this panel. Firstly I take changed the Colour scheme to be more aligned with the inworld editing, xanthous highlight for the edges, with translucent blue for physics. these can be overridden in the depths of the debug settings if y'all really want.

The next change is my favourite, the scalable preview window. The rearranged upload "floater" is already giving you a larger preview are, but depending on your screen size you can now take hold of the lower correct corner and calibration it out to as big as you wish. This comes in really handy for identifying those pesky degenerate triangles in your physics mesh. Alongside the increased physical size I have also increased the resolution of the preview giving a less jagged feel to the render.

A more subtle change is the lighting of the model. The preview window ever had very deep dark shadows and investigation showed that this was not actually the intended behaviour only that the 3 point lighting implementation was broken. I have made a quick set that improves the full general lighting but I have future plans to practice more with this.

In improver to the existing edges and textures options, I take introduced a new "UV Guide". This displays a uncomplicated checkerboard pattern over the mesh and is useful for ensuring that you exported the right UV map before you get inworld. It is possible to add together your own UV Guide and in a hereafter release, I promise to make that directly editable from the preferences.

The final visual alter was to fix an annoying bug that has meant that the intended "helpful" diagnostic display to highlight the presence of degenerate (i.due east. long sparse) triangles was more or less duplicate from the build. These errors in the physics mesh which were previously highlighted with tiny blackness lines marginally thicker than the mesh display are at present highlighted clearly in bright ruddy.

The following animation shows a quick overview of the new preview window

Finally, at least for this "overview", I take attempted to better the error handling workflow.

Improved Error Treatment:

Anyone who has spent any time uploading Mesh or helping others to do then will have suffered the pain of the obscure and often misleading errors. In this refresh I have tried to ease the pain a little, there'southward even so some way to go I'thou afraid but I hope that this kickoff will salvage people some of the worst of the shortcomings of the former uploader.

Intercepting MAV errors....await, rewind .. What is a MAV error?

MAV stands for Mesh Nugget Validation (or something shut) it is the process that occurs when you click the calculate weights button before the server decides on the costs. A MAV error is, therefore, one of a number of "fatal" errors that prevent the mesh being considered as well-formed and given a set of costs and weights. The badgerer cistron of these is ii-fold, firstly you have to click the button and look for the response from the server, and secondly, you lot accept to decipher the pregnant of the error message. These MAV errors also commit the cardinal sin of error handling "Please look in the log for more information", if you lot've always tried to wait in a viewer log file and work out what went on you lot have my pity.

MAV Errors then and at present

At that place are four chief MAV errors that I can think of:-

MAV fault block missing: I referred to this earlier, and it tin can occur for a number of reasons, unfortunately, and because of this, for now at least, I have not trapped this 1. The "block missing" means that part of the Mesh information structure was not present when information technology reached the server. This is purely a technical mistake and of no employ whatsoever to the user, so what causes this? The Mesh data upload structure has a number of mandatory "blocks" these include the LOD information, a convex hull etc. The nigh common (in my experience) occurrence of  "Missing cake" is when the mesh is so poorly optimised that the convex hull creation failed. some other cause is, once again, overly complex mesh that causes the LOD generation library (GLOD) to neglect to produce an acceptable simplified LOD.  There may well be others.

MAV mistake: Degenerate Triangles: (At present trapped) Traditionally this has been reported when your user-defined mesh physics shape is besides complicated and in item it has ane or more than long thin triangles. These are an error because they cause meaning issues for the physics engine. As mentioned above I now highlight these in bright red, and this occurs as soon as the user mesh is specified. forth with this the calculate button is deactivated (you would merely become a MAV error so I am saving you from yourself) and a ruddy error message explaining the issue is shown.

MAV error: Some hulls exceed vertex limit: (Now trapped) In the past your mesh was sent off for evaluation just I now perform this in the preview itself. Hulls are a simple convex shape made upwardly of at near 256 vertices. If the assay produced more complex hulls then this cannot be stored in the mesh data structure and is a fatal error to the uploader. This is now trapped and flagged as an error, the calc/upload button disabled and a suggestion of how you might set the event provided with the fault.

MAV fault: Also many hulls: (At present trapped) In the past, y'all would go a MAV mistake if your analysed results gave more than than 256 hulls for any single instance (aka mesh unit of measurement) in the model. Once once more this is a technical limitation imposed by the arrangement and it prevents the model being uploadable. This is trapped and provides a suitable error and a proffer of how to fix the problem. Equally yous might expect by at present, the calc/upload button will be disabled.

That'southward all folks

That about rounds upwardly this Weblog and the uploader changes. As I have said a few times higher up, this is the first stage of what I hope will exist a more complete revision. If this is well-received I will look at the feasibility of contributing this back to the Linden Lab viewer so that everyone (not just Firestorm users) can take advantage of it. The Mesh Uploader is a circuitous and fickle beast and while I take tried to embrace many areas and cheque for loopholes there is a adventure I missed some. I have too deliberately neglected the rigged mesh tools a little, both to focus the changes and to non mix up whatever issues with uploader changes with Animesh.

Love

Beq

x


tiltonderto1984.blogspot.com

Source: http://beqsother.blogspot.com/2018/12/easing-pain-of-importing-mesh.html

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