Rigged vertex welding: weld nearby verts across meshes on the same avatar (close seams, shared normals) #574
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avatars
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Reference
sky_line/Slipstream#574
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Mesh avatars are assembled from separate rigged meshes: body, head, hands, feet, add-ons, and BOM/mesh parts from different creators. Where they meet, the vertices sit at almost the same position, but each mesh shades with its own normals. The result is visible seams: a lighting discontinuity, hairline gaps that open under animation, and shadow and AO lines.
Goal
After skinning, weld vertices rigged to the same avatar that lie within a small distance of each other:
Proposed approach
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Done when
Done:
e1995f514a(rigged vertex welding on the GPU after the pre-skin),67e32ca5ce(fixed a GPU device-lost when rigged buffers resized with welding on),3706b43972(Preferences > Advanced > Weld avatar mesh seams). Off by default. Verified by the owner. Lands in 1.2.0 Beta 8.