Getting Technical: Baked Avatar Textures

Monday, September 18th, 2006 at 11:03 AM by: Kelly Linden

Half-baked, Feeling Grey?, Image Lost and Found … I was having fun coming up with cool titles for this blog post, but figured a straight forward one might be best at this point. Read on for some (fairly technical) details about baked avatar textures, grey avatars and missing images in this long promised blog post….

First things first - some terminology. What is a Baked Avatar Texture and why do we need them or care? Every avatar’s appearance is made up of many layers of images (skin and clothes), each one with special parameters (all those clothing sliders) that are all layered onto each other to create what we see. Compositing such images in real time is not trivial, in fact it can be a significant resource drain on your local machine. We can do it for a few avatars at a time, but not much more than that. So what we do is we composit or flatten these images down to a single image for each portion of the body - there are upper, lower, head, skirt, hair and eye composits. The last two don’t really get much compositing. We call these flattened images “Baked”. Hence the term Baked Avatar Images.

Each viewer is responsible for baking the images of their own avatar and then uploading them for everyone else to use. Then instead of trying to flatten 20 images based on various additional parameters to create the look of an avatar, there are just 4 or 5 images that perfectly represent all of that information with no baking required. If you think about this you will understand why a bad bake on your machine means everyone else will see the wrong thing, or why a problem in the bake or upload process may mean that you see the right thing (either from a cached copy of the bake, or because you are compositing in real time) while everyone else sees something wrong.

The internal name for the project I have been working on is Temporary Avatar Textures. Baked textures have a unique property - if they are lost we can regenerate them. Sure, it isn’t ideal, but it actually isn’t that bad if only done occasionally. What this means is that unlike other assets (those for the rest of your clothes for example) these baked textures can be considered temporary. If we lose them, it isn’t that big of a deal. At the same time these baked avatar textures account for the vast majority of images saved on the central asset server cluster. Additionally images are some of our largest assets, rivaled only by simstates (all the data needed to save the state of a region).

The plan was thus: create a mini asset server on each simulator host. This host could store and serve assets, but these assets would not be backed up. Still their failure rate should be relatively low - we don’t actually lose simulator hosts very often. Then we could store baked avatar textures there instead of the central asset server cluster.

Advantages:

  • Greatly reduce the amount of new data being stored on the central asset server cluster.
  • The new system is greatly distributed and scales well with our service (the number of simulator hosts we have)
  • Assets can be cleaned up asynchronously - just treat a cleaned up image as if it was missing and rebake and reupload

Disadvantages:

  • Probably marginally more baking required of viewers

It was determined that the relatively low cost of rebaking, its rarity even with the increase (only on changing outfits or logging in) made the disadvantage far less disadvantagous than the advantages were advantagous.

Some details:

  • Where are temporary assets stored?
    • They are stored on the simulator you are on when you ‘bake’ them.
  • What if I’m not on that sim?
    • We cache a hash of all your clothing items tied to your agent id with the baked image that represents them and the host that image is on. This is stored in the distributed inventory databases. Whatever sim you are on is able to get the images from the host they are stored on.
  • What if that host goes missing or my images are lost or ?
    • If any viewer (including your own) requests a baked image and the simulator is unable to locate it, then a rebake request is sent by the simulator to your viewer. This will cause your viewer to rebake and re-upload to the host you are on.
  • Does that mean someone can DOS me with bake requests?
    • No. The simulator has a local cache of which avatar owns which baked texture. The only way to trigger the request is if the simulator truly can not find the texture and you are in its cache as owning that texture.

What about Missing Image and Grey Avatars?

It is so embarassing to see your own goofs show up in blogs, either as the reason for the article or just in all the screenshots. The missing image issue was a combination of issues. The primary is that I errored in where I put the ’send rebake request’ in our code. Specifically this request would work properly only for 404 (not found) errors when looking up the asset, not if the actual host was no longer there or any technical error occured. Normally this would be rare, and maybe even hard to track down the cause of - as I said it doesn’t happen too often. However on Wednesday due to a different and unrelated bug we were sending out way more bandwidth than we usually do. This overloaded one of our uplinks, but not another. As a solution to this we moved a bunch of simulators over to the other uplink - this involved new host names, ips and everything for those simulators. The result, as is relevent to this rambling paragraph: A bunch of baked avatar textures were listed in the cache as being on servers that no longer existed. This meant no rebake request could be sent (due to the first bug), so textures would not be rebaked and reuploaded. This made many people very Missing Image for a very long time. When the cause of this was found on Friday morning I did two things: fixed it in the code base to be released this week and removed as many of the now bad cache entries as I could to force a proper rebake.

I have still seen one other grey avatar issue that I am investigating. If after the next server update you can deduce some pattern or cause to new grey avatars I would love to hear about it!

The temporary avatar textures was a feature designed to help our scalability and improve the reliability and performance of our central asset server cluster. The bugs it caused sucked, but hopefully once the dust settles the improvements will prove worth while.

52 Responses to “Getting Technical: Baked Avatar Textures”

  1. 1 Jim Lumiere Says:

    Very interesting and I actually understood most of that … a real bonus.

    Quick question … is this the reason my T-shirt says missing image? Even tho I see it fine, other report they dont. And, if I just change clothes, that will force a “rebake” and put me right?

    Thanks

  2. 2 Luciftias Neurocam Says:

    Thank you very much for this. I know I’ve been bugging you about it for a while.

  3. 3 Gigs Taggart Says:

    Excellent detail. More posts like this please. Thanks for the background.

  4. 4 Damen Gorilla Says:

    Thank you Kelly for the information, thats more like it……information, not placation.

    Keep it up!

  5. 5 Jillian Callahan Says:

    Mmm. Baked goods. Delicios. =^.^=
    I can’t wait - thanks for yor hard work, Kelly and fellow Lindens!

  6. 6 ninjafoo Ng Says:

    Thank you for the wonderful insight into how texturing AV’s is handled - hope to see many more blog posts like this one :)

  7. 7 FlipperPA Peregrine Says:

    Thanks for the heads up! A question for the future; to avoid theft of clothing designs, would it be feasible to create a dedicated “baking server” (or use the simulators) using something like ImageMagick to put together outfits rather than using the SL viewer? By using the viewer, you’re exposing the IP of content creators to a fairly easy theft process. Theoretically, if the outfit was baked on a server, only the final “flattened” image (including skin/tattoo under, and over clothing layers altogether) would have to be sent. Also, why four or five images? Would a single 512×1024 graphic per avatar be sufficient to display top and bottom or clothes, with maybe a separate 256×512 for head and hair? I’m just thinking out loud a bit here, and my background in image compression probably make me a bit biased, but are there any plans to move in these directions in the future?

    Thanks for the informative post and explanation. In the past I thought there was just a single baked texture; I didn’t realize there were a few! That makes more sense with the observed behavior of the client.

  8. 8 Kelly Linden Says:

    Thanks for all the feedback from everyone. To be clear Jillian - the changes described are in place as of 1.12.1. (your comment sounded like you may have thought they were still coming :) )

    FlipperPA:
    Because editing any piece of clothing, or adding additional clothing, will require all the textures to show how it will look in real time as you modify sliders like skin color, sleeve length etc it really just isn’t possible to have a baking server. Add to that the inscalability of such a system and it really isn’t something we are likely to do. However, that being said, we are thinking about more aggresively only sending the baked textures whenever possible and there seem to be some places where we can make this better.

    As for the images … each one is a 512×512. Combining any of these is likely to cause a significant loss in terms of texture quality and clarity. If the textures are big enough to not cause a loss there really isn’t a lot of point to joining them.

  9. 9 Khamon Says:

    Thank you for posting this information Kelly.

  10. 10 Lavanya Hartnell Says:

    Thanks so much for expounding on texture baking. I’ve surmised this was how it worked and regularly explain it to people, in part because I sell skins and often have to deal with bad bakes. It seems to me that, as cool as SL’s technology base is, one of its least reliable components is its means of sending the baked results back to the asset server for publishing to other viewers. With skins, I regularly suggested customers switch back and forth between different skins in order to force rebaking, which is the best kludge I’ve come up with. I have assumed this is because uploading uses UDP or some other “unguaranteed” means. This seems to me a very prominent and longstanding bug that could use addressing. Perhaps by changing from UDP (for upload) to TCP. Perhaps by having some acknowledge/retry mechanism. Thanks, and thanks again for this post. Cheers :-)

  11. 11 Lobo Rodriquez Says:

    Thanks for the info Kelly, i think we could use a lot more of these in the future with all the problems going on lately.

    In regards to the other issue with grey avatars, i think i experianced something like that last night (though Im not sure if this was an unrelated issue).

    Basically it came down to the avatar i was playing with and myself being able to see ourselves in full color, but could only get the others hair to appear in color, everything else was grey. This was still the case after 30 minutes so we knew it wasnt just lag loading up textures (the rest of the sim had loaded around us ok as far as we could tell).

    When I put on an attachment to my avatar and they saw it, I had an idea and removed all clothing, leaving just the base avatar (dont worry, we were in a mature sim out of public view, god knows I’m not an exhibitonist…). They were able to see me fully and tried it for themselves, and again it worked. Only reason I could see is the removal of the clothing forced the viewers to reload the avatar’s images with just their base skin and body type, and this update actually went through while for some reason the inital load when we entered the sim fully clothed did not. When we tried to get dressed there was still lag with clothing appearing on both my own viewer and theirs, but eventually they popped up.

    Not sure if this is the same issue you’re looking at, but it might be an issue of baked avatar texture calls when someone first enters a sim. Hope this helps.

  12. 12 Amy Says:

    Wow thanks for the great description and the insite to just how complex and smart the view and the sim are & how they interact. I look forward to seeing the clothing all my friends are wearing once again. Keep up the great work.

  13. 13 Wayfinder Wishbringer Says:

    >Each viewer is responsible for baking the images of their own avatar and then uploading them for everyone else to use. Then instead of trying to flatten 20 images based on various additional parameters to create the look of an avatar, there are just 4 or 5 images that perfectly represent all of that information with no baking required. If you think about this you will understand why a bad bake on your machine means everyone else will see the wrong thing, or why a problem in the bake or upload process may mean that you see the right thing (either from a cached copy of the bake, or because you are compositing in real time) while everyone else sees something wrong.

  14. 14 Loki Buaku Says:

    ummmm.why is the server down and how long will it be down?

  15. 15 Fractal Mandala Says:

    Does the Temporary Avatar Texture project make generalized avatar texture layers easier to implement? Prop. 14 in the feature voting tool was opened last April and has been acknowledged (I can’t see when, as I get “too many connections” each time I try to look at the proposal details), but nothing has been announced about when it will be implemented.

  16. 16 Jesse Malthus Says:

    Woah, great post! I’m glad to see more technical stuff in the blog. Also, I think it takes real guts to admit that you made an error, and that you fixed it.

  17. 17 DR Dahlgren Says:

    You might want to publish the sequence for forcing a rebake. I will not since you may not want everyone to have the client menu, but I have been using it in SL with great results. Thanks for owning your goof, :-) , the continued development of SL and for taking the time to post this.

    DR Dahlgren

  18. 18 Alexandra Rucker Says:

    *oblig joke* So…how long do ya have to bake ‘em before they become real textures? */oblig joke*
    :)
    Thanks for the info, now I can point a couple in-world folks to it so they can understand it too.

  19. 19 Fushichou Mfume Says:

    If the changes are already in place as of 1.12.1(9), then something is still broken. Yesterday and today I still run into many AVs with at least part of their AV sporting the “missing textures”. Many people have manually rebaked on one sim only to find that in the next sim they’re all “missing textures” again. I know people who have tried manually rebaking 20 times at least. One workaround being touted is to swap your skins around. This appears to be fixing the need to continually rebake manually.

  20. 20 Barney Boomslang Says:

    hey, I love articles like this. please send more of them. giving out technical details are not wasted time ;)

  21. 21 Luka Fremont Says:

    Thank you for this detailed explanation!
    This explains a problem I had with some messed up textures that wouldn’t fix themselves even after I cleared my cache.
    As a software engineer, I enjoy trying to understand the game about as much as I enjoy playing it, and this kind of explanation really helps.

  22. 22 Dale Glass Says:

    Thanks a lot for the very interesting information!

    While we’re on the subject, I’d like some more. Specifically, why is it that caching doesn’t seem to work? I’ve been sitting on the platform in Luskwood all day. Got logged out due to being away for too long, logged back in, appeared in the same place where I was before, and it’s all grey now. I’m now seeing all the textures slowly load, again. I’m fairly sure they’re being redownloaded, as I’m seeing them start fuzzy and gradually get more detailed. This with the cache configured with a 1GB size.

    Given how things are now, I’m not sure the cache is working at all. Surely that places a lot of extra load on the asset server.

  23. 23 Darius Lehane Says:

    Would not serving these assets up from the sim host increase the server load (and eat up bandwidth) on the sim host? Could this create perma-lagged sims?

  24. 24 eltee Statosky Says:

    What about load balancing? Won’t some sims become far vastly disproportionaly loaded by this compared to others?… i.e. a sim which has alot of users, and alot of people who edit appearances (forcing bakes), say a clothing mall or a hangout area with some skin/etc type vends… become the ‘host’ of a vastly larger share of these textures than a mostly empty sim? (which would have the cycles to spare far more readily)

    I.e. if sim X has 1000 people a day at some point edit their appearance, would it suddenly become the host to thousands upon thousands of new textures and have to spend more time serving them to the rest of the grid? (these are also the sims which tend to already be crippled by ‘images time’ issues and i’m not sure forcing them to incur so much more image processing/hosting is going to prove sustainable)

  25. 25 Zi Ree Says:

    Thank you, Kelly! This post cleared up a lot of half-wisdom that circulated around residents and helpers. Now we know a bit more about how the baking process works and why it sometimes seems to fail. Great technical detail, thanks for sharing!

  26. 26 Kelly Linden Says:

    Lots of replies!

    eltee: It is possible that some hosts could have heavier load on these mini asset servers than others. However, the load should still be relatively small - these are flat files and apache is very good at serving those. Also we do still have 2 layers of caching in place - the squids and each sims image cache. Both of these should greatly reduce the load because each image will only have to retrieved once no matter how many people in a particular sim want to view it.

    If it turns out that we are wrong and it is a significant source of load, we do have some load balancing options.

    Dale: Interestingly enough, the grey you see is probably not waiting for the images to be downloaded, but waiting for them all to be decoded from cache. Yes, it sucks, our caching mechanism could use a LOT of work. Sorry, don’t have a better answer.

  27. 27 Krysss Galatea Says:

    Great detail. I was wondering if it was my connection causing all these ‘MISSING IMAGE’ clothed avatars (although I’m sure somebody somewhere, dresses like it all the time).

    Hope to see more posts like this in the future.

    When trying to see people properly, the best I could get is a half completed avatar, by logging out and back in again.

  28. 28 Luciftias Neurocam Says:

    are “Missing Image” clothes available anywhere yet?

    Sort of an “I survived SL Update” t-shirt…

  29. 29 Very keynes Says:

    Best comment I heard all week was:

    “Mommy I see missing image people”

    I can’t even give credit where its due, but now I laugh every time I see a “Missing Image” person rather than get frustrated.

  30. 30 Macphisto Angelus Says:

    Thanks for the great tutorial in how it works.

    I hope we can get more of these as time permits. It helps to understand the why in some stuff hehe.

  31. 31 neb Svarog Says:

    I’d like to add my thanks to the others for the explanation. It is good to know what is happening, rather than fumbling for understanding in the dark.

    I do have a concern though. Serving the baked texture to child agents will presumably cause additional load on the sim to sim traffic, thus making sim crossings even worse than they they were. IMHO the SL landscape should be seamless - it does not even come close. Just walking between sims is a problem, let alone trying to cross in a vehicle. Anything which adds to this load must be a bad thing. I have to confess, that I have no idea how much additional traffic is generated by this change, so if you say it is insignificant, I will believe you ;-)

  32. 32 Crissa Says:

    What about half-burry baked images?

    I’ve been having trouble with outfits that apparently don’t download all the way, and rebaking the textures doesn’t seem to refetch the ‘blurred’ portion. (Such as the skin layer will be pristine, but the clothes on top of it will be highly blurry)

    How do we deal with that?

  33. 33 Eloise Pasteur Says:

    I’d like to add my thanks too.

    Hopefully we’ll see more comments like this in future. I’ve had to write my share of them in the past in other contexts and I know they’re hard to write, but actually telling us what went on, why you goofed and the like does several things.

    It makes us more inclined to think when you say you’ve got a fix you really have (which is always good)
    It makes us more inclined to say, OK they messed up, but everyone does every now and again, so we’re more likely to forgive you (which is also good, no?)
    It buys you some good will for next time (and we all know there will be a next time, because we’re all only human). Runtai was excellent at this, you’re getting good Kelly. A few others do it quite well (Andrew discussing and adapting the grey goo fence and the temp-on-rez stuff for example).

    Please can this be taken and shown to EVERY Linden. Covering stuff up makes us angry. Admiting you messed up makes us sympathetic and supportive. Own up guys, share. Even if we all don’t understand all of what you’re telling us, it’s still good for us, your customers, and in the longer run for you.

    In the meantime I’m too tired to fully follow this, but I got the gist. I have a high degree of faith that it will be fixed after the next patch. Thanks again Kelly.

  34. 34 Neo Rebus Says:

    Following up with Crissa’s post:

    How do nonstandard texture sizes for clothing and skin affect the baking process?

    For a long time I was producing clothing using 1024×1024 textures; however, I realized that these textures took a *long* time to bake, and sometimes never fully baked, leaving Crissa’s blurry and fuzzy clothing.

  35. 35 CronoCloud Creeggan Says:

    I experience the exact same issue as Dale Glass does, but only sometimes and it tends to happen more the longer I have been logged in. And I can get the textures to show up again by mouse hovering over the gray.squares. It will also sometimes happen if I visit a location I’ve never been before, but that was more common pre 1.12.

    I have experienced the baking issues, but not as much so far with 1.12.1(9) as with some older clients. I don’t remember ever seeing any “MISSING” pre 1.12

  36. 36 Views from my Second Life Says:

    Half-Baked texture issues…

        It is nice that Kelly Linden decided to post here about the texture issues, now all we need to wait for is there to be a solution from Lin……

  37. 37 Stephen Townsend Says:

    Kelly,
    I have a concern that was not addresses here as of yet. I have a photo, take by a friend inside SL, of another friend, who’s Avitar was wrapped in clothing similar to the ‘missing image’ clothing however instead of saying ‘missing image’ it had my full, RL, name on him. Plastered all over him. This bothers me greatly as to A) how my RL name got into the SL environment and B) a 3rd person could see it and I couldn’t. We were not on land that I owned, and he was not wearing any clothing given to him by me, or ever ahndled by me. I have the image stored, but for obvious reasons I do not want to post it here. Any help you can provide would be greatly appreciated.

  38. 38 Shava Suntzu` Says:

    I can’t rebake, which is too bad because I love playing paper dolls with my avatar.

    But my old desktop used to crash on SL all the time, and my new laptop (desktop replacement) has to run the ATI Omega drivers to run everything *but* SL. Please support the Omegas, so people like me don’t have to go around half baked? :)
    Thanks Kelly!

  39. 39 xyryx simca Says:

    Thanks A for the clear, complete, concise communication. And I thought particles were challenging!

  40. 40 Shadow Darius Wolf, Esq. (ShadowD Walcott inworld) Says:

    I’d also like to thank you for sharing this with us. I think you’ll find that everyone will be a lot more understanding of issues in SL when we, well, understand the issues. Well done. ;)
    I have a question, though. Is this in any related to the ‘invisible man’ bug I’ve seen in SL from time to time?

    What I mean by this is that occasionally, another av won’t rez for me at all. No grey textures, no ‘Missing Image’ clothes, not even their floating name and group box. NOTHING. It’s as though they aren’t there at all. The only clue I have to their presence is a blip on my minimap, and the fact that I can hear them typing and see their chat text. /Sometimes/ I can see their attached prims, or some script-generated floating text, but never their av itself or the name and group info above it. The affected av may or may not be visible to other avs (or their attached prims or script-generated floating text).

    Unfortunately, this seems to be completely random (if I could find a way to reproduce it, I would’ve sent in a bug report weeks ago). The only things that are consistant are the lack of the name and group box, and the absence of their av itself (though attached prims, etc /might/ appear). There’s a universal fix for this (which leads me to think this might be related). Asking the invisible user to go into Edit Appearance /always/ fixes the problem- the av will appear out of thin air (”You think that’s air you’re breathing?” hehe), fully rezzed and textured.

    Any thoughts, Lindens? I hope I’m not the first one to bring this up. XD

    Take care!

    - SDW ^..^

  41. 41 Astryd Moore Says:

    Thanks Kelly for your very informative post. It’s really good to know a bit more about how texture baking works. And it’s also good to hear honestly and directly about how a problem arose and how it was fixed. Thanks for sharing!

  42. 42 Livinda Goodliffe Says:

    I must say, Excellent Post!

  43. 43 Argent Stonecutter Says:

    Let’s see if this closes the italics.

    Yeh, why can’t we use tcp for bulk transfers like textures?

  44. 44 Prokofy Neva Says:

    The best thing about this post was that Kelly Linden took personal, full, responsibility — with a self-addressed, stamped envelope — for a very visible mess-up that got a lot of blogsters, including some famous ones, mocking SL and got a lot of people inworld upset and annoyed (Missing Textures).

    I wish all Linden mess-ups had those kind of self-addressed, stamped envelopes. However, they aren’t all so easy to identify, I bet.

    And I think one really obvious thing about the whole Lab set-up here for all the kibbutzers and Monday-morning quarterbacks to see is that things don’t happen in isolation the way you might conceive of them yourself in abstraction.

    That is, on all the forums and blogs and bull sessions within SL, you always hear all these know-it-alls explaining airily how LL has messed up by doing X Y Z. They didn’t use this widget or that gizmo or this variant of that variation of this usually-used technical solution. I’ll bet there isn’t a technical project in the universe (metaverse?) that has had as many back-seat drivers as Second Life!

    But what you see from this little missive from inside the Lab is that *stuff happens all at once*. That is, it happens in the round, all over, from all sides, not in isolation, in real-time, 24/7. While this one thing was happening, that other thing was happening; that in turn happened because yet another thinglet occurred. What you see are all the live-action problems and Unforseen Consequences. Somebody might have X solution when Y happens — but Y happened while Z, A, B, C was occuring, and the mix was unforseen.

    I know that the hunger for these little letters from the Lab, now extracted, will be immense now, and there will be those who paw over them endlessly to see what they’d do differently — or better.

    It makes me wonder if there isn’t such a thing as processes that are like making sausage. Best not to look too close — you can’t watch. If you got involved in all the parts, you’d be horrified. Yet, you’ll eat it with your scrambled eggs for breakfast once it’s done.

  45. 45 Ceera Murakami Says:

    As of last night (9/20), my Partner was still covered with a “Missing Image” texture on the upper half of her body, while we were in the Magenta sim, and elsewhere. She could see herself fine. A friend of hers could see her fine, but I saw the bad texture bake, and so did another guest. Having her re-bake her textures did nothing. It only fixed for her when she completely sttipped and put on a whole new outfit of clothes, right down to the underware! And then she was blurry for the rest of the hour, until I logged off. Logging back on, her clothing remained blurry, and never came into focus.

    At the same time, several Avatars remained solid grey, and every time I teleported, I lost every single attachment for several minutes. Mu inventory said I was still wearing my prim hair and my fox avatar, but I couldn’t see any of my prim parts. And let me tell you, a furry without their prim parts looks like a nightmare alien creature! No fun at all. It was taking 5 minutes or more to fix itself, or else I would have to change avatar appearance completely, and change back again, which also takes several minutes now.

    *sigh*

    *IF* I can get textures to load, they stay loaded far longer. But every time I change clothes or teleport, it’s a mess again on textures.

  46. 46 Official Linden Blog » Blog Archive Gray and missing image avatars « Says:

    [...] Second Life 1.12.1 changed how we store the final appearance of avatars. We had to do this to reduce load on our central servers - instead of storing the information centrally we distributed it across all the computers that run the various regions of the world. Kelly posted a blog entry about this: Getting Technical: Baked Avatar Textures [...]

  47. 47 lazygardens Says:

    This explains why my usual outfits appear so quickly, but now ones don’t.

    Thanks. I think I’ll officially make an “outfit” for my favorites.

  48. 48 Khepera Menoptra Says:

    I found this post by a search due to my own avatar image issues. I was told there is a “Client/Server” button along the top menu, which facilitates the baking process. This is not available in-world on my system. I was told that there is a command combo needed to activate this button, but have been unable to find any info on this. Suggestions?

    Also, I don’t know if anyone else has had this happen, but one evening, while doing some builds, I was called to a meal, and neglected to log off. When I came back some time later, my avatat’s clothing had become imprinted with wraparound images from my Windows Task Bar. I tried several things — replacing the clothing, textures, colors, etc. — and noticed the image finally looked correct to me. However, now I find that the wraparound images are still visible to others, and now extend to parts of my face. How can this be resolved, and why should an image from off-world end up imprinting on an in-world avatar?

    thanx

  49. 49 booperkit Says:

    only just read this blog - interesting stuff- but two concerning posts were not replied to - I’ve experienced this myself - it’s not good - I had my real life photo appear over myself and other stuff.

    “However, now I find that the wraparound images are still visible to others, and now extend to parts of my face. How can this be resolved, and why should an image from off-world end up imprinting on an in-world avatar?”

    “…instead of saying ‘missing image’ it had my full, RL, name on him. Plastered all over him. This bothers me greatly as to A) how my RL name got into the SL environment and B) a 3rd person could see it and I couldn’t. We were not on land that I owned, and he was not wearing any clothing given to him by me, or ever ahndled by me.”

  50. 50 biglietti Says:

    luogo fine, sapete..

  51. 51 clothes-pakistani.burberryclothes Says:

    [...] peg out this mysterious judgement at http://blog.secondlife.com/2006/09/18/getting-technical-baked-avatar-textures about [...]

  52. 52 link Says:

    greatings

    Agree

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