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🦴 RFP: A modern Blender-native rigged mesh upload workflow #4837

@bennettgoble

Description

@bennettgoble

Request for Proposal (RFP)

Investigate solutions to eliminate the friction in uploading rigged mesh from Blender to Second Life, removing the dependency on outdated third-party plugins and establishing a modern, maintainable workflow for content creators.

Details

Second Life's rigged mesh upload system was designed around Maya's armature format, creating significant compatibility issues for Blender users who represent a large portion of our creator community. Currently, creators are forced to use a proprietary Blender plugins that only supports Blender 3.6 (released October 2022), preventing them from using modern Blender features and improvements, and requiring new creators to learn about bespoke plugin systems on top of general 3D authoring.

This technical investigation should explore multiple approaches to modernize our mesh upload pipeline, with the goal of making Blender a first-class citizen for Second Life content creation while maintaining compatibility with existing content.

Acceptance Criteria

  • Document all current incompatibilities between Blender and SL armature systems
  • Identify minimum viable changes needed to support native Blender exports
  • Design solution that supports Blender 4.0+ (current LTS: 4.2)
  • Propose implementation approach with minimal disruption to existing workflows
  • Create proof of concept for at least one proposed solution
  • Establish testing framework for validating Blender uploads
  • Provide effort estimates for full implementation

Expected behavior:

  • Direct export from Blender using native tools
  • Automatic conversion of Blender conventions to SL requirements
  • Clear documentation and templates for creators

Investigation Areas

Option 1: Enhanced Import Conversion

  • Develop robust conversion layer in the viewer
  • Auto-detect source application (Blender vs Maya)
  • Transform armatures on import to match SL expectations
  • Pros: No changes to existing content or server-side systems
  • Cons: Complexity in the viewer, potential edge cases

Option 2: New Universal Format

  • Define new armature format that both tools can target
  • Provide conversion tools/plugins for both Blender and Maya
  • Pros: Future-proof, clean architecture
  • Cons: Requires updates to all creation tools, longer implementation

Option 3: Official Blender Add-on

  • Develop and maintain official open-source Blender add-on
  • Pros: Full control over creator experience, can iterate quickly
  • Cons: Ongoing maintenance burden, need Blender expertise

Testing Considerations

  • Test scenarios to cover:
    • Basic humanoid rigging
    • Complex multi-material meshes
    • Facial bones and animations
    • Fitted mesh (clothing)
    • Animesh objects
    • Various Blender versions (4.0, 4.1, 4.2 LTS)

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