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Mesh avatar shows shape wrongly on first wear 
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Joined: 2013-10-26 16:53:18
Posts: 5
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Hello. I have a mesh avatar with offsets, but a problem arises each time I change to it from a regular SL avatar. Often, when I change to it for the first time in a session, It shows broken, like this:Image

However, after only relogging without doing anything else, it fixes and shows like it is supposed to:

P.S: Teleporting when the avatar looks broken will not fix it, nor changing to a different shape avatar and back to it

Cool VL Viewer 1.26.9 (35) Oct 26 2013 15:09:50 (Cool VL Viewer)
Release Notes

You are at 277958.9, 332085.5, 22.5 in Raglan Shire located at (
Second Life Server
Release Notes

CPU: Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz (2195.05 MHz)
Memory: 12194 MB
OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
Memory manager: OS native
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GT 540M/PCIe/SSE2
Windows Graphics Driver Version: 8.15.0010.2696
OpenGL Version: 4.3.0

libcurl Version: libcurl/7.21.1 OpenSSL/0.9.8q zlib/1.2.5 c-ares/1.7.1
J2C Decoder Version: KDU
Audio Driver Version: FMOD Ex 4.44.23
Qt Webkit Version: 4.7.1 (version number hard-coded)
Packets Lost: 0/26628 (0.0%)

Built with MSVC version 1600

Compile flags used for this build:

Attachments: [25.69 KiB]
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2013-10-30 21:54:50

Joined: 2009-03-17 18:42:51
Posts: 3918
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This bug is well known to mesh avatars and is not specific to the Cool VL Viewer (there are already several JIRA issues open about it). I'm afraid you will have to wait for a proper fix by LL (their last "fix", which was applied to the Cool VL Viewer, still can't deal properly with some bones when the shape and the mesh are worn and changed/removed in the same order). This is a complex issue dealing with avatar joints position and offset changes (both the shape and the rigged meshes affecting them)...

2013-10-31 01:18:57
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