How can you consider a limb of a bundle for being "too transparent"?

Hello I’m Ryxku, my UGC creators comrades and me noticed a new notification error which declines our avatar for saying X is too transparent. Please fill in more of the mesh.
Everybody got this error and it doesn’t make sense for most of bundles trying to not be skinny.
For example, look at my upcoming bundle? Can you say that my arms and legs are too transparent??? They are based on human body, you can’t say they are transparent.
I should test the templates you gave us and maybe the human avatars will be showed as “too transparent”.
You really need to remove this restriction, it’s terrible for everyone!
image

Expected behavior

The arms and legs I made are literrally made and edited from a template. So it’s not normal to decline something thicker than your templates.

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Thanks for the report! We’ll follow up when we have an update for you.

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Hi Howimetted, it’s already updated, they finally removed this restriction. Now I have another problem with a different restriction from another bug report I posted, please have a look at this instead : No way to know the expanding box in custom UGC avatars

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They did that to stop free headlesses, I prefer this limit to stay in place. But, you’re right, it’s hard to tell how limbs are considered too transparent. They certainly seem completely visible to me.

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To stop headlesses, they need to moderate manually. There’s no better option.

Hey, @Howimetted! :wave:

It seems that this issue is back as of today onward; my previous bundle upload from a few days ago was successful. I was just about to publish the bundle with modifications, but it seems that it’s reporting that the arms are “too transparent”.

I then tried test-publishing the already-published bundle and it seems that it’s not a problem with the modification, but rather with the system.

The arms in question:

image

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Validation takes a screenshot of each limb from multiple angles and determines if it is too thin/invisible.

Obviously, this is very error prone as some perfectly acceptable meshes may look too skinny from some angles. All they can really improve here is the algo for checking the screenshot.

(Studio uses CaptureService while RCC uses ThumbnailGenerator)

Yeah, but that still doesn’t justify how a normal item that got through QA a few days ago is now being gatekept. This isn’t a headless head, it’s a normal arm. :joy:

Whatever algorithm they’re using or whatever update they just pushed out is not cutting it.