Mesh, Phoenix and the future

Jessica Lyon has issued a statement on the Phoenix website concerning the future of the Viewer. It makes interesting and clear reading.

On Mesh

A release of Phoenix will be forthcoming that can render mesh objects in-world. Jessica makes it absolutely clear that credit for this largely goes to Henri Beauchamp and his work in backporting the Viewer 2.x/3.x rendering code into Cool Viewer. She also makes it clear that the Phoenix implementation pretty much is Henri’s code as is. In the post, Jessica states:

“I don’t want you all thinking we’ve changed our focus back on phoenix, truth is we haven’t. Ansariel handled all the work of pulling Henri’s work into phoenix, LGG has helped. Aside from Tonya and Tech fixing some of the bugs.. That’s it.. essentially we’ve only had two developers working on this, and there are no plans to increase development on phoenix beyond that. However, mesh in phoenix will accomplish two things. It will complete [the] adoption of mesh in SL, which is pretty cool actually. But equally important, it will also fulfill our promise to keep phoenix going until it’s dying day.”

She also gives a stark warning on Phoenix with mesh rendering:

“Speaking of QA, don’t expect phoenix to be just like the last release only now it has mesh support. This work effectively makes Phoenix a Ford Pinto with a diesel engine from a school bus duct taped into it. Not only will it have all the existing mesh related bugs, but it will have plenty of its own bugs specific to having a diesel engine in a Ford Pinto. It will have a negative effect on crash rates no doubt, will be a performance drop for some, an increase for others. It will not be perfect, as it is not designed to support mesh.”

On RLVa

Jessica has also indicated that the next Phoenix release will have an update to RLVa as a result of Kitty Barnett’s hard work as well. Details aren’t clear, but one assumes this will bring it into line with the updated RLVa seen in Firestom.

On the Future

Jessica is unequivocal as to the future however: Viewer 1.x is, in her opinion, on its deathbed where SL is concerned, and as such, trying to maintain the Phoenix code on a par with Viewer 3 is going to be too much of a headache. As she points out:

“Consider this.. it took over 9 months to get mesh to work in a v1 viewer.. it took us just over 2 weeks to merge mesh into Firestorm once we started the merge. This will be the pattern with all new things LL releases, making it work in Firestorm or a v2 based viewer will be far easier to adopt faster than making it work on a v1. Maintaining v1 long-term is just not being realistic.”

No date is given for a release of Phoenix with mesh rendering capabilities, other than it will be released once it has passed QA.

The release is also liable to mark the end of the road for Phoenix where non-SSE2 capable computers are concerned. The release for such machines will not include mesh rendering support.

Overall, this news is liable to be met with approval from Phoenix users not yet ready to make the jump to Firestorm and might, conceivably ease some of the pressure on the Firestorm team to get some of the current bugs and issues with the latest Beta release ironed out.

And on the subject of Firestorm, Jessica did offer a small tease: “Mesh upload capability is also under development and making some promising advancements thanks to Nicky Dasmijn.”

Read the full blog post.

Dolphin Viewer 3: updates and issues

dolphin-logoLance has issued a couple of blog updates on Dolphin 3.

The first is that there is now an update available – 3.0.5 (20427) which sees:

  • Dolphin Viewer 3 now defaults to its own separate cache folder (users of previous versions need to reset the cache location once this version is installed, unless you already set it to its own location)
  • Restrained Love check box in preferences renamed to RLV to make it more consistent with all other RLV options
  • Chat bar hovertip now properly mentions whispering by using shift-enter
  • Linux build works for users of older Linux distributions

The update is available from his download page.

Additionally, he reports three known issues relating to the Viewer:

  • The performance on Windows can be slow, (lance suggests are one-third of previous performance)
  • Replacing a saved outfit that contains more than one of any one wearable type (two or more tattoo layers) does not take off all of those layers (e.g. one tattoo stays behind but does not show in “Current Outfit”)
  • Sending teleport offers to more than one person through selecting them on your friends list makes the viewer crash

Lance indicates that both of the second points reproduce on the original RLV 2.7, and that they are being worked upon. The first issue – Windows performance – is an issue with the original Linden code, and so is in their hands for a fix.

Obviously, as these are known issues, please don’t burden Lance by reporting them to him again.

Related Links

New season of Designing Worlds

Today at 14:00 SLT, Saffia Widdershins and Elrik Merlin return to Treet TV with a new season of Designing Worlds.

Says Elrik: “We have a great line-up of shows for you this season…we have some exciting new destinations lined up”.

Saffia adds, “We’re going to be visiting some old friends to see how their places have changed and expanded since we were last there”.

So make a date for Designing Worlds, Mondays at 14:00 SLT on Treet TV.

Mesh and Sculpts: the art of Claudia222 Jewell

Second Life has always offered a unique and immersive medium for art. Photography, machinima, painting, sculpture, performance art – these are just some of the uses to which it has been put. Most recently, the ability to import mesh objects has been added; and while many of us are looking at it in purely practical terms for content creation,others are already using as means of extending their artistry expression through a new medium.

Claudia222 Jewell

One such person in the latter category is Claudia222 Jewell. For her, mesh has presented itself as a new avenue of expression that can be combined with the platform’s other tools to create truly unique and evocative experiences.

Such is the unique scope and dept of Claudia’s art that it has been used by Linden Lab to demonstrate the capabilities of mesh in-world, with Charlar Linden using images of her work in his recent presentation at SLCC2011. More recently, she has been deservedly selected as an Invited Artist at BURN2, and is participating in an upcoming LEA event starting in mid-October.

I’ve been enchanted by Claudia’s work ever since I first encountered it in a wonderful video by Rockerfaerie; so I was very excited when she agreed to meet and talk about it with me. We did so at one of the test sandboxes on the Main grid as she took a break from working on a part of her display for BURN2. I started by asking her about her background – was she an artist by profession or training?

“Not exactly,” she replied with a smile, “I’ve worked in advertising graphic design, but my art – drawing and painting – is self-taught. I’ve spent most of my life finding ways to make a living through the process of creativity; I’ve always known where my qualities lie, and so I’ve focused on visual arts.”  She went on to explain that what particularly fascinated her was the use of light and shade in images to create a 3D effect. “I always tried to create a 3 dimensional aspect to my art and over time I became aware that I wanted to learn more about 3D art.”

Curiosity

Nibbling a flower

So was it the 3D element of Second Life that attracted her to the platform? Surprisingly, no it wasn’t – it was simple curiosity!

“I came to have a look, but didn’t stay long. I didn’t know you could build then – and I didn’t have a good computer then for rendering.” She sounded a little shy as she added, “And I’m not much of a chatterer, I think, so I left.”

In fact, it was two years before Claudia returned to Second Life; by then – in 2010 – she had a more powerful computer and one of her friends had told her about the opportunities for creative self-expression in Second Life – and sandboxes.

“I still feel attached to sandboxes,” she stated, indicating the sim around us. “I can’t leave them – the freedom to rez, maybe! They’re great places to learn [about] creativity. I love [the fact] that anyone can learn in here and experiment a little.”

Once back SL, she started experimenting with sculpties, seeing how they could be used to create items of art. Even so, her initial experiences weren’t always pleasant.

“I was copybotted,” she explained without any of the anger one might expect from someone having suffered so. “My work was handed out full-perm to new members of a styling group.”

Did she take any action?

“No, the person responsible was already banned by the time I found out; but I must say, it was kinda good for me in the end. I left for the Beta grid and learned about mesh.”

It’s a philosophical point of view to take where copybotting is concerned, and not something everyone might agree with. Claudia, however, is also pragmatic. “I think we need to understand that some will always be happier to find ways to steal than to learn how to make things in the first place. I hope I can help some people understand that creating something for yourself gives a better feeling than stealing from others.”

Discovery

Once on the Beta grid she discovered mesh, “It was very exciting for me. At first I thought all of the uploads were made by people in SL; I remember I was terribly impressed – until I asked around and found out a lot of it was online  material that people had found for free or bought! But some were doing their own thing – and I knew that perhaps this was the freedom I was maybe missing by working with sculpties.”

I asked her about how she feels about the way in which Linden Lab have implemented mesh support on the grid.

“I was a little shocked about the fact that size matters for mesh,” she immediately replied. “Prim Equivalency. I was very upset at first; not so much for the plain PE; just that size matters so much. I did various tests  to try to understand it and noticed some weird behaviour, that PE would jump when resizing an object. I was sure that it would be calculated on the geometric values, but it isn’t that straightforward. But it has encouraged me to work harder to find ways to keep the geometrics down. I hope we will all learn more about mesh and the ways it’s calculated.”

Mesh robin

And learn Claudia certainly has. Her works are some of the most unique sculptures I’ve come across in Second Life, and I’m not alone in thinking this.

Using both mesh and sculpties, she creates wonderful visual collages that combine fantasy with a touch of the surreal, bringing both together in evocative experience for the observer. Each of her pieces is alive with detail and subtlety. Little wonder, then that she has been selected to display at BURN2 and is part of a group of artists who will have their work displayed as a part of The Path, a Linden Endowment of the Arts event commencing on the 14th of October.

Enchanted World

Entering one of Claudia’s landscapes is like entering an enchanted world where dragons, naga and other exotic creatures mingle among fantastic plants and surreal backdrops. At Mesh Mellows, her works hover in the air, some on islands, some in the belly of a gigantic, human-faced fly – something you only realise when you zoom out to see. All of them are exquisite in their execution and the imagery throughout is eye-catching and impactful.

However, other than when looking at the huge fly and locating the other islands around it, I recommend you set your time of day to midnight. Claudia has retained her love of light and shadow, using the former to accentuate her work beautifully; something that can only truly be appreciated against the backdrop of night.

Continue reading “Mesh and Sculpts: the art of Claudia222 Jewell”

LEA announces Full Sim Art Series participants

On Thusday September 15, the LEA announced the line-up for the Full Sim Art Series, which commences on October 1st.

The complete list of participants is:

  • October:  Inferno by Rebeca Bashly, inspired by the first part of Dante’s famous Divine Comedy
  • November: a joint entry comprising ~(Not-A-Knot) by Tyrehl Byk and Forgiving, by The Pink Tutu Ballet Group (Marmaduke Arado, Kikas Babenco, Sca Shilova, Cat Shilova, Saveme Oh, Eupalinos Ugajin, Luce Laval & Rose Borchovski) – a piece inspired by Desmond Tutu
  • December: Binary Green by Neox’s – in which bots take over the earth
  • January 2012: Research on Musical Instruments by Artistide Despres
  • February 2012: An Interactive History of Life by Romy Nayar & Ux Hax
  • March 2012: The Labyrinth by Kicca Igaly and Nessuno Myoo’s ‘The Labyrinth of Absurdity’

LEA report that the range and number of applications for the Series was such that the University of Western Australia (UWA) has converted one of its two sandboxes to provide additional display space for some of the other proposals received by the LEA.

The UWA’s Sky Sim Series will run concurrent to the LEA’s Full Sim Art Series, the major differences being artists are limited to the use of 5,000 prim rather than the full 15,000, with the exhibits being displayed on a sky platform.

The participants in the UWA Sky Sim Art Series are:

  • October: Organic Peace Sculpture by jjccc Coronet
  • November 2011: Mountain  by Katy Isodoo, in support  of mental health and wellbeing
  • December 2011: Interactive Zoo of Endangered Species by Luna Metamorphia
  • January 2012:  Between Orient and Occident by Asmita Duranjaya, Chapter ChapTer Kronfeld & Louly Loon
  • February 2012: Cyborg -Nature by Giovanna Cerise – where Nature rebels against the thoughtlessness of man
  • March 2012: Fiona Blaylock’s tribute to the poetry of Samuel Coleridge (Kubla Khan, etc.).

Related Links

New movement option for SL

Nalates Urriah keeps her finger on the pulse of what is happening on the technical side of Second Life, reporting on a range of weekly User Group and other meetings held in-world.

This week, she reports on an interesting new scripting function Falcon Linden is working on.

llSetKeyframedAnimation() is designed to allow objects to be moved through a non-physical link set. The function should allow a range of objects to achieve smooth movement, and will allow avatars to stand / sit on objects as they move. As such, the function should be ideal for the likes of trains and elevators to run smoothly along their tracks / up and down elevator shafts.

Going up? Smoother elevators on their way (among other things!)

There are some animation issues, however – notably when walking on an object using the function, an avatar’s animation will get a little messy. The function also must use the Prim Equivalency system and come in at under a physics weight of 64.

Nalates reports that the new function should soon be working on two regions on the Beta grid and that Falcon will post to the wiki page (linked to above) when the regions are supporting it. Those testing the function are asked to include the function name in the title of any JIRA they raise.

With thanks to Nalates Urriah