Mesh clothes: a way forward?

Mesh is here, as we know, and not entirely without problems. I, and many others, have commented on the fact that is it not easy to adjust mesh clothing to sizes that ideally fit individual avatars. Maxwell Graf was well aware of this problem, and put forward a solution via JIRA SH-2374 back in July, proposing the use of a parametric deformer.

Downgraded

As I reported on the 27th of last month, the JIRA was downgraded in status to Someday / Maybe – which came as a blow to a lot of people.

To be sure, Max’s solution was by no means easy in terms of coding – as he has always been the first to admit – the algorithms required to make the system work as presented would require considerable changes within the Viewer itself; and this clearly involves a cost element. As the current take-up of Mesh within SL is relatively low right now, that cost element, it would seem, is something the LL find hard to justify at this point in time, given what else they can potentially achieve elsewhere for effectively the same cost.

Nor, if I’m to be totally honest, did LL ever commit to making mesh suitable for all market opportunities – something I commented upon way back. Nevertheless, the fashion market in Sl is big, and LL cannot be unaware of this fact (they did host Fashion Expert Days last month) – so one might have thought they’d be aware of pressure to provide a means of clothing resizing for the advent of mesh – or at least to be prepared to be honest on the limitations.

In this regard, it has to be said that Linden Lab didn’t help themselves in the matter at all. Even after the initial roll-out,Linden staff were talking – albeit cautiously – about the limitations of mesh as a clothing medium and about Maxwell Graf’s idea  – and the appearance was that things were being earnestly looked at. Then the JIRA was downgraded without any commentary whatsoever from the Lab, leading to upset and consternation – a situation that was the same right up until yesterday, when Charlar finally commented on the JIRA thus:

“Hi everybody,

First, because we’ve wrapped the Mesh release 2 project, we’re moving items into other backlogs. We don’t have any subsequent dedicated mesh project planned so all remaining items, including this one, will end up on our general viewer or the server backlogs.

“This does not mean anything as extreme as some residents have assumed. The fact that the backlog is called “someday/maybe” means that it’s something we want to do, but can’t commit to a timeframe yet.

“We did some investigation into the problem that Maxwell’s solution attempts to solve. We’re doing some more research and prototyping, trying to find a solution that might be faster/easier to implement. We have Top People on it…

“…I can’t promise anything – we might come back and say ‘no’, we might say ‘yes, but later’ and we might say ‘here’s what we doing’. We might say something i haven’t thought of yet.”

It’s not the most positive of statements, but at least it demonstrates that this issue is possibly not a dead horse. Why then, couldn’t the message be communicated earlier? Even a simple, “This is the situation, we’re thinking it through and will get back to you one way or another”, would have been preferable to what appeared to be an attempt to simply ignore the JIRA before quietly moving it to an inert status.

(On a wider front, I’m looking at Charlar’s comment as meaning the “non-trivial” Mesh update he mentioned at SLCC 2011 is now going to be delayed  / scrapped given he states: “We don’t have any subsequent dedicated mesh project planned“.)

Alternative

However, it now seems that matters are moving on through other means. When Hamlet Au reported on the downgrade on the 30th September, Karl Stiefvater, formerly known as Qarl Linden, dropped a comment into the feedback that at first appeared a little tongue-in-cheek:

“Anyone wanna fund an ex-linden to do it?”

Maxwell Graf, unsurprisingly, given his involvement in the issue, has taken Karl up on this offer. As reported in PrimPerfect today, Max has set up a project to enable Karl to develop an alternative solution for the issue of resizing mesh clothing in SL. Max explains it thus:

“I have established a fund on the website http://www.indiegogo.com [a leading international funding platform] for this project. You can go there and read about the project and use the secure transaction methods to contribute to hiring Karl to do this project. Our goal is US$5400.00, $5000 of which will go to Karl, and $400 of which will be used to pay for the project and website fees. No amount of donated funds will be for my personal profit or use.

“The direct link to the project fund site is here: http://www.indiegogo.com/Mesh-Clothing-Parametric-Deformer-Project

“There is no fixed amount for donations – contribute what you can. That’s the beauty of a project like this. Small amounts add up!”

The project has 61 days in which to raise the $5400 in order for it to happen. This is a not inconceivable amount, although the question will inevitably be asked “What will it give us?” Max doesn’t shirk on the answer:

“To be clear, this will not solve every problem with mesh clothing. It will not create a layered hierarchy system of deformers as mentioned in the JIRA. Once the work is done, mesh clothing will not suddenly work perfectly for you, or work in the official LL viewers (unless they put the code in).”

What the project will potentially give is:

  • A working version of a single mesh deformer in the Snowstorm open source client
  • The ability for mesh clothing items to adjust automatically to fit an avatar’s size and shape without the need to use alpha layers to hide body parts
  • Less complexity of sizing considerations for clothing designers (no alpha maps, rigged adjustment, multiple sizes, etc.).

The finished code, presented as a part of the Snowstorm project, will be available to any third-party Viewer developer / team wishing to adopt it – and will obviously be available for Linden Lab, should they fail to define  / agree upon their own alternative to the original deformer suggested by Max.

Karl, as Qarl, is no stranger to mesh in SL – he developed much of the original code prior to departing Linden Lab, and he was responsible for the sculpted prim. As such, he is ideally suited to developing the code in question.

Not Ideal

This is not an ideal solution – again as Max clearly states. It doesn’t solve problems relating to modifying mesh clothing, etc. It does, however, overcome the immediate issue of fitting mesh clothing by default and it does – and pointed out above – reduce the overall complexity of mesh product creation for clothing makers.And at this point in time, many are of the opinion that something is far more preferable to the “nothing” Linden Lab may yet opt for.

Even so, there are questions that will be asked about the project as it stands – perhaps the biggest being, “What if Linden Lab do in fact come back with a solution of their own in Charlar’s promised two week(ish) time frame?” Will this project press ahead? Will it be cancelled? What of the money raised to date if that happens?

Clearly part of the answer to all of these questions will depend on precisely how effective any alternative presented by Linden Lab is, and the timeframe they assign for its implementation. As such, it is possible that some who might otherwise fund this project may await further feedback from Linden Lab, through Charlar or otherwise – and given the overall funding timeframe for the project, this shouldn’t impact it that badly.

However, given LL’s reticence to address this issue – or even (until yesterday) give direct feedback on concerns – one cannot fault Max or those following his lead for taking this route. Indeed, one could say kudos is due here for taking this particular bull by the horns.

Note: at the time of writing, $705 had been raised for the project. This represents some 13% of the total raised in just 9 hours.

Updates

  • 6th October, 13:30 BST: the project total stands at $2,150 – almost 40% of the required $5,400, raised within 24 hours
  • 7th October, 23:00 BST: the project total stands at $2,728 – just over 50% of the required total, raised in 48 hours
  • 8th October, 23:00 BST: the project total has passed through the $3K barrier
  • 19th October, 19:30 BST: the project stands at $3,787, just over 70% of the required total
  • 20th October, 23:55 BST: the project has broekn through the $4,000 barrier in just 15 days with a total of $4,223, just over 78% of the required total

BoobieThon 2011

With being away for a few days over the month-end, I didn’t catch notification of this year’s BoobieThon, so apologies to the organisers for this late post.

BoobieThon is an annual, week-long event designed to raise awareness of, and funds to help in the fight against, breast cancer. It is an off-shoot of a real world event and forms a part of the Breast Cancer Awareness Month.

Activities throughout the week are deliberately planned to be interesting, fun, and at times irreverent, with the serious aim of raising funds for the Susan  G. Komen Foundation.

Here’s a schedule of the remaining events for the week – all times SLT

October 5, 2011
  • 19:00: Victorian’s Secret at the Blue Mermaid, Caledon On Sea
  • Art Auction and Designer Vendors continue
October 6, 2011
  • 17:00: Poetry Slam for Boobies at der Hut das Jaeger, Winterfell Absinthe
  • Art Auction and Designer Vendors continue
  • 20:00: LAST BID for the art auction
October 7, 2011
  • 12:00 BoobieBall (I) at BoobieBall Garden, Winterfell
  • 19:00 BoobieBall (II) at Boobie Ball Garden, Winterfell
  • Designer Vendors continue
  • 20:50: Final Donation

Rodvik shares – and so do I

So here we are in October, and we have the news that the simulator software is undergoing some kind of “critical software upgrade” that is affecting all channels and could see a higher than usual number of restarts over the course of the next week. At least updates on this are being pushed out via Twitter and the Grid Status pages (rather than it being one or the other in a lot of instances of late).

As I’ve been away for the last few days sunning myself and enjoying Swiss hospitality, I’ve no idea as to whether LL have finally recommenced in-world announcements where they know that restarts, etc., are going to impact object rezzing, transactions and so on. If they haven’t, it’s really about time they did.

LL CEO Rod Humble

We also have Rodvik sharing a post as a follow-on from comments relating to the platform made earlier this year, and which is intended to “Update you on each area and share with you our plans for the remainder of the year”.

Certainly, there were some tidbits – but I couldn’t help reading some elements of the post with a sense of disappointment at what was left unsaid.

Let’s take the items Rodvik discusses in order:

Viewer Usability

The two modes (Basic and Advanced) to be merged “soon” allowing changes made to the Basic mode to be integrated into the Advanced mode. Precise details are scant, but Rodvik specifically mentions avatar and camera movement. Ergo, expect to see the Basic mode “click to move” and perhaps the “goto” movement options appearing in the Advanced mode.

One would hope, as well, that the HOW TO button finds its way into the Advanced mode – and has potentially been extended to cover other important functionality, a point I’ve touched on in the past.

How To: cue-card style help in Basic mode: soon to be seen in advanced? One hopes so

At SLCC 2011, Rodvik indicated that the Sidebar’s days were numbered – and it would probably be a better than even guess that this is what he is referring to when he states, “After these modes are merged and deployed, you can expect us to release an improved UI into the Viewer”. I’ve little doubt the improved UI will see other nips and tucks made – but  anyone interpreting this as meaning the V2.x/3.x UI is “going away” or going to receive anything approaching a major revamp … is most likely going to be disappointed.

Mesh

This was the real eye-opener statement in the most negative sense. “Thankfully this massive feature got deployed on time”. Hardly the best opening line to describe what is supposedly one of the biggest changes to SL’s capabilities. Rather than championing a new and exciting medium, this reads almost as if Rodvik is saying, “Thank God that’s over!”

It is certainly an odd statement to make given LL went to some lengths to avoid being tied-down to any precise dates. Even the May “mesh roadmap” was so full of caveats and warnings one fully expected mesh to slip beyond the broad deadline of “the end of August” for full deployment.

Yet now it would appear that – as I’ve commented upon in the past where LL is concerned – dates were the driving factor in the deployment, not matters of usability. How else can one explain deploying a mesh upload dialogue which was, by LL’s ownadmission at the time, as much a cause for confusion as anything else when it comes to trying to optimise mesh for SL use?

Beyond this, there is the fact that we know from Charlar that mesh in SL is due at least one more “non trivial” update – possibly before the end of the year. Whither then, is the pointer towards this in Rodvik’s comments?

True, in the context of this post, he’s not directly talked about the future of mesh in the past, but that doesn’t mean he cannot give at least a hint that LL are striving to overcome shortfalls and issues. Even something like, “We are working on a series of updates to improve how mesh objects are uploaded to SL, and how you can better understand their resource impact, and we’ll be blogging about that soon,” would be better received than what amounts to something of a brush-off – especially for those suffering under LL’s refusal to respond to the likes of JIRA SH-2374.

Improved Service

This was more honest: improvements have been made, but more investment is needed and will be given. This is good news all around. Of greatest interest to me was the comment relating to revised policies. At SLCC 2011, Rodvik hinted that things could soon get particularly unpleasant for griefers in-world. At the time, I got the impression he wasn’t just talking about deploying tools estate owners could use to handle griefers directly. Are we about to see a revised ToS that also makes the consequences of anti-social behaviour in-world a lot clearer to all?

Better Customer Value

This came across as a very self-congratulatory pat on the back. Frankly, I’m not sure it is due. It is good to see LL moving to make Premium accounts more relevant and attractive – but much more needs to be done in this area before LL can really start to feel good about things. This is particularly true with regards to re-engaging with people like myself; those who were Premium members but who “downgraded” to free accounts.

Rodvik, stipends here don’t cut it – I don’t particularly care if I get “most” of my subscription back in stipends (assuming I pay annually, that is) – I’d still be spending $24 (incl VAT, thank you) a year to enjoy what I already have. Nor does anything else currently on offer present anything approaching a “must have” factor for me – and I’m not alone in this. You need to give more thought to making Premium attractive to your established user base.

Shiny New Things

This section offered perhaps the most interest. At SLCC 2011 (again), Rodvik made mention of the introduction of NPCs – Non-player characters with whom it would be possible to interact with to a degree, and which can be set to perform specific tasks.

While bots, etc., have been possible within SL, they’ve tended to rely on a mis-match of enabling technologies: external data servers in some cases, or heavy reliance on server-side scripting resources (such as with many breedables) that draw down the anger of those impacted by such entities.

NPCs: New opportunities

Second Life itself actually had the capabilities to manage artificial life at one time – specifically plants and animals. Whether or not this capability is being revamped and re-introduced into the platform or not is really beside the point (although if it is there and is robust enough, making use of it would seem to make sense).

What is important is the fact that a massive capability is going to be added to the platform that could have a huge range of potential applications in-world. NPCs alone – human, alien, animal – have a wide range of applications in the likes of role-play and so on. As Rodvik states in his post: imagine a town filled with NPCs going about their “business”, allowing for a certain degree of interaction and so on, generating enormous depth to any gameplay or role-play environment.

Nor does it end there – assuming it can be done robustly and intelligently – the opportunities for using such “artificial life” capabilities has implications well beyond those of gameplay, many of which fall into the realms of education and practical research. Self-navigating agents? The avenues for schools and educational institutions to engage in things like robotics are simply mind-boggling.

Native AI in SL: potential educational / research / modelling benefits beyond RPG

According to Rodvik, we can expect some of these new capabilities to commence testing in December of this year, although (wisely) no roll-out data has yet to be pinned to the wall. Given the impact and benefit such capabilities could bring to Second Life, I really hope that LL strive for two things:

  1. Make sure the capability is properly developed and implemented – sorry, but at the end of the day, mesh came across as a half-arsed implementation to many, and I’d suggest further that it is a practical demonstration why (again) the push, test, polish, test, polish approach can actually do SL as much harm as it can potentially do good.
  2. They openly engage with a wide range of potential “beta testers” from within and without the SL community to ensure as wide as possible spread of potential use cases are identified and catered for and are the determining factors as to when the functionality is rolled out. Let’s not have the calendar again dictating what can and cannot get done in the “first release”, because many using SL already equate “first release” with, “That’s all LL are prepared to do”.