Mont Saint Michel now gone from Second Life

Mont Saint Michel - now departed Second Life
Mont Saint Michel – now departed Second Life

Update November 21st: Mont Saint Michel is back on the grid, same SLurl.

Several people have contacted me over the last couple of days concerning Mont Saint Michel, Second Life.

In September 2015, and following Ciaran Laval’s lead, I reported the region would apparently be closing at the start of October, the news of the closure having been given by Moeka Kohime via her Flickr stream.

It seemed the news was premature; come November 2015, Petr Hastings-Vanbeeck dropped me a line to say the region was still alive and kicking. It continued to be that way through early 2016 and on through the year.

However, at the start of September 2016, Tyche Sepherd listed the region as one of 55 removed from the grid at the end of August, 2016 – almost a year after notice was first posted of its departure from SL. It’s not clear why the region remained so long after notice was first given; attempts to contact region holder Moeka kohime without success – but suffice it so say, many were pleased to see it continue well beyond its stated date of expiration.

The build, pre-dating mesh, was a fine example of prim architecture in Second Life, and a beautiful reproduction of the physical world place. It was a region many of us enjoyed visiting time and again (I still remember my first visit there back in 2011, and made a point of returning around once a year thereafter, blogging about it in brief again in 2013). As such, I have little doubt it is a place that will be missed by many.

With thanks to chankingyin_hk (Flickr), Silvana Cassini, Jo Yardley and John Brianna for passing along information about the region’s removal. 

The Drax Files 41: animating Second Life

The vista Animation team: adding action to Second Life since 208 - and now in 360-degree Technicolor!
The Vista Animation team: adding action to Second Life since 208 – and we can see their work in 360-degrees thanks to The Drax Files World Makers

The Drax Files World Makers #41 arrived on Wednesday, October 12th, 2016. At just a shade under four minutes in length, it is an intriguing beast, exploring in-world animations and motion capture through a 360-degree video format.

The latter is suitably underplayed at the start of the video, as Drax introduces it – but the clue comes much sooner when watching on a flat monitor – the 360-degree cursor located up in the top left of the screen, which you can use to steer your way around the video view, or you can left click and drag. Obviously, if you’re using a mobile device, you can tilt and turn the device, allowing the gyro to move the image around, and those with a head mounted display can instantly enjoy in in 360-degree surround.

Motion Capture in the Vista Animation Studios
Motion Capture in the Vista Animation Studios

“I’ve been playing with some of the cheaper systems available,” Drax told me, as we discussed the video, and why he opted to go with the 360-degree format for this segment of World Makers. “Like the Ricoh Theta and Samsung Gear 360, and Mambo Morane has been working in real life with the Go Pro array, so I started thinking in June about how we could do this in SL.”

This turned out to be harder than anticipated. The first attempt involved using an array individual viewers synchronised by a device built by Arduenn Schwarztmann which would enable simultaneous filming through all six viewers, and included additional audio cues to further assist in the post-production stitching process. Unfortunately, this approach revealed that differences in how GPUs process the recording, even with the same windlight and camera defaults in the viewer, could result in recorded clips sufficiently different one to another that stitching them together failed to produce a smooth result.

And translated to Second Life
And translated to Second Life

“Then Mambo Morane came up with the idea of filming in six instance of the viewer running on the same machine, using Open Broadcaster Software to bring them all up together,” Drax continued. “We could then pull them apart in post-production and stitch the individual clips together using 360-editing software, with all of them having the same look and feel. Unfortunately, this may not be something for many machinima makers right now. The software for editing and stitching the video cost US $800.”

The result is a very smooth video, freely intermixing physical world footage shot at Vista Animation’s offices near Barcelona, with footage stages and shot in Second Life which presents an exceptionally immersive and unique view of Second Life, even when seen on the flat screen of a video monitor.

Certainly, the 360-degree aspect is guaranteed to be one which will have people watching the video at least twice, simply because scrolling / looking around in side SL is addictive, and there are some nice little touches to be found – such as little Marianne McCann gamely holding up a boom microphone in some of the in-world footage. This inevitably means it is easy to become wrapped-up in scrolling and looking, without paying attention to what is being said, prompting a second viewing to focus on the main aspect of the audio narrative: animations.

Animations for an important, if often taken-for-granted aspect of Second Life
Animations for an important, if often taken-for-granted aspect of Second Life

Animations – walks, stands, sits, dances, runs, hops, crawls – whatever form they take – are something we’re all familiar with to some degree. An animation override system can often be one of the first purchases made in Second Life (allowing for the worn AOs now supplied with starter avatars and those supplied by the makers of avatars, human or otherwise), and we’re all familiar with the idea of mocap – motion capture – going into their production.

Vista Animations is widely regarded as one of the premier providers of animation packs for overriders, dances, etc., and World Makers #41 offers something of a glimpse into their work, albeit it without going too in-depth with matters of production and workflow (although Drax has previously covered elements of MoCap in Drax Files World Makers #6, so this sits as a good companion piece, and Vista Animations also offer a look at their work for those interested in other aspects of animation creation.

What is offered here is a feel for both the complexity of motion capture and how rapidly the field is changing, as well as a look behind the curtain at a small, successful business which has grown out of Second Life. It terms of the former, the Vista team point out that when they started with their first MoCap suite in 2008, it cost them US $45,000. The system they use today, which I believe was purchased in around 2012/13, set them back US $2,000.

Two of the 12-camera rif vista Animation use in their motion capture process
Two of the 12-camera rif vista Animation use in their motion capture process. Image courtesy of Vista Animations

The MoCap process isn’t just a case of pulling on a suit of sensors and then moving around with the cameras running. Everything has to be calibrated – sensors (50+ for the body and additional elements for the hands), skeleton, props, etc. – to ensure a smooth capture process, which can be time-consuming. Then, once captured, there is the entire editing and post-process work required to produce the finished animation files which can be uploaded to Second Life.

While this latter aspect isn’t really touched upon in the video, what is fascinating to see is how physical world actions translate in-world through the clever use of cross-fading in the segment. This is particularly effective as we see Drax doing a mock interview while being motion captured, then transition to him carrying out an interview in-world.

Continue reading “The Drax Files 41: animating Second Life”

2016 SL project updates 41 (1): server, viewer

Venta Silurum; Inara Pey, October 2016, on Flickr Venta Silurumblog post

As always, please refer to the server deployment thread for updates or changes.

  • There was no deployment to the Main (SLS) channel on Tuesday, October 11th.
  • On Wednesday, October 12th, all three RC channels should receive a new server maintenance package comprising the new Experience Key scripted sitting (Project Espeon). Note that at the time of writing, the release notes were awaiting update to reflect this.

SL Viewer

The VLC Media Plugin RC viewer was promoted to de facto release status on Monday, October 10th. Version 4.1.1.320331 includes a new media plug-in based on LibVLC, which replaces QuickTime as the media player in the WINDOWS version of the viewer. Other versions of the viewer will be updated to use VLC when their 64-bit versions are issued.

The leaves the current viewer pipeline as follows:

  • Project Bento  RC (avatar skeleton extensions) viewer version 5.0.0.320160, dated October 7th
  • Maintenance RC viewer version 4.0.9.320231, dated on October 4th – over 70 crash fixes, improvements and other fixes
  • Obsolete platform viewer version 3.7.28.300847 dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Premium Weapons Testing and New Sandbox Quad

There is a new Premium users Weapons Testing sandbox available, which has been requested numerous times by Premium users. It sits kitty-corner with the existing Weapons Test sandbox.

The new Premium Weapons Testing Sandbox on the world map
The new Premium Weapons Testing Sandbox on the world map

There is also  a new 4×4 group of general sandboxes coming on-stream, with each of the regions is running on one of the four simulator channels (Main SLS, BueSteel RC, Le Tigre RC, and Magnum RC). These are designed to make easier for creators to make comparisons between the four underpinning simulator versions during product testing, etc. They are:

All have a General rating.

Tone and ambience in Second Life

Lorin Tone
Lorin Tone

Lorin Tone is the name of a new aural installation, open through to the end of 2016, intended to to demonstrate the wide variety of uses in-world sounds can be put to within Second Life. The installation takes it name from the master of ambient sound, Lorin Tone, who shares the environment with Nance Clowes “and others” (one of whom I assume could be Lorin’s partner, Judi Newall).

For those who travel the grid extensively with local sound enabled, this might sound a “well, duh!”, kind of idea: many region designers spend a good deal of time adding a soundscape to their environment, so we’re accustomed to hearing them every day (although that in itself can cause us to “tune them out”).

Lorin Tone - Madcow Cosmos' whimsical sound creatures
Lorin Tone – Madcow Cosmos’ whimsical sound creatures

But sounds are also more than just ambient background; they can be used in a wide variety of ways to add atmosphere to an environment, both passively and actively, triggered or experienced in a wide variety of ways – touch, collision, proximity, and so on.

So it is that this installation offers a series of individual parcels (denoted by the stone paths running between them) in which various sound scape can be experienced. The layout might not be that visually appealing, but a slow exploration through it will reveal how aurally rich they are, and the cornucopia of sound options available for in-world use. There are things to touch, walk past and through; to step on, play, bounce across and ride.

Lorin Tone
Lorin Tone – hunated graveyard (set your environment to midnight 🙂 )

Signs throughout the installation offer an introduction to each area and when touched will furnish some additional information on what is being achieved (and how to use each area). There is a certain degree of fun to be had in exploring and colliding with or touching things, and it is hard not to end up smiling. The bouncy (sand) castles got things off to a good start for Caitlyn and I (take the rope slide to the right of the landing point as you face them), while a skyborne race track offers something for petrol heads.

But – there is sadly a “but”, albeit a small one. The soundscapes largely stand as parcels without visual theme, and some might be seen as slightly repetitive in form. While this is intended to be an aural environment, I couldn’t help but feel more might have been gained by making it more visually immersive as well.

Lorin Tone
Lorin Tone

That said, for anyone interested in the depth and range to which in-world sounds can be put to good effect, the installation is well worth a visit. As noted, it will be open through until the end of December 2016.

SLurl Details

All UWA regions to remain in Second Life through mid-2017

UWA: Winthrop Clocktower and the Reflection Pond, with the SLeducate area on the right, which you can read about here
University of WA: Winthrop Clocktower and the Reflecting Pond

On September 13th, I relayed the news that the University of Western Australia would be scaling back its presence in Second Life to just one region; with three others being retired and the fourth to be transferred to the San Jose State University. Well, things have now changed for the better.

In a blog post issued on Monday, October 10th, the day after two of the regions had been scheduled to close, FreeWee Ling gave the news that all three originally slated to vanish from Second Life will now remain in place through until July 2017, while UWA Virtlantis has now changed hands as originally planned.

UWA campus
UWA campus

This means that through until July 2017, the regions will comprise:

  • University of WA: the “main” region, this is home to the iconic Winthrop Hall clock tower, Sunken Gardens, and Somerville Theatre facilities, as well as the new starter resource facility, and is set to remain in place for at least another year
  • UWA: home to the UWA gallery, which is currently hosting the IMMATERIAL exhibition, now set to remain in place until July 2017
  • UWA Winthrop: home to the UWA’s permanent exhibition of art from past winners and selected pieces from previous 3D art challenges are displayed, now set to remain in place until July 2017
  • WASP Land: the technical region, and home to the St Basil’s Cathedral model, fractal works, etc, now set to remain in place until July 2017
  • SJSU Virlantis: is now under the management of Sonicity Fitzroy (aka Dr Phylis Johnson) of the San Jose State University. It remains attached to the UWA regions, but has a revised name/ SLurl.

Following the original announcement of the three region closure, Second Life artists and residents wrote to UWA Central concerning the plans, and this may have contributed to the decision to extend a lease of life to those three regions. Either way, that they have been granted an extended lease of life to remain an active part of Second Life is most welcome.

Additional links

Note; at the time of writing this article, WASP Land and UWA Winthrop were off-line, having been scheduled to close on October 9th, 2016. Given Jayjay’s announcement, they will hopefully be back on-line very shortly.

2016 viewer release summaries: week 40

Updates for the week ending Sunday, October 9th

This summary is published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.

Official LL Viewers

LL Viewer Resources

Third-party Viewers

V4-style

  • No updates.

V1-style

  • Cool VL viewer Stable branch updated to version 1.26.18.27 and the Experimental branch updated to version 1.26.19.29, both on October 8th (release notes)

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links