Project Bento User Group update 14 with audio

Project Bento – extending the SL avatar skeleton
Project Bento – extending the SL avatar skeleton

The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, May 26th at 13:00 SLT on Aditi. For details on each meeting and the location, please refer to the Bento User Group wiki page.

Note that this update is not intended to offer a full transcript of the meeting, nor does it present the discussion points in chronological order. Rather, it represents the core points of discussion, grouped together by subject matter were relevant / possible, whilst maintaining the overall context of the meeting.

Bento on Agni

A Bento Imp celebrates the upcoming Bento move to Agni
A Bento Imp celebrates the upcoming Bento move to Agni

It had been hoped that back-end support for Bento would be enabled on Agni (the main grid) during week #21. However, things got held up while a fix was being pushed through QA (possibly the security fix which rolled to LeTigre and then to all channels this week?).

The Lab is now planning to enable Bento in week #22, most likely on Tuesday, May 31st.

A couple of points to remember with the move to Agni:

  • This isn’t in any way a “final” release of Bento, although the Skeleton and slider updates are now frozen (unless a really significant issue / bug is found. At this point, enabling Bento on Agni, which includes the ability to upload Bento items to the main grid, is to expose the capabilities to a wider audience of content creators and allow broader testing
  • Until the Bento code comes into wider circulation among TPVs, any mesh avatars, etc., rigged to the new bones will look deformed in non-Bento viewer, and may cause some viewer instability / crashes.

Details are still TBD, but one aspect of the move to Agni will be a further stress test to see how large numbers of Bento avatars impact performance, region crossings, etc. Details, including date and time will be made available in due course.

Date and Location of Next Meeting

With the deployment of Bento to the main grid, Bento User Group meetings will also swap over to Agni as well to encourage attendance. Details of where meetings will take place will be announced via the User Group wiki page and through the Bento forum thread.

With regards to the next meeting, due on Thursday, June 2nd, there is a Lab internal meeting taking place that day. It is therefore unclear if the Bento meeting will take place or will be cancelled (Vir would prefer for the latter not to happen, given the scheduled Bento deployment to the main grid). A decision on whether, when and where it will be held will again be made via the User Group wiki page, etc., once decided.

Project Viewer Update

The Bento Project viewer updated to version 5.0.0.315657 on Thursday, May 26th. This version includes the following significant updates:

reset skeletionA “Reset Skeleton” option, intended to fix cases where an avatar is distorted in your world view as a result of incorrectly applied joint updates. For example, a non-human avatar may show as “crunched up” because it is still in a human pose.

Right-clicking on the affected avatar (your own or another) and selecting Reset Skeleton from the avatar context menu should correct the avatar’s appearance in your view. As this is a viewer-side update, it will not affect how anyone else sees the affected avatar until they use Reset Skeleton. The Lab has requested feedback on the capability if it fails to work as intended.

The viewer also includes a few late-breaking changes to the slider support for mesh avatars, including jaw shape and head shape. Sliders that affect the scale of mPelvis now also alter mHindLimbsRoot, to better keep the front and hind legs synced up.

Updated Skeleton and Test Files

At the time of writing, the Bento test files have yet to be updated to reflect the most recent viewer changes. When this has happened, they will be linked via the Bento Testing page. Matrice Lavalle from Avastar and Cathy foil of MayaStar are working on getting the skeleton files updated for their respective plug-ins, and ensuring the are consistent with one another, something they hope have finished in the very near future.

Once this has been done, both Avastar and Mayastar will be updated, and will include collision volumes and some other weighting tweaks which should help improve slider behaviour when editing an avatar’s appearance.

Vir has started putting together a repository for supporting test models and animations which can be made available through the wiki Bento test page, so if there are other Bento creators / animators who have test models and files they would like to submit, he asks that they drop him a line.

There was also discussion on how to present the models to ensure those using different modelling tools (e.g 3D Max) can obtain a full set of bones with which to work.

Other Items

BVH File Interpreter

The Second Life BVH interpreter has apparently been updated so it will allow the upload of position data. However, if problems are found when doing so, the Lab requests a JIRA is filed to let them know,

Animation Exports and Mayastar / Maya

Mayastar is the skeleton plug-in Cathy Foil produces for Maya users (Avastar being the plug-in for Blender). Mayastar will current export  .BVH files with bone rotations for the entire skeleton, but translations for the mPelvis bone only. This works reasonably well with these restrictions, although it does have an issue with feet Cathy is currently looking to fix. As far as skinning, etc., is concerned, Maya works “pretty good”.

However, and in her own time, Aura Linden is working on an exporter for Maya which is intended to support export .ANIM files with both rotation and translation of all bones in the skeleton.

This should eliminate the need to sue two skeletons for Mayastar – one for rigging and one for animations. Subject to confirmation, the .BVH uploader may also have been updated to eliminate the need to use two skeletons.

Continue reading “Project Bento User Group update 14 with audio”

Visiting Royaume de Versailles in Second Life

{Ville Par La Mer} / Royaume de Versailles; Inara Pey, May 2016, on Flickr {Ville Par La Mer} / Royaume de Versailles – click any image for full size

{Ville Par La Mer} / Royaume de Versailles (literally “city by the sea” and ” Kingdom of Versailles”) caught my attention whilst browsing the Destination Guide. Both a private home (this being located in the north-east corner of the region), and a public destination,the region is the work of Dolly Everleigh Versailles (Dolly Morrisey), on behalf of the Versailles Family. And it is another picturesque region that is a genuine pleasure to visit.

The landing point is a little terrace area in the south-west of the region, where sit little boutique shops – a hairdresser, an ice-cream parlour and a delightful café bar. A pier runs along the south side of the island from here, crossing an inlet to reach the local beach, presenting one of two ways a visitor can start their explorations of the island.

{Ville Par La Mer} / Royaume de Versailles; Inara Pey, May 2016, on Flickr {Ville Par La Mer} / Royaume de Versailles

The other is to climb the steps to one side of the terrace and follow a road as it winds around the island heading west, then north and then back east. This will eventually bring you to the house in the north-east corner, which as noted, is a private residence. However, it is possible to walk around the extended grounds below the house proper, where there are several vantage points and places to sit and / or snuggle.

A vineyard and barn occupy the low-lying centre of the island to the north-west, a dirt track offering a path past them from the foot of the steps leading down from the big house. meandering by both vineyard and barn, the track leads to another series of stone steps which climb up to the broad top of a gorge which cuts from north to south through the region, revealing a hidden treasure below and across the narrow channel of water: a tropical-like hideaway, reached from the main beach by a rocky arch.

{Ville Par La Mer} / Royaume de Versailles; Inara Pey, May 2016, on Flickr {Ville Par La Mer} / Royaume de Versailles – click any image for full size

Follow the grassy walk along the lip of the gorge eastwards, and a natural stone bridge offers access to a picturesque plateau where there are places to set and play Greedy, Greedy, all watched over by the tall sentinel of a wooden lighthouse. A switch back path from here offers a way back down the the beach below.

This is a charming region, with plenty of opportunities for photography and a fair few places to sit and relax, have a cuddle and enjoy the ambient sound scape. If you do take photos of your visit, you are invited to add them to the Royaume De Versailles Flickr group.

{Ville Par La Mer} / Royaume de Versailles; Inara Pey, May 2016, on Flickr {Ville Par La Mer} / Royaume de Versailles – click any image for full size

All told, a lovely design that’s well worth a visit.

SLurl Details

{Ville Par La Mer} / Royaume de Versailles (Rated: Moderate)

 

SL project updates 16 21/1: server, viewer

Holly Kai Park: picnic area
Holly Kai Park: picnic area – blog post

Server Deployments Week #21

As always, please refer to the server deployment thread for the latest information and updates.

There was a fast-tracked security update deployed to the LeTigre RC channel on Friday, May 20th. This update was also deployed as a server maintenance package to the Main (SLS) channel on Tuesday, May 24th.

On Wednesday, May 25th, all three RC channels will be updated with a server maintenance package which combines the security update plus a new crash fix.

SL Viewer

A new Maintenance RC viewer entered the release channel on Monday, May 23rd. Version 4.0.6.315551 includes a modest but useful set of 24 fixes and updates to the viewer.

The Inventory Message RC viewer updated to version 4.0.6.315555 on May 23rd. This viewer sees the removal of deprecated and unused UDP inventory messaging mechanisms from the viewer code. This update sees the RC merged with the Quick Graphics release viewer.

The remaining official viewer remain unchanged from the end of week #20:

  • Project Bento (avatar skeleton extensions), version 5.0.0.314884, dated May 5th – this build contains several updates related to joint offsets and meshes and slider changes
  • Oculus Rift project viewer, version 3.7.18.295296, dated October 13, 2014 – Oculus Rift DK2 support
  • 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.

Other Items

Visual Outfits  Browser

The Visual Outfits Browser viewer, which I last mentioned in February, is still moving forward, and might be approaching either project viewer or RC viewer status. It is designed to provide a means by which users can store and browse images associated with their outfits in inventory, simplifying the act of identifying an outfit prior to wearing it.

Those wishing to build it themselves can do so via the public code repository.

Note this viewer isn’t intended to work like popular RLV-driven wardrobes, where you can browse images of outfit then click on one to wear it; rather it is more of a visual aide-memoire on what he imaged outfits look like.

Aditi Issues

There has been some improvement on Aditi following the issues reported in week #20. BUG-16714 has been resolved, and it is hoped that several other database-related issues have been rectified.

Grandfathered buy-down contributing to Lindex fluctuations?

The Lindex has been in a state of flux of late, something that has been the subject of discussion and speculation on a number of fronts. Reader Ample Clarity first pointed things out to me earlier last week via IM (I’ve been rather focused on other things of late, so haven’t been watching the broader news as much as I should), and I’ve been dipping in-and-out of conversations and reports on things since then.

The fluctuations started towards the end of 2015, and were perhaps first discussed on the pages of SL Universe. The discussion resumed in April, when further swings were noted,  causing additional concern among those looking to cash-out L$ balances, while sparking some of the more widespread discussion.

Lindex fluctuations (with thanks to Eku Zhong for the screen capture)
Lindex fluctuations (with thanks to Eku Zhong for the screen capture)

Various theories (and not a few conspiracies) have been put forward to explain what has been happening – although determining precisely what the cause is, is pretty much anyone’s guess. But purely in terms of the more recent fluctuations, New Worlds Notes (NWN) is promoting a theory which might just be plausible: that one (or more) large land estates have been liquidating L$ stocks in order to realise additional US dollar funds to take advantage of the Lab’s grandfathered buy-down offer.

The theory actually comes from Plurker T-Kesserex, who is quoted by NWN as saying:

I think it’s people cashing out to get capital for the $600 dollar sim price reduction … If you own 10 sims you need $6000, so that’s not easy without some cashing out.

At the start of the buy-down offer, Tyche Shepherd, of Grid Survey fame, estimated that around 85% of Homestead regions were already grandfathered, but only around 11% of full-priced regions of all types, leaving enormous potential in the market. During the first month, this figure increased to almost 21%, with the number of grandfathered full-priced regions rising from around 1,039 to 1960, demonstrating a thirst for conversion. Thus, the idea that one or more large estates might be liquidating L$ stocks to cover the cost of further conversions isn’t an unreasonable speculation.

But even if it is a fair assessment of the situation, it doesn’t offer any hint as to what  – market forces or otherwise – has been pushing at the Lindex since late 2015. Nor does it offer any comfort to those concerned about cashing out at a reasonable – or at least stable – rate. All that can be said for certain is that, if you have the need for L$ in your account, buying them hasn’t been this attractive in a good while.

Art in trees and Tiny hosts in Second Life

Raglan Shire Art Walk
Raglan Shire Art Walk

The 2016 Raglan Shire Art Walk opened on May 15th, and runs through until Sunday, June 19th. One again it is a big affair – at the last count, over 150 Second Life artists and photographers were participating, and free slots within the exhibition spaces were still being filled.

The Art Walk, a traditional event in this delightful Tiny community which is not into its 10th year of life, will be the first opportunity for many to see the new build for the regions as well, this having only been completed in April – and there is a lot to see, quite apart from the extensive Art Walk, making a visit doubly worth while. Given the size of the community and the exhibition, knowing quite where to start can be confusing, so I’m using the Raglan Shire Welcome Centre as the SLurl for this piece.

Raglan Shire Art Walk
Raglan Shire Art Walk

Also, given the size of the event, getting around can also potentially be a little confusing – or tiring on the feet (particularly if you opt for Tiny form for your visit!). Fortunately, the organisers have recognised this, and brightly coloured teleporter stations are available to carry you directly to each of the regions. There are also touring hedgiepillars you can rez’n’ride at any tour rezzing post.

And, of course, if you’re feeling particularly brave, you can try the local mode of transportation – the catapults which can be found throughout the regions, which will shoot you to a number of destinations (not  all of them related to the Art Walk) with a satisfying “bwong!” as they fire!

Raglan Shire Art Walk
Raglan Shire Art Walk

As is usual for the Art Walk, the majority of 2D art is in mounted on the hedges found on the tree platforms, while 3D pieces tend to be at ground level. Given the volume of participants, the cross-section of art, both 2D and 3D is enormous, and touring the regions it is easy to come across familiar names (pauses to wave to Bear and Derry) sitting alongside those who are perhaps less familiar on the art circuit, but no less gifted. Whilst touring, it is also likely art lovers will encounter pieces displayed past exhibitions elsewhere. When this happens, tit’s a little like encountering old acquaintances – that warm rush of familiarity on sighting them among the crowd.

For those who enjoy a broad cross-section of SL art, or who are interested in discovering how broad a range of art can be found in Second Life, the Raglan Shire Art Walk is undoubtedly the place to visit – and you’ll always be assured a walk and friendly welcome from the Tinies!

SLurl Details

A summer’s farewell to Frisland

Frisland; Inara Pey, May 2016, on FlickrFrisland – click any image for full size

The time has finally come to bid farewell Frisland’s golden reign…

We have shared two amazing years since opening Frisland back in March 2014, and have been blessed with so many precious moments shared with all of you, which we shall carry with us as treasured and priceless memories in our hearts and minds.

So reads, in part, a note from Charlie Namiboo, Anna (Annabell Barzane) and Frislanda Ferraris announcing the forthcoming closure of their photogenic and popular region, Frisland.

Frisland; Inara Pey, May 2016, on FlickrFrisland

I first visited the island on March 23rd, 2014, shortly before its public opening. An invitation had been extended to me to do so by Charlie, something I was more than happy to accept. And like many who have visited the region, I instantly fell in love with it – and with the fact the over the intervening two years, other than marking the passing of the seasons in the northern hemisphere, it has changed little over time, presenting itself as a familiar and welcoming place with each visit.

The region came into being as a result of happenstance. . “A few weeks ago,” Charlie explained back when the region was about to open for the first time, “Frislanda did a search on Google about the origin of his name and found an article about a phantom island called “Frisland” in the North Atlantic. He just asked us what we would think of creating a region in Second Life based upon the idea of that phantom island.  We were all for it! And so we started the project with the working title Frisland’s rebirth …”

Frisland; Inara Pey, May 2016, on FlickrFrisland

As I noted at the time, the “original” Frisland first started to appear on maps of the North Atlantic from about the 1550s, and continued to do so for at least the next 100 years, although its position was prone to movement, travelling as it did from south of Iceland to close to the British Isles then back across the Atlantic, where it was imagined as a southern spur of Greenland, separated from the rest by an ocean strait.

How it came to be on maps in the first place is a mystery – although one romantic notion had it as a last remnant of Atlantis. However, for Fris, Charlie and Ana, it offered the opportunity to present a part of the island as it might look today, sitting in the Atlantic and quietly settled.

Frisland; Inara Pey, May 2016, on FlickrFrisland

The result – as noted – has been a beautifully imagined and much photographed and loved region, one that will be missed when it finally follows its namesake and vanishes from maps. However, there is still time to visit, either for the first time, or to say a fond farewell. The region will remain open until Saturday, June 4th. And then? Well, as Ana, Fris and Charlie remind us, “when one door closes, another one opens … who knows what fabulous adventure will be coming next!”

I hope to get back to Frisland before it closes and film there. However, just in case time conspires against me, here’s a video I made back in December 2014. It’s a little long in the tooth, but I hope it serves as a reminder of a winter’s Frisland.

SLurl Details