Important: verifying your e-mail address with Second life

Linden Lab and Second Life use e-mail in a wide variety of ways, from direct e-mail campaigns informing users of promotions, etc., through the users having a means to obtain IMs sent to them while they are not logged-in (and even reply to them within a certain time constraint).

However, many people sign-up to Second Life, either with new accounts or additional accounts, and offer e-mail addresses which are either made up, or unused. The former is a particular problem for the Lab, as it creates additional traffic passing through ISPs, which can mark the Lab as a purveyor of “spam”.

To try to reduce this problem, the Lab recently introduced e-mail verification. When you sign-up to Second Life, the e-mail account provided will receive a request to verify it (the usual click-on-the-link approach); if you change the e-mail address, you will receive a similar verification request.

In addition, there is also an option within the Change Email Settings of your Second Life dashboard where you can have your e-mail verified without having to change your e-mail address.

This is important because, starting in the very near future, the Lab will be making changes to their e-mail service which will eventually mean that outgoing e-mails will not be sent to any unverified e-mail addresses.

So, if you want to be sure you continue to receive SL-related e-mails – such as IMs to e-mail or Marketplace information sent to your e-mail as a Merchant, etc., – it is important you ensure the e-mail you use with Second Life is verified.

Here’s how:

  • Go to your dashboard at secondlife.com.
  • Click on Account at the top left of your dashboard to open the Account sub-menu.
  • Click on Change Email Address to open the Change Email Settings page (below).
  • Locate the Verify link next to your e-mail address and click on it.
The Verify link will allow you to have your current e-mail address verified
The Verify link will allow you to have the e-mail address associated with your SL account verified
  • A verification e-mail will be sent to your current e-mail address associated with Second Life, containing a link. Click the link to verify your e-mail address.
  • Wait a minute or so, then refresh the Change Email Settings page on your dashboard. It should be updated to show your e-mail address is verified (below).
A verified e-mail address
A verified e-mail address

There will be an official notification from the Lab when the work updating the e-mail service commences. However , this article can be treated as something as an advanced warning, courtesy of Oz Linden speaking at the January 27th TPV Developer meeting.

It’s not clear how long the changes will take to implement / propagate out, but it is important that if you rely on any e-mails sent to you by the Lab in relations to Second Life, you ensure your recorded e-mail address is verified, otherwise you will at some point no longer receive any e-mail notifications from the Lab until such time as you are using a verified address.

February at The Edge in Second Life

The Edge
The Edge

Saturday, January 28th, 2017 marks the formal opening of the latest exhibition at The Edge gallery, curated by Eleseren Brianna. The Edge is the fashion division of Kultivate Magazine, with a focus on the artistic and cultural side of fashion in both Second Life and the physical world.

Taking part in the exhibition are:  Delypop Cresci, Calima Dufaux, Hikaru Enimo, Algezares Magic, Ruby Ornamental, Apocketfullofbutterflies Resident, Khronoz Resident, Beatrice Serendipity, and Catalina Staheli. Layka63 Resident had also been scheduled to exhibit, but having been absent for more than a week, Eleseren has had to offer a selection of her own work for display.

The Edge
The Edge

The majority of the pieces on display across the gallery’s three levels are avatar studies, although some are given an added twist in that they are by some recognisable names from the world of Second Life modelling. The range of styles within the exhibition is varied, and the contrasts between approaches to subject matter and framing making for an interesting point of examination of the pictures and artists as one progresses through the gallery.

However, that said, I admit to being somewhat biased when it come to art; I much prefer images which suggest a narrative or offer the imagination licence to take flight. Static poses bereft of a deeper connection tend to have me passing over them perhaps a little too quickly, and I did find this to be the case at times with this exhibit.

The Edge
The Edge

But where I did find that narrative / challenge to the imagination, I found it to be strongly evoked, to the extent that I was drawn back, and into, to the work of some of the artists over and again, making this a rewarding visit that had my camera – and eyes – lingering as grey cell cogitated and reflected.

The February exhibition officially opens at 14:00 SLT on Saturday, January 28th, with a live music performance by Dimivan Ludwig. Formal dress is requested.

SLurl Details

SL project updates 2017-4/2: Content Creation User Group w/audio

The Content Creation User Group has re-formed out of the Bento User Group, and is held at the Hippotropolis Camp Fire Circle. Imp costumes entirely optional :D .
The Content Creation User Group has re-formed out of the Bento User Group, and is held at the Hippotropolis Campfire Circle. Imp costumes entirely optional 😀 .

The following notes are taken from the Content Creation User Group meeting, held on  Thursday January 26th, 2017 at 1:00pm SLT at the the Hippotropolis Campfire Circle. The meeting is chaired by Vir Linden, and agenda notes, etc, are available on the Content Creation User Group wiki page.

Core Topics

  • Potential follow-on projects
  • Modelling for efficient rendering
  • Animations
  • Outfits

Follow-up projects

There has been no further progression on the potential follow-on projects from Bento (see my week #2 Content Creation Group meeting report for details of follow-ups).

  • In terms of the baked texture on mesh idea, the Lab has asked for specific content there “onion” meshes are used – and it has been reiterated this is most of the common mesh bodies and heads
  • There is still some confusion as to what may be causing the animation conflict issue. While it may be that changes will be made to the animation system in the future, as per the suggestions Vir forward previously (see the link above), the solution for now is to try to address the issue at a scripting level to prevent conflicts.

Modelling for Efficient Rendering

Medhue Simoni has been producing a series on the use of Level of Detail (LOD) to help with generating rendering efficient models in Second Life. Part 1 is embedded below, and Part 2 can be found here. A third part will be available soon, and hopefully, he and I will be producing a companion article in this blog once that part is available on-line.

Efficient modelling for Second Life has long been a problem within the platform, and something exacerbated by the arrival of full mesh support. Given this:

  • The Lab is considering revising the rendering cost calculations “at some point” to encourage people to consider more efficient models (e.g. making more use of normal maps to add detail to models where appropriate, rather than rely on always producing an extremely high poly count model).
  • It has been suggested that providing some basic indicators of what might be considered “reasonable” number – poly counts, proportionate scaling of LODs, etc. – for models could be produced, together with videos (by content creators with a solid understanding of the subject and Second Life)  on efficient use of normal and specular maps
Using a normal map to enhance the detail on a low-polygon model
Using a normal map to enhance the detail on a low-polygon model. The image on the left shows a model of some 4 million triangles. The centre image shows a model with just 500 triangles. The image on the right shows the 500-triangle model with a normal map taken from the model on the left applied to it. Credit: Wikipedia

The discussion broadened to cover awareness among content creators as to what actually works and where falsehoods / misunderstanding lie. A cited example in the meeting was that of mesh clothing makers avoiding the use of normal maps because they want their clothing to look the “same” to everyone, even though doing so can severely impact the user experience for those on lower-end system, and thus discourage users from buying their goods.

.BVH Animations and Animation Playback

Animations can be uploaded to Second Life in one of two formats, .ANIM and .BVH. The latter are optimised as a part of the upload process, and this is proving to be a particular problem for Maya users when animating facial expressions. These require finer bone movements in the animation, which the optimisation process is filtering out, requiring Maya users to use exaggerated movements. Blender users can avoid the issue by using .ANIM, which does not pass through any form of optimisation / filtering.

While it is recognised that the thresholds used by the .BVH optimisation / filtering process may not be the best for very small bone movements, there are currently no plans to alter / refine the .BVH uploader. Nor is it really feasible to adjust the thresholds for hand and face bones, as this could have an adverse effect where these bones are re-purposed for other uses (as Bento is intended to allow).

There are two possible workarounds which may help with these issues for anyone using the .BVH format:

  • Swap to using .ANIM files, which do not go through any similar optimisation process. Unfortunately, this isn’t an option for Maya users, as there is current no .ANIM exporter for Maya, although Aura Linden is working on one in her own time, and is hoping to get time in about three weeks to sit down and finish it
  • Alter the frame rate of the animation itself – so rather than creating it at 30 fps, try 15 or 10 fps, depending on the animation.

There was also some confusion over the maximum file size for animations, as per my 2016 week #25 report, this was increased from 120 Kb to 250 Kb in June 2016. The wiki page on SL limits has now been correctly updated to reflect this. It’s also worth noting, as an aside, that animations will be moving to delivery via the CDN network in the future.

There was an extended conversation around Outfits and the Outfits folder. While much of this revolved around the Visual Outfits Browser option for Outfits, a couple of significant items were discussed.

The first was on the subject of saving gestures with outfits. As noted in my Bento update #26 and Bento update #27, gestures cannot be automatically saved with an outfit, but can be manually added as links / copies. However, Medhue Simoni has found a catch: should the outfit ever be re-saved, the gestures are removed. Expect a JIRA soon

A common request for the Outfit system to allow nested folders once more the ability was removed with viewer 2.1 (see VWR-19774), and while it was at the time noted as a possible “priority” item for consideration by the Lab, the topic has only recently again come up in internal conversations as a result of feature request BUG-41826. However, the amount of work involved to make it happen makes it unclear if the request will be accepted.

One request for Outfits which is unlikely to be acted upon, is to have links to other folders in addition to objects. This is seen as even more complex than allowing nested folders within the Outfits hierarchy.

Next Meeting

The Next Content Creation User Group meeting will be on Thursday, February 16th, 2017.

BURN2: a Fire Moon in Second Life

 Fire Moon
Fire Moon

Saturday, January 28th marks the start of celebrations for the Chinese New Year – so gong hei fat choy a little ahead of time, while before it, Friday, January 27th marks the first new moon of 2017. Given both of these dates, the BURN2 team have opted to host a special Fire Moon weekend from Friday January 27th through Sunday, January 29th.

Announcing the event in December, the team stated:

The pairing of the moon on fire and the fire rooster, the new year, a new beginning…such an exciting time of year! No one shall be a mere bystander; everyone participates in some way, by exploring, driving an art car, joining the Lamplighters as they walk the playa, witnessing the burning of the Fire Rooster, grooving to the tunes emanating from the stage, marvelling and experiencing the creative builds scattered throughout the playa. You become the event, with us!

Since then, builders have been at work putting together installations and ideas reflective of the Chinese New Year theme – 2017 being the Year of the Rooster – all built around the Fire Rooster, which in the tradition of BURN2 will be burned twice over the weekend. To help keep the weekend swinging, there will be live entertainment and DJs performing through the three days, at the Fire Moon main stage.

 Fire Moon
Fire Moon

At the time of writing, the schedule of entertainment was as follows; please check the BURN2 website for any updates. All times SLT.

Friday, January 27th

  • 11:00: Lamplighter’s Walk-on
  • 12:00-14:00: Ktahdn Vesuvino
  • 14:00-15:00:  DJ Patricio
  • 15:00-17:00: Open
  • 17:00-18:00: PsyTwins
  • 18:00-19:00: Lamplighters Dragon March
  • 19:00-20:00: Rod Eiland
  • 22:00-23:00: Storytime with Mia

Saturday, January 28th

  • 04:00-06:00: Daphne
  • 08:00-09:00: Miss ChillyMilly
  • 09:00-10:00: FirstBreath Firestar
  • 10:00-11:00 Markus Davidov
  • 11:00-13:00: Maia Antarra
  • 13:00-14:00: Mania Littlething
  • 15:00-17:00: Lunna Darwinian
  • 17:00-18:00: Mario Zecca
  • 18:00-20:00: DJ Vivienne
  • 20:00-22:00: DJ Rocky
  • 22:00-00:00: DJ Keli

Sunday, January 29th

  • 09:00-10:00:  SuperSuz
  • 10:00-11:00: ChangHigh Fire Rooster
  • 11:00:-12:00 noon: Fire Moon Rooster Burn
  • 12:00 noon-13:00: Cuga Rajal
  • 13:00-14:00 Pilou Joubert
  • 14:00-16:00: DJ Patricio
  • 16:00-17:00: DRUM live show
  • 17:00-18:00: PsyTwins live show
  • 18:00-19:00: Fire Moon Rooster Burn
  • 19:00-20:00: Cuga Rajal
  • 20:00-22:00:  DJ Rocky
  • 22:00-00:00: DJ Keli
 Fire Moon
Fire Moon

About BURN2

BURN2 is an extension of the Burning Man festival and community into the world of Second Life. It is an officially sanctioned Burning Man regional event, and the only virtual world event out of more than 100 real world Regional groups and the only regional event allowed to burn the man.

The BURN2 Team operates events year around, culminating in an annual major festival of community, art and fire in the fall – a virtual echo of Burning Man itself.

Related Links

A day at Sol Farm in Second Life

Sol Farm, Story of Infinite; Inara Pey, January 2017, on FlickrSol Farm – click any image for full size

Sol Farm, Story of infinite, is a gorgeous, rural build by Show Masala, which really has to be visited to be appreciated. Given this Full region is almost exclusively built on the one level, with only two significant changes in elevation, and a good portion of it is flooded, it looks and feels far bigger than the single region it occupies.

This is a largely rural setting, centred around Sol Farm, complete with thatched farmhouse, fields of crops and livestock, outbuildings, and many of the mechanical accoutrements of a working farm. However, there is much more here than may at first be apparent. South of the farm sits a house with decidedly Mediterranean looks, complete with whitewashed walls and shutters for the windows. While it may at first seem to be another farm, flanked as it is by fields, the terraced pool behind it overlooking the region’s encircling beach suggests it is perhaps a holiday home.

Sol Farm, Story of Infinite; Inara Pey, January 2017, on FlickrSol Farm

The Mediterranean feel continues westward as well, where a Tuscan style villa can be found, also overlooking the beach on one side. This, however, would appear to be a working farm, with livestock grazing in the grounds, produce from the garden on sale on tables and trestles and a tractor parked to one side. This smaller farm has a slightly incongruous neighbour: a long-deserted and broken fun fair. It strikes a different chord to the farmlands, without actually appearing out-of-place. A little open-air café sits within it, served by a converted tram sitting on tracks leading to a disused tunnel.

It is the flat-topped hill over the tunnel which offers one of the regions two elevated points. It is the home to a squat lighthouse as it keeps a revolving set of eyes on both the land below it and the sea surrounding it. A set of stone steps offer the easiest route up to it, while it the graceful form of a glass pavilion keeps it company.

Sol Farm, Story of Infinite; Inara Pey, January 2017, on FlickrSol Farm

North of all of this sit two islands. The first is connected to beach by a wooden board walk, which invites visitors out to the island. Two decks can be reached from the mid-point in the broad walk. The first provides space for a carousel, perhaps rescued from the old fun fair and restored; the other offers an over-the-water dining spot ready to entertain a small party. Beyond these sits a tall house with a folly guarding the steps to its gabled gate. While unfurnished, it’s hard not to picture this as an upmarket bed and breakfast, offering a unique dining experience down on the board walk.

The second island is entirely isolated from the rest of the region. Designed by SUNAO (hasunoahana) and YURU (yururikaze), it is in fact private property, and not open to casual visitors. It sits across a narrow channel from another of the region’s little incongruities: a small Japanese village, complete with Torii gates and festooned with lanterns. While this may also appear to be a separate environment, a rocky wall sitting between it and the farm fields, it is in fact a part of Show’s landscape, and can be freely explored.

Sol Farm, Story of Infinite; Inara Pey, January 2017, on FlickrSol Farm

South of this, sitting behind an old stone wall, is an open space of wild grass and trees, with a rocky pond. Held as a separate parcel by Powder Grau, this also appears open to explorers,  seamlessly blending with Show’s landscaping and the surrounding beach.

Nor is this all. Throughout the region are lots of little touches and spaces which both encourage wandering and offer places to tarry, be they the little coffee shops, or the picnic blankets or shaded and open cuddle spots. Should you prefer flying to walking when exploring, you might want to touch the barrel in the back of the little truck next to the coffee shop I’ve used for the SLurls in this article; it’ll give you a soap-bubble to fly around in. And do keep an eye out for the occasional tornado which seems to appear in the fields!

Sol Farm, Story of Infinite; Inara Pey, January 2017, on FlickrSol Farm

Caitlyn and I enjoyed our time visiting Sol Farm – and once again, our thanks to Shakespeare (SkinnyNilla), for the pointer. Should you decide to visit and find you also enjoyed your time there, please consider making a donation towards its continued presence in Second Life, via the tip urn at the coffee shop I’ve used for the SLurl in this review.

SLurl Details

  • Sol Farm (Story of Infinite, rated: Moderate)

Life Is A Journey in Second Life

Life Is A Journey
Life Is A Journey

“I always find that life is like a certain road. A path you walk on from birth to death. While walking that path you constantly can choose which direction you go,” Elin Egoyan states when introducing her exhibition Life Is A Journey, now open at the Paris METRO Art Gallery. “But also you are sometimes forced to go a certain direction, if you like it or not. Because of things that happen with or around you your path can suddenly make curves or slips into a total different direction then you ever could have imagined.”

It’s a thoughtful and somewhat philosophical statement, leading into a somewhat introspective piece, revealing some of Elin’s physical world while throwing open the doors to those broader questions we all tend to ask ourselves from time to time on the subjects of life, purpose, progression, growth  – or as Elin succinctly puts it, “what for (bleep) sake is the purpose of this stroll through life?”

Life Is A Journey
Life Is A Journey

At first glance, the introduction and notes given under the title of the exhibition might seem as odds with the exhibition itself. Displayed within the gallery are 24 pieces of Elin’s physical world art, together with a number of supporting in-world creations. The paintings are all bold statements, some decidedly abstract in nature, others more pictorial. Some stand alone, others carry a theme, existing as both individual pieces or joined forming natural sets of images – this being most notable in the selection of Dreamtree paintings, linked as they are to one another and the poem A Tree, A Dream.

However, the link between exhibition title and musings on life can be found on a number of levels. All of the paintings, all of the in-world creations by Elin reflect her own journey in life, her travels in self-discovery, learning and finding those things which bring her joy. Similarly, several of the pieces reflect the idea of life’s journey directly and through their titles. Then there is the rich use of colour and form, reflective of the richness of life and the fact that our journey is rarely straight, and at times choices must be made.

Life Is A Journey
Life Is A Journey

All of this makes Life Is A Journey something of a thought-provoking exhibit for those willing to look beyond initial impressions. But so to does it reinforce the simple pleasures life can bring us: the use of line, colour and abstraction in these paintings make each of them a genuine pleasure to appreciate.

Some hold that “real life” art doesn’t translate well into the virtual medium of Second Life. I tend to disagree. There is no reason why the full richness of an artist’s talent and intent cannot translate into the virtual medium any less well than a post-processed or cropped image originally captured in Second Life, and Elin’s pieces more than exemplify this simple fact.

SLurl Details