Space Sunday: anniversaries, storms and hidden worlds

July 16th, 1969. A Saturn V rocket lifted the crew of Apollo 11 – Neil A. Armstrong, Edwin Eugene “Buzz” Aldrin Jr and Michael Collins –  on their way to the Moon, and the first manned landing there. Credit: NASA

July is a celebratory month for the US space programme. I’ve already written about July 4th marking the 20th anniversary of America – and the world – having had a continuous robotic presence on or around Mars for 20 years. This week, July 16th and July 20th mark the anniversaries of perhaps the two most momentous days in human space flight – the Lift-off of the Apollo 11 mission to land men on the lunar surface and, on July 20th, the actual landing of the Lunar Excursion Module Eagle on the Sea of Tranquillity. Neil A. Armstrong and Edwin “Buzz” Aldrin  spent 21.5 hours there, while their colleague Michael Collins (the “forgotten third man” of Apollo 11) orbited the Moon aboard the Command and Service Module Columbia, carrying out a range of science work as he awaited his compatriots’ ascent back to orbit.

The Apollo programme, although ultimately dedicated to meeting John F. Kennedy’s 1961 goal of “putting a man on the Moon and returning him safely to the Earth”, actually had its roots in President Dwight D. Eisenhower’s administration, when it was seen as a logical progression from America’s single-seat Mercury programme to a vehicle capable of carrying a crew of three on a range of mission types, including ferrying crews to a space station, performing circumlunar flights, and eventually forming part of manned lunar landings.

Apollo was a bold venture, particularly when you consider Kennedy’s directive that America commit itself to achieving a manned landing on the Moon before the end of the 1960s, given in a stirring address before Congress on May 25, 1961 came just twenty days after NASA had finally managed to pump a man  – Alan Shephard – into space on a sub-orbital flight, while their first orbital success with John Glenn was still nine months in the future. It was a programme which was politically motivated to be sure, but which nevertheless yielded scientific and technological results which helped shape both our understanding of the solar system and helped improve ours lives on many levels. It raised the potential of human space exploration high in the public consciousness, and was illuminated by tremendous successes whilst also and shadowed by moments of tragedy and near-tragedy.

A sketch of the Apollo lunar landing mission profile produced as a part of NASA’s post Apollo 8 mission report of February 1969 annotating how the mission would be undertaken

As well as the missions themselves and the hardware required to carry them out – the Command and Service Module, the Lunar Excursion Module, the Saturn family of rockets (including the mighty Saturn V), Apollo perhaps did more than any over programme to shape NASA. It gave rise to the massive launch infrastructure at Merritt Island, Florida – now known as the Kennedy Space Centre – including the historic launch pads of Launch Complex 39, used by both Apollo and the shuttle, and now used by SpaceX and (soon) by NASA’s massive Space Launch System rockets; the Vehicle Assembly Building (then called the Vertical Assembly Building), where the Saturn rockets were assembled ready for launch, the still-used Launch Control Complex, and more. At the same time, Apollo gave NASA its operational heart for human space missions – the Manned Spaceflight Centre (now called the Johnston Spaceflight Centre) on land just outside Houston, Texas, donated to NASA by Rice University.

The entire history of the programme is a fascinating read – the politics, both in Washington (Kennedy’s own s science advisor, Jerome Wiesner, was quite vociferous in opposing the idea of sending men to the Moon) and in NASA (where a fierce difference of opinion was apparent in how the mission should be carried out. It’s a story I may some day plumb in a Space Sunday “special”, but for now I’ll simply say that all things considered, Apollo was a success, albeit one very self-contained. Six missions to the surface of the Moon, nine missions to and around the Moon, and the opportunity to increase our understanding of Earth’s natural satellite both by a human presence there and afterwards, thanks to the equipment left behind.

Armstrong, Collins and Aldrin pose for an official Apollo 11 crew shot, May 1st, 1969

New Horizons Pluto Flyby

July 14th marked the second anniversary of the New Horizons spacecraft’s flyby of Pluto and Charon – a high-speed dash between the two lasting mere hours, after a nine-and-a-half year flight simply to reach them. Brief though the encounter might have been, the spacecraft returned such a wealth of data and images that our view of Pluto and its companion has been forever changed, with Pluto in particular – as I’ve often referenced in these Space Sunday pieces –  revealing itself to be an enigma wrapped in a puzzle, determined to shatter our understanding of small planetary bodies in the solar system.

Such is the wealth of data gathered by the probe, coupled with the distances involved and the rate at which it could transmit data back to Earth, it took 16 months of all of the information stored aboard New Horizons to be returned to scientists here on Earth.

The July 14th mosaic of Pluto. The heart-shaped region is informally called “Tombaugh Regio” in honour of Pluto’s finder, Clyde Tombaugh. The left lobe of the “heart” is a vast icy plain. Credit: NASA/JHUAPL/SwRI.

To mark the second anniversary of New Horizons’ flyby, NASA released a new video using actual New Horizons data and digital elevation models of Pluto and Charon, to offer a unique flight across Pluto.

The movie starts over the highlands to the south-west of “Sputnik Planum’s” great nitrogen ice sheet (visible to the right as the movie progresses), with the track of the film passing directly over the chaotic cratered and mountain terrain of “Cthulhu Macula”. moving northwards, the flight passes over the fractured highlands of “Voyager Terra” then back southwards over Pioneer Terra, distinguished by pitting, before concluding over the bladed terrain of Tartarus Dorsa in the far east of the encounter hemisphere.

Continue reading “Space Sunday: anniversaries, storms and hidden worlds”

Art as ethereal beauty in Second Life

Commune Utopia: Cybele Moon

I often discuss the idea of narrative in images when review art in these pages. Not every picture has to tell a tale beyond itself, but for me, depth is added when it does; when the image before you becomes a glimpse caught in time of a far broader canvas, inviting the imagination into it and consider all that might lie beyond the window we see.

When it comes to the art of Cybele Moon (Hana Hoobinoo), we are given not so much a window into a narrative, but a doorway into entire realms. Her work is, in a word ethereal; there is a beauty and depth to it which is magnificently and hauntingly moving – and you can can witness this for yourself at the meadow art area in Commune Utopia, where she has been invited to exhibit her work. She presents 15 pieces (16 if you count her enchanting bio giver) and as always, all are truly marvellous pieces. To enjoy them to the fullest, be sure to set your time of day to midnight.

Commune Utopia: Cybele Moon

Cybele’s Second Life work is a reflection of her photography in the physical world, where she captures  landscapes – sometimes using an infra-red camera – and produces mythical scenes of extraordinary depth and life. Many of the pieces she displays in-world combine the physical and virtual worlds to create wonderfully layered pictures which – as noted – are richly narrative in nature.

Her muse for her work is a combination of history and myth – some of her work is inspired by Celtic and Icelandic mythology, for example, and other pieces are inspired by her own travels in north Africa and Central America. She describes her work as constantly evolving, and one of the attractions of the Commune Utopia exhibition is the breadth of her work on display – composites, colour and monochrome all share the space, offering the visitor a marvellous view into the various forms her worlds can take.

Commune Utopia: Cybele Moon

The will be an opening event for Cybele’s exhibition at Commune Utopia at 12:00 noon on Saturday, July 22nd in the art meadow. Also, no visit to Cybele’s work is every complete without also visiting her websites.  In Runes of the Gatekeeper’s Daughter, she presents tales and photographs inspired by her travels. Meanwhile, Virtually Yours presents her images from, and musings on, virtual worlds.

SLurl Details

Missing soldiers, African odysseys, stories and songs

Seanchai Library, Holly Kai Park

It’s time to kick-off another week of storytelling in Voice by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s home at Holly Kai Park, unless otherwise indicated.

Sunday, July 16th

13:30: Tea-Time at Baker Street

Tea-time at Baker Street continues with readings from The Casebook of Sherlock Holmes, the final set of twelve Sherlock Holmes short stories first published in the Strand Magazine between October 1921 and April 1927.

This week: The Adventure of the Blanched Soldier.

The year is 1903, and the Second Boer War has not long ended. Holmes is visited by a veteran of that campaign one James M. Dodd, who has a strange tale to tell while seeking Holmes’ assistance in locating a colleague and friend.

During the war, Dodd served in the Imperial Yeomanry, alongside one Godfrey Emsworth. Dodd lost contact with Emsworth not long after the latter was wounded. Now six months later, which trying to locate his friend, he has encountered a strange situation which has aroused his suspicions.

Upon contacting Emsworth’s family, Dodd was told Emsworth had departed on a voyage around the world. On visiting the family, he is again met with the same story, and Emsworth’s father intimates Dodd is lying about ever having known his son. Relating the rest of his story, Dodd reveals several more events that lead him to believe that all is not well with his friend and former colleague. He’s then rather surprised when having related events, Holmes considers that, but for one clue, the answer to the entire matter is elementary, and agrees to accompany Dodd to visit the Emsworth family to confirm his belief.

Find out how Holmes so quickly deduced what is going on, and what has happened to Godfrey Emsworth by joining the Seanchai Sleuths!

15:00: Stories at the Park

Join us from 3:00pm on Sunday, July 15th, for the next Sories at the Park. Caledonia Skytower, Trolley Trollop and Crap Mariner will read a selection of 100 word stories and poems inspired by the art on display at Holly Kai Park through until Sunday, July 23rd. The featured artists for the month are:

  • Melusina Parkin – 2D Art
  • Graham Collinson – 2D art
  • Dulcis Taurog – 2D and 3D art
  • Fingers Scintilla – 2D Art
  • Panteleimon Aeon – 2D art

The event will talk place in the story circle, in the middle of Holly Kai Park Art Hill.

Monday, July 17th 19:00: A Boy Ten Feet Tall

Originally published in 1961 under the title Sammy Going South, and then later Find the Boy, W.H. Canaway’s novel is often referred to a “The Huckleberry Finn of Africa.” It became the basis for a 1963 British film Sammy Going South, starring Edward G. Robinson, which was released in the United States as A Boy Ten Feet Tall – hence the revised title for the book.

Born in the Suez region of Egypt, where he is orphaned, Sammy learns he has an aunt living in Durban, South Africa, and is determined to travel south to be with her.

Already distrustful of adults – he was told immunisation shots he was given at a young age would not hurt, when of course they did – Sammy sets out on foot uncertain of how he will complete the journey, but determined that he will. Along the way his distrust of adults is reinforced thanks to encounters with those who seek to profit from him and due to his witnessing the cruelty humans can inflict upon one another.

But also along the way there are those who do seek nothing more than to help him. One of these is a poacher and diamond trader – the kind of person you’d believe only to willing to take advantage of a young boy alone in the world. But it is compassion that rules this man’s heart (played in the film by Edward G. Robinson), and he takes the boy under his wing, helping him to heal from his emotional wounds …

Join Gyro Muggins for more of the adventure.

Tuesday, July 18th 19:00: In the Words of Stephen Vincent Benet

Short stories with Corwyn Allen, Caledonia Skytower and Kayden Oconnell. This week: The Sobbin’ Women and poetry.

Wednesday, July 19th 19:00: The Girl Who Drank the Moon

Caledonia Skytower reads Kelly Barnhill’s 2017 Newbery Medal winner.

Every year, the people of the Protectorate leave a baby as an offering to the witch who lives in the forest. They hope this sacrifice will keep her from terrorizing their town. But the witch in the forest, Xan, is kind and gentle. She shares her home with a wise Swamp Monster named Glerk and a Perfectly Tiny Dragon, Fyrian.

Xan rescues the abandoned children and deliver them to welcoming families on the other side of the forest, nourishing the babies with starlight on the journey.

One year, Xan accidentally feeds a baby moonlight instead of starlight, filling the ordinary child with extraordinary magic. Xan decides she must raise this enmagicked girl, whom she calls Luna, as her own.

To keep young Luna safe from her own unwieldy power, Xan locks her magic deep inside her. When Luna approaches her thirteenth birthday, her magic begins to emerge on schedule–but Xan is far away. Meanwhile, a young man from the Protectorate is determined to free his people by killing the witch. Soon, it is up to Luna to protect those who have protected her–even if it means the end of the loving, safe world she’s always known.

Also presented in Kitely (hop://grid.kitely.com:8002/Seanchai/108/609/1528).

Thursday, July 20th 19:00: Songs of Love and Death

Shandon Loring reads Demon Dancer. Also presented in Kitely (hop://grid.kitely.com:8002/Seanchai/108/609/1528).

 


Please check with the Seanchai Library’s blog for updates and for additions or changes to the week’s schedule.

The featured charity for May through July is Alex’s Lemonade Stand Foundation, raising awareness of childhood cancer causes and funds for research into new treatments and cures.

SL project updates week 28/2: Content Creation UG

Content Creation User Group Meeting, Hippotropolis Camp Fire Circle

The following notes are taken from the Content Creation User Group meeting, held on  Thursday, July 13th, 2017 at 13:00 SLT at the the Hippotropolis Camp Fire Circle. The meeting is chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.

Audio extracts are provided where relevant. Note that this article is organised (as far as possible) by topic, and does not necessarily reflect the chronological order in which items were discussed. Medhue Simoni live steamed the meeting to You Tube, and his video is embedded at the end of this article. Time stamps in the text refer to that recording, and will open the video at the relevant point in a separate browser tab for ease of reference.

Note that the region crashed at around 56 minutes into the meeting.

Animated Objects

Project Summary

The goal of this project is to provide a means of animating rigged mesh objects using the avatar skeleton, in whole or in part, to provide things like independently moveable pets / creatures, and animated scenery features via scripted animation.

  • At this point in time, this is not about adding fully functional, avatar-like non-player characters (NPCs) to Second Life
  • Animated objects will not (initially):
    • Have an avatar shape associated with them
    • Make use of an avatar-like inventory (although individual parts can contain their own inventory such as animations and scripts)
    • Make use of the server-side locomotion graph for walking, etc., and so will not use an AO
    • Use the avatar baking service
  • The project may be extended in the future.
  • It will involve both back-end and viewer-side changes, likely to encompass new LSL commands to trigger and stop animations (held in the object’s contents)
  • It will most likely include a new flag added to an existing rigged object type in order for the object to be given its own skeleton.

Recent Progress

  • [1:50] The issue with current viewers crashing when used on a region where the server-side support for animated mesh has been enabled (due to the viewer receiving unrecognised messages from the simulator) appears to have been resolved.
  • Vir is working on ways to get a good match between the object position in-world and the skeleton position, and this will likely be the subject of a future meeting discussion.
  • [6:30] As animated objects are set using a flag, any that are modifiable will be switchable as animated or not by users.
  • [17:20] There currently isn’t any documentation on animated objects, but hopefully by the time the project viewer appears, information will be made available on what animated objects can do, how they can be used, etc., together with some test files.
  • [29:16] There is still no date on when a project viewer is liable to appear.
  • [52:58] A reminder that the current project isn’t intended to solve for all potential uses of animated mesh; things like “full” NPCs utilising their own avatar-like inventory for bakes, etc., support of attachment points for non-rigged objects, etc, are seen as more ambitious, and thus follow-ons.

Attaching Avatars and Animated Objects To One Another

[9:34 and 1:02:12] This follows on from the last meeting. No decision has been made on whether or not it will be implemented as an initial part of the animated mesh project, as it involves several complications (such as defining some kind of skeletal hierarchy to differentiate between avatar skeleton and animated object skeleton). Vir’s thinking is perhaps to push to get a project viewer out without any such capability, and use that as a means to generate feedback on what people would like to see and how they think it might work.

Bakes on Mesh

Project Summary

Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves server-side changes, including updating the baking service to support 1024×1024 textures. This may lead to a reduction in the complexity of mesh avatar bodies and heads.

Recent Progress

[2:59]  Anchor linden is continuing to make progress on this work. It seems the update to support 1024×1024 textures is now complete (or pretty much so), as Vir indicated that the next step is performance testing the baking service in handling 1024×1024 bakes.

[5:53] The updated system should allow textures of different sizes (512×512 and 1024×1024) to me mixed and correctly composited, but testing will be required to confirm this.

[7:30] The mechanics of how bakes are to be applied to meshes is still being worked out. Vir’s thinking it will be another editable property which can be used with meshes to determine which face(s) on the mesh use the baked textures.

Supplemental Animations

Project Summary

To provide server-side support for running multiple animations without them clashing (e.g. wings flapping without interfering with walking).

Status

No progress thus far. Once the animated objects project viewer is available, supplemental animations will likely get some attention.

Other Items

Limits

[11:23-21:25Removing the 5m bone translation limit: A question was asked about removing the 5m bone translation limit from its origin to allow for really, really large avatars. The belief behind the question being that this was a recent change which now prevents translations greater than 5m where previously they code be encoded and uploaded.

This lead to a lengthy discussion which encapsulated the idea that the limit appears be deeply embedded in the animation system, and has has always been there; disputes on whether or not it was possible using .ANIM files rather than .BVH, suggestions that an earlier version of the .ANIM format (v.0 – although long dead) may have allowed it, etc.

Vir’s stated belief is that the limit is too deeply embedded in the animation system to have ever been different, although he acknowledged that as the Lab has tightened a range of limits to ensure they are properly observed by the system, it is possible that the limit is now being more rigorously enforced. Either way the limit is unlikely to change. It was also pointed out that rotation, joint position, and scaling the mPelvis bone up are all means by which larger avatar models could be produced.

The core voice comments from Vir are below, please refer to the video for the full conversation – which was also partially text-based.

[22:38 and 31:12] Increasing the animation limit: this has previously come up for discussion. Currently, SL should support up to 64 concurrent animation motions playing at one time per agent (e.g. walks, arm swings, wing flaps, tail swishes, etc.). However, how many can be reliably played at any one time without encountering problems might be lower. A request to increase the limit was made on the basis of then allowing LSL-based description of join positions which could be translated into animations, to allow improved scripted locomotion of NPCs.

[+/-35:45 onwards] Pivot point support and improved IK support: There is a largely text-based discussion on pivot point support for mesh and improved Inverse Kinematics (IK) support  / targeting to allow for better interactions between avatars and avatars and objects (e.g. with IK, being able to have avatar hold hands, “grip” a ladder and climb it, etc). Pivot points would allow improved rotations (doors swinging at the hinge, for example) – although it was pointed out that animated mesh could achieve the same goals.

This conversation touches on having custom / arbitrary skeletons in Second Life – although as Medhue Simoni has pointed out, the Bento skeleton already allows for a fairly wide range of “custom” quadruped and biped skeleton forms to be created. As it is, arbitrary skeletons are not something the Lab will be tackling in the near future.

On display at the Commonwealth Village

Commonwealth Village

Commonwealth Village is a Mainland located Community themed on the looks and climate of New England. Developed by Derek Boston, it offers residential rentals, village shopping and an expanding arts and music programme.

Built around a central square without outlying rental residences all in a New England style, the communal heart of the community is a tavern-side meadow where live music events are held, together with open mic sessions. Friday July 14th will see Nikita Mortenwold performing on the stage from 14:00 SLT, followed by Ian Bleac at 15:00 SLT.

Commonwealth Village

Also opening at 14:00 SLT on Friday 14th July is a new art exhibition at the Commonwealth Village. An open-air event being held on the paved piazza in front of the village’s imposing pavilion, I’m quite delighted and honoured to say that the display is of work by …. me!

It was a genuine surprise and pleasure to receive an invitation from Derek to display images from my Exploring Second Life series of blog posts in these pages, particularly as art is one of the newest additions to the Commonwealth’s event calendar. I was equally delighted to be able to chat with Derek in June in my role as a gallery space curator to discuss art exhibitions in SL.

Commonwealth Village

For the exhibition, I’m offering some 16 images from some of the more recent travels Caitlyn and I have made across the grid, and I hope people will find them pleasing. I’d also like to offer an open invitation to anyone do minded to join us at the Commonwealth Village for the music and the opening from 14:00 SLT on Friday, July 14th.

SLurl Details

Isla Pey: all change

The Maven Eco IV, with mods, and part of the updated island

So, yeah. Last time I wrote about the pet project of Isla Pey, I passed comment that unless it went through a major make-over, it likely would not be changing too much. Well, guess what? We’ve just had a major make-over 😀 . It wasn’t intentional; we happened to visit Cerys’ magnificent Collins Land (see here), which got me reconsidering island designs; then I discovered the Maven Homes Eco IV house (available in either unfurnished or furnished variations), which became a “must have”.

The House particularly caught my eye for a number of reasons. The unfurnished variant offers  very flexible living space (a large open plan front area which can be easily made into two rooms and a separate room to the rear, alongside of a comfortably sized wooden deck) neatly fitted into a 25m by 27m footprint and 99 Land Impact. However, the attraction for me is the soft echo of Frank Lloyd Wright in the design and styling: the cool stone walls, the pseudo cantilever angling of the roofs, the use of glass. All of these made it pretty irresistible. So really, I had no option but the consign the cottage and ruins design to a rezzing system and start over…

The Maven Eco IV with Trompe Loeil Keliana pool (left foreground) and steps down the cliff to the boat moorings

Of the two variants of the Eco IV, I opted for the unfurnished since furniture is something we’re hardly lacking. As noted, the large space to the front of the house offers two open plan room spaces, either side of the front door. I borrowed an idea from Leaf and Birdy Moone, adding some low-level stone “room dividers” to further break up the space, putting a lounge on one side and a study / music / cosy on the other.

There are one or two things about the Eco (as with any house design) which didn’t quite suit our preferences. The Eco’s fireplace, for example came across as a little too modern, while the lighting in part comprises fluorescent style strip lights which frankly aren’t that attractive. The old cottage came to the rescue here, providing me with both a replace fireplace and chimney, and a pair of suspended candle lights. The former did require a retexturing of all of the stone walls in the house to blend the chimney into the design, while the later required a little script tinkering and lighting prim placement to both get the candles to work with the built-in house controls and give a decent lighting effect both above and below, but none of this was in any way onerous work.

The modified day space in the Eco IV: the fireplace, dividing walls, ceiling fan and lighting candles are all additions to the basic house, and the stonework is not the original texturing

The use of several large base sections in the house makes it relatively easy to add to the structure and avoid bumping the LI too much. In this case, I added the fireplace, room dividers, additional lighting, rugs, carpets, wall hangings, paintings, photos, and ornaments totalling 38 LI individually for just an additional 14 LI on the house. Controls for the house a pretty good as well. The main panel includes a security /access system, controls for the lights (which can be set to turn on / off at region dusk / dawn and have a colour options), door controls (including setting them to auto-open) and a window opacity / tinting system.

Of course, a new house required a re-working of the island as a whole, and I opted for the Fantik Lofoten Summer rock kit for this, as it offered the best flexibility for the look I wanted to achieve. There are nine basic rock formations in the kit, all with physics. This can limit resizing opportunities due to increased LI; however, if you have rocks you won’t be walking on directly, use the old trick of flicking the physics over from Prim to Convex Hull (Build / Edit floater > Features tab), and you’ll find they are a lot more friendly to resizing.

Looking down on the new house. The chimney actually came from the “old” cottage, with a retexturing of the stone on it and the house to blend the two together. Some of the wood and cement beams on the house have also been tinted to darken them

Those who have used this kit will know just how flexible it is, and it allowed me to easily design the new island around the house and a new water feature of two rocky pools linked by a series of small falls (courtesy of Alex Bader’s Waterfall kit) stepping their way down the rocks, together with a final fall to the sea (with a sluice to prevent the ducks, geese and fishes from being swept away! Kriss Lehmann’s excellent Botanical Edge Brick Park Path kit came out of retirement to provide the paths and steps winding down the rocks, including down the the new boat moorings below the back of the house.

The southern end of the island has been a little truncated – we really didn’t need all the space – and redesigned using elements from the Fanatik kit. Some of the old castle ruins have been retained here – not about to get rid of them entirely! This provides a nice home for our MSD Dragon Garden and offers a shaded little seating spot, while the Trompe Loeil Outcrop Hut is also retained from the last design, giving us a place to watch the boat races go by.

The view from the front of the house looking south over the pond and water to the old ruins

So, that’s what’s been keeping me occupied for the last couple of days, and one (among several) of the reasons the blogging output has slowed of late. But as we’re both happy with the result, I’d say the effort has been worth it 🙂 .

If you’re interested in seeing Eco IV in-world, you can fint it at Cain Maven’s main store.