Tarrying at Tramore Bay in Second Life

Tranmore Bay; Inara Pey, December 2017, on FlickrTramore Bay – click on any image for full size

Tramore Bay, the work of Pernilla (PernillaOhl) and Amelie Tautou (Amilee34) is once again evidence that you don’t need at entire region – Full or Homestead – to make a lasting impression in Second Life. Occupying the south-east corner of a Full region, Tranmore Bay is a compacts design, making full used of the space available to presents a highly photogenic and quite delightful cove-like environment in which to spend time.

That said, a visit begins, not within the cove itself, but high overhead, at the industrial / brewery chic Tramore Bar, where music can be enjoyed with a drink and game of darts or while cosying close to the fireplace.  Six teleport options are available on the wall next to the landing point (and a TP station in on the floor, the twin of several at ground level), each of which delivers visitors to an area of the cove at ground level. As all are within easy walking distance of one another, which you take to the ground isn’t that important – although the café is perhaps the most central.

Tranmore Bay; Inara Pey, December 2017, on FlickrTramore Bay – click on any image for full size

The default windlight at ground level is a deep sunset, but this is a place where a rich variety of environmental settings can be used to create the ambience required of your pictures. As Caitlyn and I both felt we needed a break from winter’s snow and hints of winter, I selected a more late summer setting for the pictures here to add some further sensations of warmth.  The café is an old wooden structure, looking equally out to sea and inland. It’s and the rest of the cove lay protected by high rocky walls on three sides, with a view out over beach and sea to the south.

Woodlands border one side of the café , sitting in the lee of the cliffs and offering paths to wander and deer and horses to watch. Inland from the café is a music stage, with a path lurking in the shadows, offering a winding path up into the west cliffs. It is this path, and the one to the east of the land, which add further depth to the setting, allowing visitors to climb up between rocky shoulders to the flat cliff tops, then roam along the grass-covered rock to a camp site on the west cliffs or, by way of wooden bridge, to the chapel-like lighthouse keeping a watchful eye on things from a rocky island in the very south-east corner of the region.

Tranmore Bay; Inara Pey, December 2017, on FlickrTramore Bay – click on any image for full size

The path to the lighthouse lies across a narrow body of water from the café , spanned by a rough bridge formed by the fallen trunks of trees. The path to it, like the one to the camp site, offers superb views over the land, particularly from the great rocky arch spanning the water to the lighthouse’s little perch. Also to be found on this side of the water, tucked under the cliffs, is an old ruin, the setting for outdoor dining, a little Romany camp close by.

Throughout all of this, there are charming little touches: the wild flowers; the snuggle posts on the beach and around camp fires; a scatter of art by Mistero Hifeng which add a unique feel to the setting; the sailing boat (privately owned) moored in the lee of cliffs and lighthouse island – and more besides. There are a couple of little rough spots in the landscaping where plants perhaps need to be phantom, or path sections don’t quite align, but these are more than compensated for by the sheer beauty of Tranmore Bay.

Tranmore Bay; Inara Pey, December 2017, on FlickrTramore Bay – click on any image for full size

All told, this is a really delightful place to visit. Those interested in learning about music events at Tramore Bay can join the local group, photographers can enjoy the setting for their work, and explorers will find plenty to see and appreciate – and to offer reasons to tarry a while. Should you enjoy your visit, do please consider making a donation towards the enjoyment of Tranmore Bay by others via the tip jar up at the bar.

Tranmore Bay; Inara Pey, December 2017, on FlickrTramore Bay – click on any image for full size

SLurl Details

Sansar Fashion release overview

The Sansar Fashion release, with Marvelous Designer integration. Credit: Marvelous Designer

On Monday, December 18th, Linden Lab announced the Sansar Fashion release, the last major release to the platform for 2017. The title of the release is reflects the fact that the major aspect of the release is focused on clothing and fashion design in Sansar. However, the release covers a lot more than this, with improvements to the uploader, the UI, audio and media, and a host of over changes. I’ve had a quick run through the update, and release notes and the following is offered as an overview of the principle updates.

Avatar Update

The first thing users will notice with this update is that their avatars will need to be re-created – this is as a consequence of the fashion update, and the separating off of the clothing layers. This means facial sliders have to be re-set, but it also means users can experiment with removing /adding clothing.

  • Within in the Avatar App – now called LookBook rather than My Looks -, locate an article of clothing already work and click on it to remove it. Click another item of clothing to wear it.
  • Clothing is split between upper and lower body, and are limited to two layers apiece.
  • Note that the avatar’s underwear is still baked in place, and cannot be removed.
  • Hair can also be removed as well as styles changed.

Once your avatar is set to your satisfaction, save the changes via Done.

Fashion Updates


The core of the Fashion updates can be summarised as new clothing support for Sansar. Designers can create their own rigged clothing for use in Sansar / sale through the Sansar Store.

In addition, Sansar offers integrations with Marvelous Designer. This is software that allows designers to create virtual clothing “from basic shirts to intricately pleated dresses and rugged uniforms”. It is able to replicate fabric textures and physical properties, drape garments on physical forms as well as providing the creator with a range of editing tools. It is used by games manufacturers such as EA Games and film effects studios such as Weta Digital.

A new exporter capability in Marvelous Designer allows creators to export their designs directly from the software into Sansar with ease. One in Sansar, clothing can be adjusted on the avatar within the Avatar App (LookBook). You can learn more here, and via the video below. Note: cloth physics for clothing are not currently available in Sansar’s runtime mode.

Sansar creator resources for Marvelous Designer can be found here.

Avatar Meshes

.FBX files for the Fashion update should have been made available, but none are referenced in the release notes, and I was unable to find any reference in the knowledge base outside of the .FBX files for accessories – which may or may not be suitable for clothing (male .fbx; female .fbx).


Creators and stylists can now create and sell hair styles for avatars. As noted above, avatars can also be bald.

Wearable Accessories

With the Fashion release, wearable accessories are no longer limited to a 1m x 1m x 1m size, instead, they must be within the Axis Aligned Bounding Box (AABB). with the knowledge base article on accessories noting that for import:

Avatar accessories must be close to the avatar. The entire accessory must be within the Axis Aligned Bounding Box (AABB) of the avatar. The AABB’s area is as follows: 0.8m left and right, 0.6m front and back, and 2.2m tall from the feet of the avatar, and 0.05m below the avatar (to account for shoes)**

Note: **Minimum (-0.8m, -0.6m, -0.05m) and Maximum (0.8m, 0.6m, 2.2m).

Atlas Update

The client atlas has been updated to include submitted events – which are now displayed on the right side, if there are any in the calendar. Each has a Visit button, which will load the experience.

The events section (right) in the updated client Atlas

The Web client now has a new Friends tab. This displays all experiences created by people on your Friends list. If they have created an experience exclusive for access by their friends, this is also where it will appear – it will not appear in the public (Home or All) listings of the Atlas.

Editing Updates

There are a range of editing updates with the Fashion release – for details, please refer to the release notes. These include:

  • A range of audio updates and improvements.
  • A revised upload tool for 3D models and has been relocated to the Scene tool bar – see Importing items to Sansar for more.
  • The ability to import custom heightmaps.
  • New control options to help control an animations – see Working with animated objects.
  • The ability to preview audio and video from within the scene editor.
  • Updates to Reflective interfaces.
  • New object APIs.
  • It is now possible to enable memory limits for scripts which is now capped at 32MB per scene. See Sansar.Script.Memory for more information.
  • Keyboard commands for scripts – subscribe to client “commands” with default keyboard bindings. See AgentPrivate.Client.SubscribeToCommand and the Command Example script in the client folder.

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