Space Sunday: rockets and rovers

SpaceX is planning the maiden flight of its Falcon Heavy booster to take place in January 2018 – with an unusual payload. Credit: SpaceX

Elon Musk has announced the first payload that will be flown aboard the SpaceX Falcon Heavy, together with an ambitious goal in mind.

The maiden flight of the new heavy lift launcher had been expected to take place in December, as a part of an ambitious end-of-year five launch schedule. However, in tweets on Friday December 1st, 2017, Musk indicated the Falcon Heavy flight will now take place in January 2018. When it does, and if all goes according to plan, be sending Musk’s own car on its way to Mars – and possibly beyond.

Announcing the push-back on the Falcon Heavy launch

A car might sound a weird payload, but it is entirely in keeping with SpaceX’s tradition; the first Dragon capsule test flight in 2010 carried a giant wheel of cheese into space.

The first tweet on the launch also underlines Musk’s own uncertainty about its potential success; he has previously stated that he expects the first flight of the Falcon Heavy may end in a loss of the entire vehicle, simply because of the complexities of the system.

And the announcement about the payload and its (initial?) destination.

Comprising three Falcon 9 first stages strapped together side-by-side and firing 27 main engine simultaneously at launch means the vehicle will be generating a tremendous amount of thrust requiring all three stages to work smoothly together. They’ll also be generating a lot of vibration during the rocket’s ascent through the denser part of the Earth’s atmosphere. Only so much of this can be simulated and modelled; a maiden flight is the only way to find out where the remaining issues might lie.

However, if the launch is successful, it will be spectacular, involving the recovery of all three Falcon 9 stages to safe landings back on Earth. It will also boost Musk’s car towards Mars – which raises a question. Does SpaceX aim to orbit the car around Mars, or will the mission simply be a fly-by?

Elon Musk and his Tesla Roadser. Credit: Tesla.

Any attempt to achieve Mars orbit would require some kind of propulsion system to perform an orbital insertion burn, something which adds complexity to the mission. However, given Musk’s ambitions with Mars, placing even such an unusual payload into Mars orbit could yield valuable data for SpaceX. The car weighs 1.3 tonnes, so the total mass launched to Mars – car (likely modified somewhat, although the stereo will – according to Musk – be playing David Bowie’s Space Oddity during the ascent) payload bus, propulsion system, fuel, some kind of science system (why orbit Mars only to pass up the opportunity to gather data?) – could amount to around double that, if not more.

Musk’s comment about the payload being in “deep space for a billion years” seems to suggest the mission might by a fly-by, sending the car onwards and out across the solar system and beyond. Again, with a science payload sharing the space with the car, this could generate useful data. Either way the launch of such an unusual payload is likely to require additional US Federal Aviation Authority (FAA) approval; it will certainly require a launch license – which the FAA has yet to grant.

NASA Turns to Lunar Rover to Help With Next Mars Rover Mission

I’ve followed the Mars Science Laboratory (MSL) mission, more generally referred to as the Curiosity rover mission since 2012, tracking the discoveries made and the ups and downs of the mission. Overall, the rover has carried out some remarkable science and made a range of significant discoveries concerning ancient conditions within Gale Crater on Mars and the overall potential for the planet to have been able to potentially support microbial life at some point in its history.

But there have been hiccups along the way – computer glitches, issues with some of the rover’s hardware, and so on. These included was the 2013 discovery that Curiosity’s wheels were starting to show clear signs of wear and tear less than a year into the mission. The discovery was made during a routine examination of the rover’s general condition, carried out remotely using the imaging system mounted on Curiosity’s robot arm.

This image taken on April 18th, 2016 (Sol 1,315) by the Mars Hand Lens Imager (MAHLI) camera on the rover’s robot arm revels areas of damage on Curiosity’s centre left wheel, the result of periodically traversing very rough terrain since the rover arrived on Mars in 2012. Credit: NASA/JPL

The images captured of the rovers six aluminium wheels, each some 50 cm (20 inches) in diameter, revealed tears and a number of jagged punctures in one of them (above), the result of passage over the unforgiving, uneven and rock-strewn surface of Mars. While damage was not – and has not – become severe enough to threaten Curiosity’s ability to drive, at the time they were found, it did cause mission planners to revise part of the rover’s mission as it drove along the base of “Mount Sharp” near the centre of the crater, in order to avoid traversing a region shown from orbit to be particularly rugged. Since then, care has been taken to avoid exposing the rover to particularly rough areas of terrain.

Continue reading “Space Sunday: rockets and rovers”

Hollywood Art Museum to open In Sansar with Star Wars event

Hollywood Art Museum. Credit: Linden Lab

The next instalment of the Star Wars film franchise opens in the United States on Friday, December 15th, 2017, in the form of Star Wars: The Last Jedi. However, on Saturday, December 9th, 2017, Star Wars fans will be able to enjoy a special Star Wars related treat in Sansar, when the virtual Hollywood Art Museum (HWAM) opens its doors to the public.

A joint endeavour between Sansar Studios and renowned director, designer, writer, producer, and practical effects professional, Greg Aronowitz, the Hollywood Art Museum is dedicated to the preservation and education of art used in entertainment.

Mr. Aronowitz – whose credits such as Jurassic Park: Lost World, X-Files, Saving Private Ryan, Contact, Terminator 2, and Dark Crystal: Age of Resistance – is an avid collector who has amassed an incredible collection of Hollywood production art, from storyboards to costume sketches, concept drawings, models, and more.

Greg Aronowitz

These pieces provide an intimate view into the creative process behind some of the world’s most beloved films, spanning a period from Citizen Kane to Transformers: The last Knight, and present a unique visual history of production art in Hollywood. Until now, his collection has been inaccessible to the general public – that changes with the launch of the Hollywood Art Museum.

The museum’s goal is to help new artists using digital mediums find fresh inspiration in the traditional arts of Hollywood’s past. Exhibits at HWAM will feature high-resolution images of the original drawings and paintings, as well as 3D models of production used sculptures, make-ups, miniatures, and tools.

To mark both the opening of the Museum, and in recognition of the upcoming new film in the Star Wars franchise, Mr Aronowitz will be hosting a private pop-up gallery on Saturday, December 9th, 2017 at one of Los Angeles’s oldest art supply stores. This location also happens to be where George Lucas’s visual effects company, Industrial Light And Magic, acquired many of the supplies used to create visual props and other elements used in the original Star Wars films.

The event will feature original physical art from the franchise, including the very first drawings made for the film franchise and never-before-seen production art from the first trilogy by Lucasfilm alumni Joe Johnston, Ralph McQuarrie, Phil Tippett, Drew Struzan, Colin Cantwell, and more.

In addition, there will be VR stations where attendees at this live event can visit the museum’s presence in Sansar. Then, during the week commencing Monday, December 11th, 2017, Greg Aronowitz will provide daily guided tours of the gallery, and there will be special surprise guests dropping in.

Sansar users will also be able to visit HWAM in Sansar from Saturday, December 9th, and join in with the celebrations, as well as being able to visit the museum any time thereafter.

Related Links

Home For Christmas at Calas, 2017

Home for Christmas

Open now and through until the end of 2017, is the Calas Galadhon winter regions offering visitors a traditional Christmas experience called – appropriately enough – Home for Christmas.

Spread across two regions, Home For Christmas has all the familiar touches from Ty Tenk and Truck Meredith those familiar with their Christmas arranges know and enjoy: the Christmas Pavilion, entertainment, sleigh rides, skating, balloon and reindeer tours. In addition, this year offers visitors the chance to ride Bento reindeer around the regions.

Home for Christmas

A visit starts on the southern side of the build. From here it’s a short walk to the teleport to go directly to the Christmas Pavilion; however, taking it means missing out on much of the scenery. Instead, we recommend a short walk along the path leading east from the teleport board to where the sleigh rides await.

As with previous years, there is a choice of sleighs, one for couples and the other for up to four people to share. Simply sit in a waiting sleigh, and when set, touch the back of the sleigh to start the ride. You’ll be taken around and through the regions, along the trails to eventually arrive at the Pavilion, where you’ll be dropped off. If you prefer, the balloon tour is also available short walk from the landing point, and four couples in particular be a romantic way to see the regions as you drift through the air above them.

Home for Christmas

Reindeer and horse rides can be found at barns in the regions, and I recommend that rather than relying purely on the tours and rides, people explore by taking a reindeer for a ride, or walking the numerous trails and paths between the trees and rocks – sign boards will ensure you don’t get lost. This is because there is much to see and  even if you take a tour there are places you’re going to want to stop and look around  / enjoy. There’s the snowy house, for example, offering snuggles for couples or the warmth of a fire as a break from the cold. Then there is also the old stone temple, where cuddles and dances can be enjoyed.

The core of the regions remain, of course, the Calas Christmas Pavilion, with the great tree before it in the middle of the skating lake, camp fires and seats, and Santa’s Schooner sitting just off-shore. Keep an eye out, as well, for the look-out points and the various critters around the landscape, and which bring in to life.

Home for Christmas

“Things have been crazy for us lately,” Ty informed me as we discussed the build. “It looks like, for the first time in nine years, we wont be able to turn the Calas sims to a winter theme as well. But there is plenty of snow and skating at home for Christmas, and we hope people will enjoy themselves there.”

We’ve little doubt people will enjoy a visit – and quite possibly more than one, because Home for Christmas is a fabulous place to enter into the Christmas spirit and ready yourself for the holiday season in a most traditional way.

Home for Christmas

SLurl Details

Dickens, aliens and tales for Christmas

Seanchai Library

It’s time to highlight 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, December 3rd, The Dickens Project

11:00: Wald Schridde Live

Wald began playing medieval, renaissance, and folk music while in high school and college. His love of this music has continued through his adult life. Inspired by the live music scene in SL, Wald dusted off his folk instruments and began performing here in 2014. His repertoire includes folk songs, traditional airs, medieval dances, and renaissance songs, performed with guitar, autoharp, dulcimer, recorders, mandolin, and penny whistle.

For The Dickens Project, he’ll be presenting sea shanties at Christmas Past Docks.

More selections from the works of Charles Dickens. This week in Christmas Present near the Three Cripple’s pub at The Dickens Project.  Look for the teleport panel at the main Landing Point. Dancing Follows!

12:00 Noon: ACRL Meeting & Tour

The ACRL Virtual World Interest Group will meet to tour the Community Virtual Library Resource Centre, Dickens Library and “shoppe”. The tour is open to anyone interested-jointly sponsored by the American Library Association Virtual Communities in Libraries Member Interest Group.

13:00: Tea-Time with Dickens

Join Seanchai Library at the Three Cripples pub to hear about parties that didn’t quite go to plan. Namely: Mrs. Quilp’s Tea Party from The Old Curiosity Shop and Bob Sawyer’s Bachelor Party, from The Pickwick Papers.

Monday, December 4th 19:00: The Alien Dark

Gyro Muggins reads Diana G. Gallagher’s one science-fiction novel.

Out of the darkness of interstellar space…

The ahsin bey, a race of catlike beings determined to expand their territory, launch six vessels into deep space to search for an uninhabited world suitable for colonization.

Tahl d’jehn commands the Dan tahlni on a decades long mission to explore the Chai-te system. Studies show that Chai-te’s planets are rich in the resource the ahsin bey need, but will their signal reach their home world in time to launch the colony ship. And what is Tahl to make of the startling discovery of a dead civilization on Chai-te Three?

Tuesday, December 5th

12:00 Noon Russell Eponyn

Stories, poetry, and songs (on stream) on Church Street at The Dickens Project.

19:00 Hans Christian Andersen Tales

With Faerie & Gina.

Wednesday, December 6th, 19:00: Secrets of a Christmas Box

Enter the magical festive world of the Christmas ‘Tree-Dwellers’, as Larry, a Christmas snowman, wakes up after the long sleep in the Christmas box, to find his brother is missing.

Desperate to find him before Christmas, Larry, along with his girlfriend Debbie, a newcomer Splint, and Larry’s companion Tinsel, break the laws of the ‘Tree-Elders’ and escape down the tree and away into the house, to look for clues.

Away from the safety of the tree and in an unfamiliar world, the Dwellers stumble upon a dark and sinister secret that threatens their entire world. Can Larry and the group make it back to the tree in time to warn the others, and finally uncover the truth behind the Secrets of a Christmas Box?

Also presented in Kitely (hop://grid.kitely.com:8002/Seanchai/144/129/29).

Thursday, December 7th 19:00: In Time for Christmas

At a time when interest in the Christmas holiday was waning, Charles Dickens wrote A Christmas Carol and inspired the world.

But now, history is changing, and the book is never written. When the Council for Temporal Studies asks time travelers Simon and Elizabeth Cross to “save Christmas,” they think he’s joking.

However, it’s anything but a laughing matter. Simon and Elizabeth must go back to 1843 London and convince Dickens to write his endearing story, or the Christmas holiday we all know and love will cease to be–forever.

Shandon Loring concludes reading Monique Martin’s story. Also presented in Kitely (hop://grid.kitely.com:8002/Seanchai/144/129/29).

The Dickens Project

Now in its fifth year, Seanchai Library presents The Dickens Project for Christmas 2017, now open through until December 30th.

Celebrating the work of one of the masters of 19th Century literature, whose humanistic voice continues to be a relevant one in our everyday culture.

Featuring a period setting, performance art, music and – of course – readings from A Christmas Carol, Dickens’ seminal tale for the time of year – and for all of us. Programme schedule.

Visit The Dickens Project.

 


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

The featured charity for August and September is Little Kids Rock, transforming lives by restoring, expanding, and innovating music education in schools.

Sansar Product Meeting 2017 week #48: user events + Fashion release

Anu by AnuAmun

The following notes are taken from the 4:00pm PST Sansar Product Meeting held on Friday, December 1st. Product Meetings are usually held every Friday at 9:30am PST and 4:00pm PST, and are open to all. There is currently no set agenda, and the meetings are a mix of voice and text. The official meeting notes are published in the week following each pair of meetings, while venues change each week, and are listed in the Meet-up Announcements. and the Sansar Atlas events section.

Events Calendar: Submitting YOUR Events

As I’ve previously reported, the last Sansar updated included the basic framework for an events calendar in the Web Atlas. Initially, this only highlighted events organised by the Lab, but the ability for Sansar users to submit their own events for inclusion was promised, together with further updates to the calendar itself (e.g. including it in the Client Atlas).

On Friday, December 1st, Linden Lab provided details on how Sansar users can submit their events for possible inclusion in the events calendar, with the caveat that all submitted events are subject to the event team’s approval at this time, and no guarantee is given that all events will be added to the calendar.

Event Calendar Submission Process

  • You should allow at least one week for your event to pass through the submissions process.
  • Send an email to events@sansar.com requesting to add your event into the events calendar. This e-mail must include the following information:
    • A title / name for the event.
    • The URL for the experience which will host the event.
    • The time of the event (PST).
    • A short, concise description of the event (which may be edited by the events team).
  • Note that no other URLs / links can be given, other than the host experience URL.
  • You receive an email confirming your submission, indicating it is being reviewed by the Sansar events team.
  • You may be contacted and asked to provide further information (e.g a revised description for use in the event calendar).
  • If the event is accepted by the team, it will be added to the events calendar and remains active until the time of the event has passed.
  • Note that due to the current limited display space for events, and depending on the number and dates of events in the calendar, your event may not appear in the Atlas until any immediate events have passed.

Fashion Release

Still on target for a mid-December deployment, the Fashion release remains focused on clothing and fashion, but will also include other updates as well. Both fashion and non-fashion updates in the release are bullet-pointed below.

Fashion Related Updates

Not that this is only an initial fashion release. Capabilities will be enhanced.

  • Will allow clothing uploads and sales through the Sansar Store.
  • Clothing uploads will be handled in the same manner as accessories, via the avatar customisation editor.
  • This initial release will not include cloth physics. Instead the baking service will continue to handle clothing as is currently the case, until such time as some optimisation updates for experiences have been implemented, as cloth physics can be resource intensive.
    • It will still be possible to use the character models within the customisation editor, clothing physics just won’t at this time be baked with the clothing  / avatar within an experience.
  • Subject to further confirmation, this update will probably not include avatar shape sliders.
  • The avatar mesh models will be provided via the Knowledge base.
    • These will most likely be supplied as .FBX files, rather than a blend file – but this is still TBC.
  • As has been previously stated, the character models will have pre-baked underwear as a part of the avatar skin (and so cannot be removed).
    • The Lab is still working on this, and how much of the avatar the pre-baked underwear will cover.
    • The idea is that those wishing to make their own underwear or items such as swimming outfits, will be able to mask the pre-baked underwear.

Some concerns have been raised by designers familiar with Second Life over the complexities of rigging in Sansar, and whether additional tools might be required (e.g. to ease the workflow in Second Life, Blender uses can employ Avastar and Maya users MayaStar to ease the rigging process and obtain an “SL-ready” Collada file). The hope is that the .FBX files supplied by Linden Lab should be sufficient to handle rigging in either Blender or Maya using their native capabilities, rather than being reliant on third-party plug-ins, although sets of weightings might be useful.

Product Meeting, Friday, December 1st, 2017, Anu by AnuAmun

Non-Fashion Updates in the Release

  • Improvements to uploading assets to experiences in Edit mode: the button for uploading items currently in the Inventory panel is to be moved to the  tool bar in the upper left corner of the Edit screen.
  • Ability to upload custom height maps
  • Addition of the event calendar to the Client Atlas:  this is being planned, but at the time of writing, still TBC as being in the release.
  • Experience access controls: a first pass at experience access control, allowing experience creators to set their scenes for either public access, or limiting access to only the people on their Friends list.
    • Access controls will be expanded in future releases to include whitelists, ban lists, etc., and give more granular control to experience creators.
    • If an experience is set to Friends only (or controlled by a whitelist, once available), it will not appear in the Atlas listings for anyone who cannot access it.
  • Media Previewing: the December release will include the ability for experience designers to preview audio and video streams when building their scenes in Edit mode (they’ll no longer need to publish and switch to Runtime mode to  hear / see media).
  • The Materials Editor will be able to modify objects post-upload:
    • This applies only to in-scene objects (both a creator’s own items and those purchased from the store).
    • Changes cannot be saved back to inventory, and only persist as long as the object is in the scene / experience.
    • This capability does not apply to clothing / accessories.
    • Concern has been raised about implementing this before a suitable permissions system has been implemented to allow creators to control whether or not their items can be modified. While a permissions system most definitely is required, given this update will not allow user changes to objects to be saved back to inventory, the concerns raised did come across as a little over-wrought; however, the feedback is being taken back to the Lab.
  • Audio improvements:
    • Audio materials for terrain.
    • Voice quality improvements, including gating to reduce the amount of background noise being capture when people are speaking or leave their microphones open (people leaving their microphones constantly open is perhaps the biggest irritation with Sansar, particularly when they are off furiously hammering their keyboard for minutes at a time, or sitting and filling their faces with food. A polite application or OS toggling of their microphone would be appreciated).
    • Audio normalisation has been disabled, to help ensure that audio uploads retain their intended levels / quality.
    • Users in experiences will be able to adjust the sound levels within an experience.
  • Scripting improvements: still TBC, but should include better memory management, and updates to reflective handling.

Other Items

  • Avatar attachment size increase: the Lab is still investigating what to do with the current 1m x 1m x 1m avatar attachment size limit. It’s currently not clear if this will be changed with the Fashion release or not.
  • Ability to update Store items and distribute to customers: this is mow being targeted for an end of Q1 2018 release.
  • Custom terrain textures: will not be in the next release or “any time soon”,  due to unspecified issues. So more likely to be later in 2018 than sooner.
  • Inventory updates: not in the next release, but being development, and may include a folder capability or similar hierarchy capability.
  • Water Editor: there are no plans at present to release a water editor.
  • Wish lists: as the audiences between the community meet-ups, the Product Meetings and the Sansar forums are somewhat different, Jenn has started to occasionally write-up unofficial “top ten” wish lists of things people at the community meet-ups would like to see, which can then be checked again feature requests on the forums and topics raised at the Product Meetings, and feed into the Lab’s general thinking.

 

SL project updates 48/2: Content Creation User Group

A rally of (Animesh) raptors on Aditi

The majority of the following notes are taken from the Content Creation User Group meeting, held on  Thursday, November 30th, 2017 at 13:00 SLT. For the purposes of Animesh testing, the meetings have relocated to the Animesh4 region on Aditi, the beta grid – look for the seating area towards the middle of the region. The meeting is chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.

Medhue Simoni live streamed the meeting, and his video is embedded at the end of this article – thanks to Medhue, as always, for the recording. Time stamps in the body text will open the video in a separate tab for ease of reference to the relevant parts of the text. However as these notes present the meeting in terms of topics discussed, rather than a chronological breakdown of the meeting, so some time stamps may appear to be out of sequence.

Animesh (Animated Mesh)

“I like the name ‘animated objects’ because I think it’s unambiguous, but it takes a long time to type!” – Vir Linden joking about the name “Animesh”.

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. It involves both viewer and server-side changes.

In short, an Animesh object:

  • Can be any object (generally rigged / skinned mesh) which and contains the necessary animations and controlling scripts in its own inventory  (Contents tab of the Build floater) required for it to animate itself.
  • Can be a single mesh object or a linkset of objects (link them first, then set them to Animated Mesh via the Build floater > Features).
  • Has been flagged as and Animesh object in the project viewer, and so has an avatar skeleton associated with it.
  • Can use many existing animations.

However 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
  • Will not support its own attachments in the initial release.

These are considered options for follow-on work, possibly starting with the notion of a body shape (to help with more fully-formed NPCs).

Resources

Viewer Status

[0:13-1:06] The Animesh Project Viewer should be updated soon, bringing it into parity with the new release viewer (see below). This update will also include a couple of bug fixes.

Non-Rigged Root Items

[6:25-11:12] A short discussion on the ability to include non-rigged objects in an Animesh, such as an invisible prim as the root. This ability was recently added, but hasn’t been extensively exercised as yet. It sparked a look at BUG-139336, with Vir agreeing that the proposal need to be re-examined, as he is not sure if a scripted offset is the best answer, or whether allowing a manual offset through the build tools might be better. This feeds into a later conversation [35:27] about having LSL capabilities for all edit capabilities – and the risk of over-use of options as a result, simply because they can be automated – and the benefits of only making new capabilities (such as BUG139336) only available through LSL, where it might not be obviously to many, rather than being made visible through a build option.

Mod Keys

This was the subject of extensive discussions at the previous CCUG meeting. However, Vir again confirmed that it is viewed as something outside of the immediate Animesh project.

Performance Testing

[12:00-22:00] This is also a popular topic, and Vir re-iterated that it will be done, once the Lab feels this iteration of Animesh is “feature complete”. While he believes this is pretty much the case (allowing for bug fixes), he’d still rather hold off on testing a little longer. In the meantime, there continue to be calls for the current limits on tri counts, Land Impact, etc., to be relaxed to give people greater freedom to design Animesh. Vir is hesitant to do this, as he’d rather start from a constrained baseline with more structured testing to ensure sensible limits are arrived at which can be sustained across the entire grid when Animesh goes live.  Given the way that current mesh avatars are some of the more render-intensive (and viewer performance hitting) objects within Second Life, his concern is perhaps understandable.

[36:35-46:30] Some would like to see the tri limit raised to around 50K to allow for testing of products, rather than testing Animesh itself. This seems to be a little premature. However, Vir is going to discuss the potential for an tri limit increase with Alexa.

[22:42-27:53] A discussion on Animesh scaling, animation size and LOD. If an Animesh is based around a 0.5 cube, but the associated mPevlis bone is scaled to allow a 60-metre tall Animesh, what are the LOD calculations based on: the visible size of the object / distance from it, or the size of the root prim / distance from it (which would cause the Animesh to decay faster as the camera moves away from it).  Vir believes it should be based on the displayed dimensions, but notes there are already issues with meshes load the correct LODs.  As such, he’ll look into it some more.

[28:18-30:00] Further discussion on Animesh Land Impact, the arbitrary / testing only nature of the current 200 LI limit, toggling Animesh items on / off to help reduce LI, the potential of having a separate LI for Animesh objects compared to other in-world objects, and the complexities of doing so, were it to be pursued.

[30:56-32:46] LSL function for converting objects to Animesh and back – suggested as a means of lowering LI on items (so someone could use scripted controls to switch between, say, the active Animesh animals on their land. Again, Vir feels people might be getting a little too hung-up on the LI (and other limits) too early.

[46:42-51:50] Brief discussion on model orientation. As previously noted, Second Life expects a mesh to be X- oriented, so the front of the mesh is aligned to the X-axis. Blender can sometimes orient to the Y-axis. As a known bug, Vir is hoping it can be resolved through Blender, rather than by diving into the viewer code.

Environment Enhancement Project (EEP)

Project Summary

A set of environmental enhancements, including the ability to define the environment (sky, sun, moon, clouds, water settings) at the parcel level; a new environment asset type that can be stored in inventory and traded through the Marketplace / exchanged with others; scripted, experience-based environment functions, an extended day cycle and extended environmental parameters. This work involves both a viewer updates (with a project viewer coming soon) and server-side updates.

Current Status

[1:18-409] Rider Linden is working on the server-side updates so the simulator can support the new environment settings used by the viewer. When this is done, he’ll be working on saving the environment settings as inventory objects. The first implementation of these objects will be as day cycles, skies, and water – and are set-up to be expanded in the future.

There should hopefully be project viewer available (testing most likely on Aditi) after the Christmas / New Year break.

Continue reading “SL project updates 48/2: Content Creation User Group”