Shop and Hop / Shop ‘Til You Drop – until January 1st, 2018
The Shop and Hop (or Shop ‘Til You Drop, if you prefer the region descriptions) event, organised by Linden Lab, and featuring 60 SL merchants and designers, has opened its doors to shoppers.
Following the success of the SL14B in-world shopping event, in November, the Lab posted an invitation for merchants to sign-up for a Christmas event which would be timed to run through the holiday season until January 1st, 2018. The invitation in part described the event thus: “We are looking for merchants willing to offer a discount on some of their items (think Black Friday and Cyber Monday deals!) and possibly provide a little non-exclusive gift to holiday shoppers.”
The result is 60 stores within the event’s mall-style environment offering a broad cross-section of goods: clothing, accessories, jewellery, homes and prefabs, furnishings, decor, landscaping, boats, novelty items – all of which makes the event something for everyone.
The mall is the same 3-region space used for the SL14B event, with the buildings redressed for a more seasonal look: ponds are frozen, stripped candies rise from flower planters, decorative wreaths and snowflakes are mounted on walls, together with wintry scenes photographed from around Second Life, while many of the participating merchants have also dressed their store spaces for the event.
In all, the participating merchants are: !APHORISM!, !Rebel Hope Designs, .{PSYCHO:Byts}., .TeaBunny., [ JUSTICE ], [ west end ], /*KC|Couture* /, *YS&YS*, #adored, ~Tableau Vivant~, ADRIATIC line, alaskametro<3, alme., amara beauty, Apple May, AZ Emporium, bella moda, Blueberry, by Crash, Cae, Canimal, Cheeky Pea, ChiC buildings – surrounds – prefabs – decor props and poses, CONSTRUCT, Contraption, Dictatorshop, Dynamic Evolutions, e l i a v a h ~, E.V.E, Envious, etham, eXxEsS Hair, Fancy Decor, Grimes Central Design (GCD MESH), Heart Trees Flowers Plants, hello dave, Hucci, ISON, Lapointe Bastchild, Lemon Chilliz, Lune Bleue, MadPea, Maven Homes, Maxi Gossamer, MOCO HOMES Emporium, Musa, Nani, Never Totally Dead … , New CHEZ MOI Furnitures, NOX. & Third Eye, PATRON, Petit Chat, Potomac Signature Homes, ROC, Sweet Thing, The Forge & EZ, The Mesh Shop, Vanity Hair, http://www.studio-skye.com, zed designz and Zibska.
All of the regions are rated Moderate, and the SLurls to each are:
Queen of Dragons? Surrounded by Animesh dragons by Wanders Nowhere and used by Lucia Nightfire as Animesh test models
The following notes are taken from the Content Creation User Group meeting, held on Thursday, December 14th, 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.
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, and may in time lead to a reduction in the complexity of mesh avatar bodies and heads. The project is in two phases:
The current work to update the baking service to support 1024×1024 textures.
An intended follow-on project to actually support baking textures onto mesh surfaces. This has yet to fully defined in terms of implementation and when it might be slotted into SL development time frames.
This work does not include normal or specular map support, as these are not part of the existing baking service.
Current Progress
[1:54-3:40] Testing of the updated baking servers to handle 1024×1024 is now complete. Originally, it had been thought that the Bakes on Mesh would require changes to objects themselves when using 1024×1024 textures, which would have required simulator updates as well.
The approach now being taken is the let the viewer recognise when 1024×1024 textures are being handled via the texture UUID, which should hopefully eliminate any simulator side updates as well in order to get the service running. However, this does raise the question of how to make the system avatar transparent / invisible without continuing to rely on an alpha mask – right now the Lab is looking at a number of possible approaches.
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).
[4:28-6:18] The appearance services has to perform a number of calculations based on the mesh attachments an avatar is wearing. For example, these calculations are run to try to ensure an avatar appears to stay reasonably on the ground when wearing a rigged mesh which might otherwise alter the avatar’s centre position above the ground.
These calculations don’t work particularly well for Animesh attachments, as they have their own skeleton, so the appearance service has been updated so it can differentiate between Animesh and non-Animesh attachments for the purposes of calculating and avatar’s height. The update is being tested on Aditi, and also includes a fix for rigged mesh attachments being incorrectly handled.
Viewer Status
[6:21-8:01] The Animesh project viewer updated to version 5.0.10.330058 on Monday December 11th. This updates includes the following changes:
Animesh objects should now display correctly as impostors, using the same rules that avatars do currently.
Animesh objects now display animation information for objects you have permission to view.
Fix for a crash triggered by unchecking the animated mesh check box for an Animesh attachment.
Fix for Animesh attachment getting removed after teleport.
Fix for some of the cases where animesh graphics state could get corrupted.
Various clean-ups and optimisations.
[6:32-7:30] There is also a forthcoming fix to the mesh uploader – not in the viewer version above – and mesh attachments with spaces in their names (actually a Collada file issue). In short, the Lab is implementing a similar kind of fix to that used by Firestorm to allows objects with underscores in their names, rather than spaces.
Testing Limits: Tri Count Increased to 50K
[8:07-9:03] There has been a lot of feedback that the 20K tri count limit imposed for testing Animesh is insufficient for some creators. In fairness, some of the complaints appear to be more to do with testing completed Animesh products rather than testing the Animesh capabilities to ensure they work as expected; however, the Lab has relented and increased the testing limit on tri counts to 50K. Again, this isn’t the final limit – it is purely for testing. Final limits – hard or soft, tri, number of attachment, LI, etc., – won’t be addressed until actual load testing and scaling takes place as one of the final steps in the project.
Avatar Animesh Attachments
[12:27-19:40] (with lengthy silences)] Other limits, such as the number of Animesh attachments an avatar can wear (set to one for testing) remain unchanged at this point.
Attahments are seen as an interesting use-case with suggestions that as well as pets, it could be used for further animating hair (as rigged mesh hair can already be somewhat animated with head movements, etc). The latter is something that it was suggested Bento might further achieve (bones allowing). Using Animesh would provide more bones for animating hair, but ensuring animations remain in sync with body movements might be difficult. It could allow hair to be a “pet” (a Medusa-like heads for of snakes).
Attachments for Animesh Objects
[24:45-32:18] Animesh will not support attachment swapping in the initial release – attachments will need to be defined as part of the overall Animesh. Adding / removing attachments is seen as part of the follow-on project.
This section includes discussion of a specific prim-based issue with Animesh encountered by one creator, and a discussion on non-rigged elements of Animesh objects not correctly moving with the rest of an Animesh object (e.g. unrigged eyes failing to properly move with the rest of an Animesh creature’s head).
Bugs Focus
[19:56-23:00] Vir’s current focus for the project is bug fixing. These include:
Some Animesh objects seeming to disappear when in their static (non-animated) state.
Left-click interactions with Animesh: it’s possible to right-click and Touch an Animesh object via the menu, but left-click interaction currently isn’t possible. Left-clicking on multiple Animesh objects to select them also isn’t possible at present.
Animesh LOD selection: currently the selection of the LOD for displaying an Animesh is the same as used for avatars; Vir’s feeling is that Animesh should use the same selection process as for in-world mesh objects.
Animesh objects do not always update correctly when camming onto them.
There are also a couple of feature requests that are still being considered around LSL capabilities.
In Brief
[34:23-35:22] Avatar skeleton as its own asset type? This has previously been discussed in the Bento project, and while an interesting idea, is seen as being a large amount of work and crosses into the realm of arbitrary skeletons, which could complicate the user experience (e.g. items working with one type of skeleton, but not another). As such, it remains something the Lab isn’t currently considering, although it may be something they will look at in the future.
[39:49-52:06] Discussion on rez-on-entry resource caps, issues of Animesh animations starting / stopping correctly, and how updates are handled – how people see an Animesh that is already in a region being animated can depend on the frequency of the animation updates. The potential need for a shape to effectively place bones / attachments.
[54:35-end] Discussion on feature request BUG-139203 tri counts / land impact / LODs and issues / exploits.
Now open at the Club LA and Gallery, curated by Fuyuko ‘冬子’ Amano (Wintergeist), is Behind the Avatar, an exhibition of images by Panteleimon Aeon. On display are eleven pictures (one of which forms a free gift to visitors) by Pan, which present Second Life as it might be seen through the eyes of an avatar, and in which we’re being allowed to share.
Each picture features a setting and a solitary avatar – mainly Pan himself, although Like Dreaming of Angels and …Through both clearly feature a female avatar, and Isoldes Remorse might feature a woman under the hat and coat.
The avatars are mainly presented from the rear or in a three-quarters profile from the rear. In this way, they are not necessarily the central focus of each piece – although our eyes are obviously drawn to them. Rather then become come a part of the image, blending, if you will, with their surroundings whilst also offering a glimpse of what they might be reflecting upon whilst looking at the scene themselves.
I was first introduced to Pan’s work by Sorcha Tyles. At the time I commented, “Pan’s work is visually striking, combining a sense of posed set piece with natural flavour. The result is that while each may well have been composed, so to could each have been easily caught as a moment from the subject’s life; a frozen instant of an unfolding story, the subject unaware they have been so captured.”
This is again very much the case with the images in this selection, offering as they do a wonderful sense of depth, emotion, and feelings. Each very much carries a story within it, combining avatar and setting into a whole – whilst also allowing us to more metaphorical see from behind the avatar – and through the eyes of the artist himself.
As such, this is an expressive display, and a superb means to gain familiarity with Pan’s work for those who have not previously encountered it. Behind the Avatar can be found on the mezzanine area to the right of the main gallery entrance, with stair leading up to it from the garden end of the hall.
While visiting, be sure to check Transitions by Myra Wildmist, which I reviewed at the end of October, and Visions by Kimeu Korg.
The latter is another set of studies of Second Life, often featuring and avatar or avatars, some of which are beautifully humorous, while others weave a story in the observer’s mind. All are beautifully executed and the exhibition as a whole should not be missed.
Update, December 14th, 10:07 UT: Linden Lab has issued an apology on the specific situation involving Strawberry. Included in the blog post is a broader statement concerning the use of their trademarks and the guidelines thereto, and how the Lab will be revising things somewhat for the future.
The apology and statement are both welcome (not the least by Berry herself!), and kudos is offered to the Lab for openly admitting the error both reasonably quickly and positively.
As I was heading for bed last night, I caught a blog post by Strawberry Singh concerning a trademark complaint she has received from Linden Lab.
Specifically, Berry was informed that a video tutorial she had produced a year ago had been found to be in violation of the Lab’s Trademark Guidelines. These guideline specify how terms like Second Life®, Blocksworld®, SL™ , InSL™, and the eye-in-hand logo might be used.
The guidelines are reasonably clear, and even include a point that journalists and media outlets have special permission to use these marks in articles, vis:
Berry, as a blogger / vlogger, thought she was in compliance with the above requirement. The replies she’s had from the Lab – both through Tia Linden, the Lab’s IP Specialist, and other Lab personnel indicate this is not the case.
One possible way of looking at this issue – and according Linden Lab due fairness in their possible concerns – is that YouTube is a platform with a reach that goes well beyond that of a Second Life audience. As such there could be concerns about the use of the various logos and trademarks, etc., being seen as some form of “official” production – or, were they to be used with other content related to Second Life – as an implied “endorsement” of products, activities, etc. However, were this the case, the matter could perhaps have been dealt with through a request for a suitable disclaimer to the start / end of the video and to its YouTube description.
Admittedly, this doesn’t cover concerns around licensing / monetisation which some might see as being a possible cause behind the notice being issued. But then, this doesn’t appear to be the Lab’s primary concern. Rather, as indicated in Tia’s e-mail – and underscored by the updates Berry has provided since I first read and responded to her post – is over the use of images from specific Second Life web properties and the use of a logo which had – according to the trademark guideline quoted above – previously been allowed. To quote from Tia’s e-mail response to Berry:
More specifically, we do not allow images of our avatar building page, home pages or Second Life Eye In Hand Logo to be used in any capacity. Please do not use images of any Second Life web pages or logos ( with the exception of our inSL logo noted at http://secondlife.com/corporate/brand/insl/#) in your video or any other work. You may provide a link to our website or registration page in your video if you wish.
Note the bold emphasis is mine, to underscore the specific issue: the statement that certain images and logos now cannot be use in any capacity.
If this is now the case, it is worrying for many of us who routinely blog about Second Life and have used such images and logos. I have, for example, used the eye-in-hand logo in what I have believed to be in accordance with the trademark and branding requirements. Where do we now stand if we are now seeing a shift in position from Linden Lab? Are we now in violation of a new prohibition on image use? Are the various guidelines on trademark and brand use about to be revised? If so, how do such chances sit with conception such as Fair Use?
Of course it could come down to poor wording within an e-mail, and the underpinning reasons for the notice don’t extend beyond the one specific video. But if this is the case, then we should still be given further clarification on the use of images and logos.
I’ve written to Linden Lab raising these broader questions on the use of logos and images. Hopefully, I’ll receive a reply and will follow-up with a post should this be the case.
Nikira Naimarc is a budding machinima maker who contacted me about her first film, Jenny’s Holy Night, asking me if I’d like to watch it.
When most of us would consider entering machinima cautiously, perhaps with a piece of a few minutes duration to test the waters publicly, Nikira went for something far more ambitious. At little under 20 minutes in length, Jenny’s Holy Night easily qualifies as a mini movie. And it is a moving piece.
“It is a Christmas video, Nikira told me, when she contacted me. “It’s based on Hans Christian Andersen’s story, The Little Match Girl. We premièred in November, and I’ve had very positive feedback.”
First published in 1845, The Little Match Girl is the sad tale of a poor little girl attempting to sell matches on New Year’s Eve. Ignored by the passing people, she is too afraid to go home lest her father beats her. Instead, she sleeps in the cold, dreaming of better times – times she may never see.
For Jenny’s Holy Night, Nikira has updated the story to a modern setting and has moved it to the days leading up to Christmas, with the little girl now an orphan trying to sell little Christmas wreaths she has made to unsympathetic shoppers, concerned only with their own needs.
Made with the support of Die Villa video, who have also made available on YouTube through their channel, Jenny’s Holy Night is a poignant tale. It is a reminder that “the season of giving” can be especially hard for those who don’t have the luxury of having the money to give in order to receive what they need; that that all too easily exist unseen and outside of the excitement of the holiday season – until it is too late.
Please take the time to watch the film below, and if you appreciate it, do consider leaving a comment for Nikira here or on the film’s YouTube page.
“Snefnug is Danish for ‘snowflake’. Welcome to our home in the Arctic circle.” So reads the description for the midwinter landscape of Snefnug, a Homestead region designed by Stella Pelous (Stella Mahogany).
Danish it might be, but with the high peaks of snowy mountains surrounding it, Snefnug is – as the description suggests – perhaps representative of a landscape somewhat further to the north in Scandinavia. Covered in a heavy blanket of snow, the region offers a relatively flat landscape within the bowl formed by the surrounding mountains, from which it is separated by water. This water also cuts into the land to form a deep inlet running from the west, which faces a channel reaching to the open sea beyond the mountains.
The landing point is at the eastern extreme of this inlet, looking out over the water and snow falls from a hazy sky. To the north and south, fingers of land point outwards, linked by a wooden bridge spanning a narrow sliver of water which extends a little further inland from the bay, its passage eventually stopped by the trunk of a mighty oak tree.
The bridge is guarded at either end by wooden gatehouses, strong A-frames supporting steeply sloping roofs. But the gates are thrown wide, allowing free passage across the water, rather than forcing visitors to trudge through the snow and around the great oak. Whether you head south across the bridge or turn north and west along the northern side of bay is entirely up to you.
Should you head north, the way will take you past a track leading the way to a barn where fir-trees are being sold for Christmas, while a barn heated by a stove and cosy gazebo lit by a warm fire body offer very different places to sit and pass the time. Through a woodland of denuded birch trees, fir-trees and oaks, sits a studio cabin of modern design, warmly furnished – but with doors locked.
Across the bay, on the southern shore, sits a boathouse and quays, the rooms above the boathouse unfurnished, but the building itself offering an imposing shoreline presence. Behind it, a track runs by a snowed-in carousel to a little café with a fireside terrace – the perfect place to enjoy a hot drink while exploring.
The land around and to the north of the café is a mix of open, snow-covered ground, woods, and a tree-lined avenue, inviting exploration. Deer roam the land here, and all routes eventually bring you to another house, roofs laden with thickly laying snow, but doors unlocked and inviting people inside. A short distance to the east, a set of stone stairs wind up one of the region’s two highland areas – a flat-topped plateau of rock on which sits a chapel. A second plateau sits close by, but doesn’t offer a way up its vertical sides.
Those who enjoy walking in winter wonderlands will doubtless enjoy a visit to Snefnug, it is a delightful, open place with plenty of opportunities for photography, exploring and sitting – whether on your own or with a friend or close one. Do keep an eye out for all the little touches with the wildlife around the place from the bird-riding mouse and his (her?) companion to the raccoon family enjoying an outing in the snow.
Another picturesque winter seasonal regions well worth a visit.