This Weekend in Second Life Dance

Dance?

Hi there. R. Crap Mariner, your Dance Correspondent.

Bookings are available for Idle Rogue’s Cirque de Nuit (pardon my French, but did I use incorrectly correct grammar this time?), but while you’re waiting for seat confirmations you can always take in a few dance shows.

I’ll be posting dance performance schedules, similar to Inara’s posts about Seanchai Library readings. We’ll start with the weekend events for now.

Let’s get started, here’s the events that I had on the calendar as of press time…


(All times SLT, although Daylight Savings Time screws everything up!)

FRIDAY MARCH 23 2018

6:00PM ELYSIUM CABARET

Elysium Cabaret – Welcome to the Weekend!

If it’s Friday, it’s Elysium Cabaret! Fancy some imagination? In The Empire Room at Copperhead Road, every Friday at 6pm SLT the dynamic performers of Elysium Cabaret take the stage to bring you a solid hour of entertainment! Featuring elaborate sets and choreography sequenced to an eclectic genre of music, Elysium Cabaret offers something for everyone. Grab your friends and get their early because the sim fills. Come celebrate Friday! Welcome to the weekend!

http://maps.secondlife.com/secondlife/Copperhead%20Road/74/64/2754

10:00PM GUERILLA BURLESQUE

We sparkle; we shine with all the glitz and glamour of extraordinary concepts! Hot music and gorgeous dancers all packed into one exciting hour! Directed by Chrissy Rhiano , and presented on her beautiful pit theatre build, this dance entertainment show will feature intricate acts performed “in the round”. We are excited to bring you more of these wonderful performances this week! Doors open March 23rd at 9 pm for the 10 pm show!

http://maps.secondlife.com/secondlife/Idle%20Rogue/96/195/33

Guerilla Burlesque - March 9 2018

SATURDAY MARCH 24 2018

1:00PM OASIS DANCERS

http://maps.secondlife.com/secondlife/Olni/84/99/1197

3:00PM FUSION DANCE CREW

Fusion Dance Crew returns to the The Fusion Performing Arts Centre with its latest show: FUSION MAGIC on Saturday, March 24 @ 3PM SLT. The Crew created six dance routines to music by: Club Des Belugas, Sidesteppers, Loreena McfKennitt, Noxeverto, Laura Tesora and OneRepublic all with magical stage sets, colourful costumes, dancing and of course the music! Come and enjoy the magic as Fusion Dance Crew with our unique eclectic style strives to entertain you!

http://maps.secondlife.com/secondlife/WideWorld%20Amethysta/24/178/22

5:00PM PHOENIX DANCE TEAM

http://maps.secondlife.com/secondlife/SkyBeam%20Stowaway/27/152/1303

Phoenix Dance Team - February 24 2018

6:00PM WHYMSEE NOIR

For the Let’s Dance show, we trade in our sets for MORE dancing and LESS wait time between songs! There will be lots of wiggling, dancing, physics, and a little dazzle thrown in for good measure! Dance along with us or have a seat in our comfy chairs, we like it when you watch! No naked avatars, just dancing. Come to the show and see what all the fuss is about!

http://maps.secondlife.com/secondlife/Whymsee/96/192/3286

7:00PM MOULIN ROUGE

From Christina, Britney, Madonna, Beyoncé, Lady Gaga among others, the Moulin Rouge Dancers brighten the stage with their presence on this night of nights! So take a walk down the runway of the Music Awards with us as the Moulin Rouge Presents — Divas & Dolls Dance Show — only at Moulin Rouge!

http://maps.secondlife.com/secondlife/Moulin%20Rouge/172/131/31

7:00PM DESIRE ARTS

Desire Arts Dancers do an “after hours” show. Starting at 7pm SLT on March 24th, we bring you the performance quality at our Saturday shows, with more skin… little less costume. Some acts do contain adult content.

As an “Arts” theatre (and gallery) Desire Arts will be a venue perfectly suited for SL Performers wishing to express themselves through live performances, through Dance, Art Exhibits, Performance Art as well as Dramatic Presentations.

Also, Presentations of a controversial nature (including those involving sex, politics and/or religion) will be presented separately from the Dance Program.

http://maps.secondlife.com/secondlife/Hell%20Lust/174/78/21

7:00PM DANCE XCETERA

Director’s choice performances.

http://maps.secondlife.com/secondlife/Burning%20Embers/112/97/3602

Dance XCetera - February 25 2018

SUNDAY MARCH 25 2018

7:00AM CLUB IMAGE

IMAGE open this Sunday

…… ♥ * Line up for this Sunday*♥…….
1. HANKU Babii”MJ2014″
2. Yougao Destiny “Hello”
3. misse Tigerpaw “Shine”
4. Diawa Bellic”Venus”
5. Sakura”A Butterfly’s Dream”
6. fairytale Stoop”青年14歳”☆special guest
■ ☆Team Dance☆ Diawa Bellic “Feeling it Still”
DJ: HANKU Babii☆.。.:*・゜

http://maps.secondlife.com/secondlife/Laem%20Singh/193/28/2021

Club Image - March 18 2018

12:00PM INANNA BURLESQUE

Inanna Burlesque provides a monthly show of sexy ladies that have intoxicating dance moves that will ensure an hour of entertainment. We show a variety of well choreographed dance movements that will keep you enthralled and wanting more.

http://maps.secondlife.com/secondlife/Somerton%20Greenwich/100/193/1502

12:00PM CABARET PROVOCATEUR

The Cabaret Provocateur will present its encore performances of the program “Fab 4 You” n Sunday March 25, 2018 at noon SLT at Surrender Cove.

Fab 4 You is a programme in 6 acts feature music performed by Elton John, Robin Williams and Bobby McFerrin, Lisa Lauren, Eddie Izzard, Goldie Hawn, and Phil Collins all originally written and performed by the Fab Four, (The Beatles). The dances will take you on a journey from Manhattan rooftops through Arabian Nights, to Broadway, backstage and in front.

http://maps.secondlife.com/secondlife/RockIsland/151/67/24

12:00PM LUXE GIRLS

(See Elysion group for information.)

https://www.flickr.com/photos/isfullofcrap/39939366221/in/album-72157686567442226/

12:00PM VIRTUOSO

Seating is limited, please attend at least 30 minutes before show time.

http://maps.secondlife.com/secondlife/Reed%20Valley/145/84/1501

1:00PM DEBAUCHE

HOMECOMING

Join Debauche as they perform in their wonderful home theatre, Such a lovely place for all of us and for all of you.

We always have a great show there with the best atmosphere! Fun, friendly and lively. Love you all to come and be part of it with us.

Debauche – a little naughty, a little risque, a LOT sexy and of course, ALWAYS classy.

Hope to see you spending time with us on Sunday 25th March at 1pm SLT. Dress smart casual. Leave your scripts at home 🙂

Love

Debauche

xxx
http://maps.secondlife.com/secondlife/Champion%20Isle/71/126/2001

1:00PM XA DANCERS

The X-A Dancers are dancers, choreographers and designers from the Xaara Community in collaboration with The Xaara Gallery of Sensual Art and The Atlantis Grand Theatre. We perform about four shows per year at The Atlantis Grand Theatre.

Shows by the X-A Dancers reflect a variety of creative talent in Second Life. Originality, sensuality, intelligence and humour are showcased in every show. We are not your typical burlesque troupe. We are members of a special artistic community with both vanilla and D/s influences.

Visit Xaara Community to find the best sensual art, literature, poetry, photography and dance in Second Life.

http://maps.secondlife.com/secondlife/Xaara/159/109/22

5:00PM WINDS OF THE SAHARA: Winds Theme Show

Are you a vagabond at heart? Have you dreamed of seeing the world and all of the wonderful things there are to see? Our theme show this month is to take our guests on a journey around the world with our dancers picking countries and doing sets celebrating the wide variety that our planet has to offer. Come and join us as we explore this amazing planet we call home!

Please try to leave as many scripts at home as you can to help with lag!!

https://maps.secondlife.com/secondlife/Aladona/124/193/2001

5:00PM MISFITS

LIVE dancing on the big stage with full costumes, fun sets, and awesome music ~ Think BROADWAY in SL! Come join the fun!

http://maps.secondlife.com/secondlife/Metanomics/53/173/3073

7:00PM DANCE XCETERA

Director’s choice performances.

http://maps.secondlife.com/secondlife/Burning%20Embers/112/97/3602


I assume there will be a few more shows this week… folks are just taking their time getting the notices in, finishing up their routines… that sort of thing.

Check with the Dance Queens event calendar for updates and additions to the weekend’s schedule, as well as the many events that happen during the week. The new Appollo Dancers are on Wednesday and Noir Neverland always has fun going on Thursday evenings.

So, folks, is this useful? Let me know. Drop me an IM when you get to a show and that you enjoyed it.

https://www.flickr.com/photos/isfullofcrap/40054739825/in/dateposted/

2018 SL UG updates #12/2: CCUG summary

A rally of (Animesh) raptors on Aditi

The following notes are primarily taken from the Content Creation User Group (CCUG) meeting, held on  Thursday, March 22nd, 2018 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.

There is no video to accompany this update, notes are taken from my own audio recording of the meeting.

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 on avatar meshes.
  • An intended follow-on project to actually support baking textures onto avatar mesh surfaces (and potentially other mesh objects as well). 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.

It is important to note that this project is still in its preliminary stages. Any release of a project viewer (see below) doesn’t mark the end of the project, but rather the start of initial testing and an opportunity for creators to have input into the project.

Project Viewer

  • QA testing revealed a number of bugs which need to be addressed before the project viewer reaches public consumption.

EEP and Atmospheric Shaders Work

Environment Enhancement Project (EEP) Summary

A set of environmental enhancements, including:

  • The ability to define the environment (sky, sun, moon, clouds, water settings) at the parcel level.
  • New environment asset types (Sky, Water, Days – the latter comprising multiple Sky and Water) that can be stored in inventory and traded through the Marketplace / exchanged with others.
  • Experience-based environment functions
  • An extended day cycle (e.g a 24/7 cycle) and extended environmental parameters.

This work involves simulator and viewer changes, and includes some infrastructure updates.

Current status: Rider Linden is working on some internal fixes for EEP which should hopefully move it closer to public visibility, and there is some more infrastructure work to be done.

Atmospheric Shaders Work

A project to revamp the viewer’s atmospheric shaders and rendering.

Current status: Graham Linden indicated “good stuff” is in the works, but nothing he can publicly report on as yet.

Animesh Project

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.
  • Will not support its own attachments in the initial release.
  • Will not initially include the notion of a body shape (see below).

Resources

Current Progress

Vir continues to work on performance profiles, and is “pretty close” to having something for Land Impact, with a formula under evacuation. Among the changes, this formula calculates scaling differently, and Vir notes there are a number of corner cases which need to be dealt with. The tri count cap will also be finalised alongside the updated LI formula.

Rigged Mesh Level of Detail / Bounding Box Issues

Beq Janus has reported on issues with rigged mesh LOD issues related to the avatar bounding box. Essentially, attachments on avatars swap their LOD models as if they were scaled to the overall avatar Bounding Box. Some creators, deliberately or otherwise, force the bounding box to be far larger than is required, which then creates problems

For example, if an avatar bounding box is forced to 15 metres on a side, any rigged object worn by that avatar will swap LODs as if it were 15 metres in size, no matter how small, forcing viewers around it to use its highest LOD model unnecessarily (see BUG-214736 for more).

Vir Linden agreed that this is a problem, and that forcing abnormally large avatar bounding boxes is undesirable. In some places, the Lab tries to use the rigged mesh wireframe as the basis for the bounding box, which is seen as a little more robust as it is looking directly at the triangle data, rather than working off of the avatar itself – and this is the approach being considered with Animesh to avoid similar issues with Animesh rigged mesh failing to correctly LOD in the viewer – however, so believe the use of such static data is “meaningless”.

JIRA “Accepted” Status

The “Accepted” status on the JIRA still causes some confusion. In brief:

  • For BUG reports, Accepted tends to mean the Lab have imported the report for evaluation / agree to there being a bug and will look to fix the issue. When it is addressed is dependent on a number of factors (e.g. severity of the issue).
  • For feature requests, Accepted means the Lab is sufficiently interested in the idea to want to track it. It does not mean the idea will be implemented, either in whole or in part. Whether it is implemented in whole or in part again depends on a number of factors (how it sits within the current workflow, whether or not it is related to work being carried out and can be added to it; whether it is something which might be implemented alongside of upcoming work; whether it is better to hold off until it and other ideas like it can be implemented together as a project, etc.).

Return of Last Names

The last portion of the meeting focused on the recent blog post from Linden Lab indicating Last Names would be returning to Second Life. Given the level of interest in this project, I’ve written a separate update on this section of the discussion. See:  The return of Second Life Last Names – update with audio.

In Brief

  • Rigged / static meshes using transparencies (blended or masked) tend to cast an incorrect shadow

    Transparency shadow casting from rigged items: there is an issue with rigged / static meshes using transparencies (blended or masked), which causes shadows cast by them to render incorrectly (shadow rendering conforms only to the geometry silhouette). Graham Linden indicated that this is something the Lab plans to fix, but the work has yet to be scheduled.

  • Switching mesh asset on the same prim root: this used to be supported via script, but was removed due to people using it to create flipbook style animations which could adversely affect performance. It’s been suggested that it could offer an alternative to performance-impacting alpha swapping on meshes; however, the Lab’s view is that while alpha swapping is performance impacting, switching entire mesh assets would still be more of a performance hit, as the latter requires all of the geometry data associated with the mesh to be rebuilt every time.

Drew Struzan Gallery and Studio to open in Sansar

Opening on Friday. March 23rd, 16:00: Drew Struzan Gallery and Studio at the Hollywood Art Museum

Drew Struzan is a giant in the fields of art and film. Over his 40-year career, his talent has graced more than 150 movie posters for some of cinema’s most memorable films – including Indiana Jones, Back to the Future, and Star Wars – and extends to book covers, album covers, and other fine art. And on Friday, March 23rd, his art will be available within Sansar as a part of the The Hollywood Art Museum (HWAM) project, established by Greg Aronowitz.

HWAM’s mission is to encourage artists in the digital medium to find fresh inspiration in the traditional arts of Hollywood’s past, through the preservation and education of art used in entertainment. Its first major exhibition, featuring reproductions of pieces – models, production drawings, props, merchandise from the Star Wars franchise films – which came ahead of the US opening of the latest film in the series Star Wars: The Last Jedi (read more about the Star Wars exhibition here).

Drew Struzan

The Drew Struzan Gallery and Studio marks HWAM’s second gallery space in Sansar, and presents visitors with a unique opportunity to view the work of one of the greatest illustrators of modern times, and to also get a peek inside his private studio.

Born in Oregon City, Oregon in 1947, Drew Struzan fell in love with art and drawing while a boy. “I didn’t go to movies, I didn’t watch TV,” he once recalled. “I didn’t have comic books. The closest I would ever come, is I would go to the library and get out art books and draw from the old masters. So I had an education and background in the masters of the art I liked to paint.”

A school Counsellor asked him about his interest in art and told him he had a choice between fine art or illustration, saying that as a fine artist he could paint what he wanted, but as an illustrator he could paint for money.

Struzan opted for the latter, later saying, “I was poor and hungry, and illustration was the shortest path to a slice of bread, as compared to a gallery showing.”

The 1977 Star Wars “Circus” poster, featuring Drew Struzan’s oil painting portraits of the film’s characters (1977)

From college, Struzan started his career not in film, but in music, creating the album covers art for artists like  Tony Orlando and Dawn, The Beach Boys, Bee Gees, Roy Orbison, Black Sabbath, Earth, Wind and Fire, Liberace and Alice Cooper.

In 1977 he was contacted by fellow artist Charles White III, who had been hired to produce a poster for the upcoming 1978 re-release of the original Star Wars film. Uncomfortable with portraiture, White asked Struzan for help, and between them they came up with a distinctive poster design, which became known as the “Circus” poster, depicting what appears to be a torn posted bill on a plywood construction site wall.

It was the start of an enduring relationship with top-flight movies. For the next 30+ years, Struzan would create some of the most iconic and memorable one-sheets for some of Hollywood’s biggest and highest grossing films and film franchises, including the Indiana Jones franchise, the Star Wars franchise, Blade Runner, the Police Academy series, Back to the Future, E.T. the Extra-Terrestrial, Hellboy, Harry Potter and the Sorcerer’s Stone, and many, many more.

For the Sansar exhibition, Greg Aronowitz work closely with Struzan and members of Linden Lab’s Sansar Studios team led by Jason Gholston, to carefully and painstakingly reproduce Struzan’s art – including the “Circus” poster – within an immersive virtual setting. Many of the pieces have interactive elements associated with them: wall-mounted buttons can be pressed to hear audio relating to the pieces.

Also involved in the work is Kevin Cain, CEO of Insight Digital. This is the company that, working with the Lab’s Sansar Studios team, brought three real-world sites of antiquity in Egypt into Sansar, allowing people to visit and appreciate them in ways which cannot be shared in the physical world because the sites in question are not open to the public (read more about this project here).

A poster celebrating George Lucas and his filmmatic legacy, by Drew Struzan

For this project, Kevin Cain brought the same techniques used by Insight Digital to map ancient Egyptian tombs and monuments – laser scanning and photogrammetry to accurately reproduce Struzan’s own private studio and then upload it into Sansar as a place for people to visit.

The result is a stunning environment – gallery and Studio together – in which Struzan’s art and artistry can be fully appreciated, as a sneak previewed via livestream video by Deviant Art on Thursday, March 22nd revealed.

From left to right: Jason Gholston, Drew Struzan, Greg Aronowitz discuss the Drew Struzan Gallery in Sansar during a Deviant Art livestream event with host Matthew Holt. Credit: Deviant Art

The grand opening of the Drew Struzan Art Gallery and Studio in Sansar will take place between 16:00 and 20:00 PDT on Friday, March 23rd, and will comprise the following events:

  • 16:00-17:00: Greg Aronowitz and Drew Struzan reflect on their careers in film and Hollywood, and on Drew’s artistic legacy.
  • 17:00-18:00: an exclusive walk-through of Drew’s never-before-seen private studio, 3D-scanned into Sansar, and find out how the space came together from Insight Digital’s Kevin Cain and Jason Gholston, Head of Sansar Studios.
  • 18:00-20:00 the grand opening party and a chance to tour the entire experience on your own or with friends.

To attend the gallery opening, go to the Drew Struzan Gallery & Studio – Grand Opening in the Events section of the Sansar client or on the web 15 minutes before the event is due to start and click the Join option.

And for those who want to know a little more about Drew Struzan, here’s the trailer for the 2013 documentary, Drew: The Man Behind The Poster.

 

Second Life: Last Names update with audio

Update, April 21st, 2018: at the April 20th Town Hall meeting with Ebbe Altberg, it was indicated that the new first name / last name system might be a Premium only benefit, or that if generally available to all users, that Premium account holders will have some advantage in using the capability over Basic account holders. Please refer to the audio of Grumpity Linden’s comments from that event appended at the end of this article.   

Update, March 28th, 2018: further information was provided at the Web User Group meeting on this date. This information has been appended to the end of this article. 

Following the Lab’s announcement that last names will be returning to Second Life  later in 2018 (see my post here), Oz and  Patch Linden have been providing further details on the change.

Patch has been commenting on the forum thread related to this topic (and the Lab’s 15th anniversary blog post in general), starting here, and I’ve also quoted him below.

Oz Linden took time to address questions on the subject at the Content Creation User Group (CCUG) meeting on Thursday, March 22nd.

The following is a summary of what has been said thus far, predominantly using Oz Linden’s comments at the CCUG meeting. I’ve attempted to summarise the key points as series of short topics, and have included audio extracts of Oz’s comments with each topic.

Note that the audio extracts draw together related comments voiced at different points in the session, as Oz addressed questions. I hope that presenting them in this way, rather than just chronologically as they came up at the meeting, helps to present a clearer picture of what is being planned.

In General

As the original blog post indicated, the return of last names will be coming later in 2018 – not in the immediate future. There are some back-end changes to SL which need to be made before last names can make a return, so it would seem like “later in 2018” users might be read as “late 2018”.

That is not something that we’re going to be able to deliver real quickly. Don’t look for it in the next few weeks. But it is on the road map for this year, and we’ll try to make it better than the very end of the year, but there are a couple of things that have to get fixed on the back-end before that can work.

Oz Linden, CCUG meeting, March 22nd, 2018

With the introduction of this system, Agent IDs will become the primary means of link names to avatars. As noted below, this means that those scripting items which require avatar details, and who don’t use Agent IDs might want to start thinking about revising their scripts to do so.

In Summary

  • The plan is to allow people to change their first and last name whenever they wish.
  • As with the “old” system, users will be able to choose whatever first name they like, then select their last name from a pre-set list of available names.
    • The list of last names will be routinely refreshed.
    • The Lab is considering accepting suggestions from users.
  • Once a name combination has been created, it is forever tied to that avatar, it cannot be used by anyone else, even if the “owner” later changes their name, or their account is deactivated.
  • Previous names will be retained by the system, so:
    • If you can remember someone’s previous name, you can search on that and get their current name.
    • Users will be able to switch back to previous names they have used, as well as select new names as the list changes.
  • Unicode will not be supported when entering a first name.
  • The first name / last name capability will not replace Display Names1.

This has no effect on display names and largely I do not anticipate we will change how display names work. If anything, it somewhat sunsets the need for them.

Patch Linden, March 22nd, forum thread

  • There will be a fee associated with changing your name (which has still to be determined).
    • The fee is liable to be “large enough” to prevent people simply constantly changing name just to use the “good names” up.

  • Advice from the Lab to scripters:
    • Given this change is coming, scripters who have a need to same avatar details should start to consider doing so by Agent ID, not first name / last name.
    • The Lab will most likely provide an API for resolving first name / last name into a valid Agent ID.

In the forum thread, Patch also reiterates the uniqueness of first name / last name combinations, as noted above.

No hiding of names. First name and surname combos will have to be unique like they are today. A couple of other questions that came up – no re-use of retired names, once a name has been used, it belongs to that account forever. We keep a transnational name change history. Only standard English characters will be permitted.

Patch Linden, March 22nd, forum thread.

I’ll have more on the return of Last Names as information becomes available, mostly like much nearer the time the feature is ready to deploy. In the meantime, Patch may post further information on the forum thread, so it might be worth keeping and eye on that.

Update From the Web User Group, March 28th, 2018

  • “Original / legacy” last names will not be re-opened for use.
  • New users joining Second Life will still be given the automatic “last name” of “Resident”, but have the option of changing if they wish.
  • The fee for name changes has not been announced, however, at this point the indication is that the fee will be in fiat currency (i.e. US dollars) not Linden Dollars.

Update From the Town Hall Meeting, April 20th, 2018

  • Intimation that the name change capability might be a Premium-only benefit.
  • Indication that if available to Premium and Basic, Premium members will have an (at the time of reporting) unspecified advantage over Basic account holders.

  1. Oz indicated that Display Names will not be replaced due to the work involved in removing the functionality. It’s also worth noting that – depending on the fee levied for name changes – people  who have multiple characters associated with their avatar for role-play, etc., and so frequently change their name, might find using Display Names remains more convenient / cost-effective means of doing so once the first name / last name capability is deployed.