The following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, May 9th 2019 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are usually available on the Content Creation User Group wiki page.
Environment Enhancement Project
Project Summary
A set of environmental enhancements allowing the environment (sky, sun, moon, clouds, water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.
Due to performance issues, the initial implementation of EEP will not include certain atmospherics such as crepuscular rays (“God rays”).
Resources
- Project definition document.
- Project summary (this blog).
- Full EEP Documentation.
Current Status
- The next viewer RC update is “close”. This should:
- Include a batch of shader updates that will hopefully improve things “considerably”.
- Be merged to the current LL release viewer (version 6.2.1.526845 at the time of writing, promoted May 7th).
- An issue of late has been that of new bugs popping up as existing ones are dealt with.
- A recently noticed issue has been with day cycles – cloud scrolling across the sky will suddenly “hiccup” slightly in their motion, rather than scrolling smoothly throughout.
Animesh Follow-On
- Vir continues to work on adding shape support (or similar) to Animesh, specifically on the infrastructure requirements for being able to send slider parameters for Animesh objects to and from the viewer.
- No decision has as yet been made to whether to offer full body shape support or to use individual parameters, but the underpinning infrastructure requirements for both are more-or-less the same.
- The focus is therefore on developing the infrastructure (messaging, etc), to a point where both can be tested as a decision made on the basis of that testing.
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 viewer and server-side changes, including updating the baking service to support 1024×1024 textures, but does not include normal or specular map support, as these are not part of the existing Bake Service, nor are they recognised as system wearables. Adding materials support may be considered in the future.
Resources
- Bakes on Mesh knowledge base article.
- Bakes on Mesh forum thread.
- Bakes on Mesh JIRA filter (courtesy of Whirly Fizzle).
Current Status
- There is a simulator change pending. This includes a means of accessing BOM UUIDs.
- These were changed in the last back-end update as a result of underlying asset property issues. If there is BOM content using the old UUIDs, this will have to be updated.
- The simulator update is intended to allow access to the texture UUIDs without having to do so numerically, as is currently the case. This should re-enable the ability to access them via their name abbreviations.
- There is also a further Appearance Service change pending, deigned to correctly handle tattoo layer with partial transparency (currently, if a tattoo with partial transparency is sent for baking via the new BOM channels without any underlying opaque layer, then the alphas are not correctly resolved). This is with the Lab’s QA team.
- There are no BOM-specific updates pending to the RC viewer, but this will, as per the Lab’s viewer release policy, be updated to maintain parity with the latest release version of the viewer (6.2.1.526845) at the time of writing.
- Given the overall status of BOM and EEP, it would appear likely that BOM could be promoted ahead of EEP as a released project and viewer.

I can’t say that any of that surprises me greatly, though there will be a deal of twittering in Mesh Body groups about BOM not supporting materials; for me at least that renders BOM pretty well useless and I will lose what little interest I had in the topic utterly.
The continuing issues with the application of Animesh is a nuisance but Animat’s perseverance is commendable in the face of the obstacles so far presented.
All these future features will amount to nothing unless the next week’s major network maintenance sees a return to reliable script and region-to-region travel. We must hope the LL engineers do not find to many worms in their apples.
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insert “performance” after “script” in para 3. Typical of me no typos but I miss a word out completely!
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