The following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, July 25th 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
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”).
- A further version of the RC viewer is in the pipeline and will be available soon.
- As the project is seen as a “getting closer” and that now is the time for issues to be reported.
- EEP and Bakes on Mesh have also swapped their internal QA teams, so that each project has fresh eyes on it as it gets closer to a potential release.
Bakes On Mesh
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.
- Bakes on Mesh knowledge base article.
- Bakes on Mesh forum thread.
- Bakes on Mesh JIRA filter (courtesy of Whirly Fizzle).
- As noted above, the BOM and EEP QA teams have swapped responsibilities, so that there are fresh eyes on both projects.
- With BOM in particular, this means the project is to be subject to extensive internal review by the Lab ahead of possible release dates being considered.
Animesh Follow-On – Project Muscadine
- DRTSIM-421 on Aditi now has the server-side code to support the new visual parameters LSL code.
- The simulator build and a build of a project viewer supporting the new LSL code are both undergoing LL QA testing.
- Once both have passed QA, the viewer will be made available for public testing on the relevant regions on the DRTSIM-421 channel on Aditi.
- The viewer might be available within the next 2-3 weeks.
- It’s been suggested that imposters for Animesh and imposters for avatars should be separated.
- This would be possible, although it would require some code re-working within the imposter system, which hasn’t been planned.
- There’s also the question of how many people would use a separate Animesh setting, even if it were provided – or perhaps even be aware of it – or if two settings might not confuse people
- The Lab is looking to again start producing tutorial videos.
- Some of these will focus on the basics with content (e.g. how to dress an avatar, wear jewellery, etc.), and how to recognise well-made / optimised content. These videos may start to appear later in 2019.
- The hope is that as well as helping to educated consumers, these videos may start encouraging creators to think more about issues of optimisation.
- The Lab will be interested in hearing ideas on this from creators.
- It is likely this work will be linked to things like Project ARCTan, which will look at rendering costs, etc.
- It was intimated that in the future, landowners might be able to limit access to their land by avatar complexity as well as by the more recognised script load.
- Any such changes will be introduced gradually, with the educational programme – videos, etc., preceding it to try to help users better understand optimisation and benefits.
- In-World Pose System: this has grown out of a code contribution, but is current on hold pending resources.
- Pathfinding: something the Lab would like to look at again, but unlikely to be in 2019.
- Puppeteering: this is an old project that several have suggested re-vitalising. The view from the lab appears to be that it is now too old and SL has moved on too far for it to be practical to try to just resume work.
Due to the Lab’s internal SL Feature Summit and the monthly All Hand meeting at the Lab, the next CCUG meeting will likely be on Thursday, August 8th, 2019 – but check the wiki page to confirm,as it might be possible there is a meeting on August 1st, depending on the start of the SL Feature Summit.