Sansar update: R34 and avatar 2.0

Creator Academy: Hall of Materials

The following notes combine the June 26th R34 release and aspects of the June 27th (week #26) Product Meeting. I’m a little late in getting to both, in part because of work related to SL16B, and in part because I had been waiting to see if a video from the June 27th Product Meeting will be officially posted.

R34: A Richer World Release

The new inventory filters for clothing

The R34 release, issued on June 26th, 2019. As with the majority of Sansar deployments, this update requires the automatic download and installation of a client update. Compared to other release releases, this was somewhat smaller in scope, offering the following:

New features

  • Gifts are now adjustable in increments of 100, amounts can be entered directly. Gifts are capped at a maximum of 9999 Sansar Dollars each.
  • New filters in the avatar editor that enables users to show male, female or all clothing in the inventory. This allows users to wear male clothing on female avatars and vice versa.

Improvements 

  • Chat improvements – less lag when joining an experience with a long backscroll.
  • More stable voice server connections – less disconnects and more reliable reconnects to the voice server.
  • Avatar broadcasting performance improvements – Better broadcasting behaviour for streaming performers and dealing with broadcast instance crashes.

In addition, the release included script updates and stability improvements – these are documented in the official release notes for R34.

Two additional updates to the release have since been issued:

  • The first, issued on June 28th, comprises bug fixes and a new script example, HintText.cs, available in the Scene Script Library. Details are again in the release notes.
  • The second (labelled “updates 2 and 3”), issued on July 3rd, included additional new features:
    • New support for the Valve Index controllers (although note that Sansar does not support the Valve Index headset).
    • A new Memo feature on the My Experience panel allows creators to write and view notes for each of the experiences they own.
    • The People panel has been updated so that the block/unblock and muting features can be more easily accessed. Some inactive buttons have also been removed.
    • The Chat panel has been updated to allow gifts to be send via it, and other users to be blocked/unblocked.
    • New script API for per user gravity factor, which allows scripts to define the gravity factor for individual users.
    • See the update release notes for full details, including fixed issues.
The new chat options for gifting and blocking / unblocking

Avatar 2.0

As I’ve previously reported, the new Sansar Avatar 2.0 is planned for release in September 2019 (see Sansar Product Meetings week #24: more on Avatar 2.0). During the June 27th Product Meeting, the Sansar team unveiled a video showing a “first look” of manipulating the new avatar face using the bone deformation capabilities with the upcoming new avatar system.

The video was (briefly) posted to You Tube, but then taken down while the Lab “decided what to do with it”. I contacted the Sansar Community Manager, Galileo, to ask if a capture from the meeting could be posted, and received a “should be OK” reply.

The video demonstrates the ability to manually adjust the features on the avatar through a touch interface that allows fine tuning of adjustments. For those used to having sliders to adjust features, as with Second Life, the approach taken with Sansar may appear a little odd. However, the full system, when ready for release will also include some sliders to allow for blend morphing.

The overall feedback from those watching the video appeared positive, with Lab staff noting that the approach should allow a highly diverse range of avatars to be created once Avatar 2.0 is released, and the skin texturing / layering system (still being worked on as well, and not shown in the video) should add to this, allows different skin tones, make-up finishes, freckles, wrinkles, tattoos, etc.

Avatar 2.0 Points of Discussion Raised at the Meeting

Please also refer to the week #24 meeting notes, as they bullet-point much of the Avatar 2.0 discussion that formed part of this meeting.

  • Avatar 2.0 will have around 30% less bones that the current avatar, which should simplify skinning to it. The face should have around 50% fewer bones (140 to 70).
  • A more neutral avatar mesh to better support deformation.
  • The skin texturing / layering system may not be part of the initial release, but will follow-on.
  • Bone deformation will only be for the face in the first release of Avatar 2.0, but will be extended in subsequent releases.
  • Avatar expressions available with the current avatar will still work with Avatar 2.0.
  • Mouth movement should also continue to work a seen today, and there is a be a refresh of the mouth / voice animations.
  • There will also be a refresh of the avatar IK system with Avatar 2.0.
  • The system includes a face preset feature that allows users to adjust their avatar’s face using the bone deformation feature and the blend morph sliders and then save the results, allowing them to be used with different avatar bodies.
    • While not in the first release, Avatar 2.0 will include the option for people to create and sell faces on the Sansar Store.
  • It is still planned to release the Avatar 2.0 reference files in August 2019, to allow creators to gain familiarity with the new skeleton ahead of support being deployed to Sansar, and to start updating those items they make / sell that require adjustment / re-rigging to work with Avatar 2.0.
    • As a part of this, the Lab will be running a Creator Programme,  to help creators to develop assets (avatar, rigged items for avatars, etc., and pass them for testing and feedback by the Lab.
    • Details on how to be a part of this programme will be issue by the Lab via e-mail in the near future.
  • Avatar 2.0 may support asymmetric faces. The ability is there, but the Lab hasn’t decided if / when the button to enable it will be toggled. This will in part be governed by feedback from users after Avatar 2.0 has been deployed.

In Brief

  • The Lab is working to extend blend shape support to custom avatars, and the importing of pre-morphed skeletons that can be used with the sliders.
  • The ability to give other avatars items will probably also be released around the time of Avatar 2.0 appearing, and will use the quest system to enable it.
  • Item update mechanism for the Sansar Store  – this is still being working on, and will most likely follow “a couple of releases” after Avatar 2.0.
  • Push-to-talk on the microphone has oft been requested, but not currently on the roadmap.

Tackling an Evening Star in Second Life

Playing with the Evening Star Linden Houseboat. Note the additional “window” towards the stern and the spiral stairs

My playing around with the Linden Home houseboats is something of a matter of record in this blog. I’ve previously written about the result of my fiddling with the Windless (see here and here), and the Barnacle (see here).  In all, I’ve come up with half-a-dozen different interior layouts for three of the available houseboat designs (including the Wallower).

But there is one I’ve tended to avoid: the Evening Star. There are several reasons for this: of all four designs, it perhaps has the smallest interior space (although this could be a toss-up with the Wallower); the use of ladders to reach the rooftop deck really doesn’t appeal (nor does the narrowness of the gap between the ladders and the lower deck railings).

The Evening Star interior can be divided into two and the upper skylight area converted into an upper “floor”

I’m also no fan of the way the majority of the windows are crowded towards one end, leaving the “skylight” area at the stern of the design to provide a glimpse of natural light. Even the skylight itself strikes me as a “wasted” (if possibly small) space, and like the Barnacle, the Evening Star has a curved wall that I’m not particularly fond of.

But, these are the things that niggled me: could something be done to overcome them? As it turned out, the answer is yes.

Despite its apparent small size, the raising ceiling area of the Evening Star can be converted into a reasonable bedroom, and a spiral staircase reduces the amount of floorspace a staircase might otherwise need

Take that skylight space, for example. Small it might be, but it only takes a few prims to create a suitable for on which a bedroom can be established. Further, said prims can be extended to provide a non-plank ceiling for the deck below, if needed, Add a suitable spiral staircase, and you have a compact way to get between the two “floors”.

The same design of spiral stairway (which I’ve previously used on one of my Windlass designs) solves the problem of avoiding the Evening Star’s ladders by adding a copy to the front of the houseboat, connecting the open upper deck space with the docks I slipped in at water level. A pair of Anywhere Doors (also used with the Windlass designs) solves the problem of accessing the upper deck from the bedroom.

The new “bedroom door” to the upper deck (a Curio Obscura Anywhere Door pairing) and a couple of additional prims to “fix” the truncated window.

One of handy things about these houseboat designs is that as unique as each of them might be, all of them naturally lend themselves to using similar components like this.

Take Blush Bravin’s Party Boat add-on, for example. Designed for the Barnacle, I’ve used elements with both the Windlass and the Wallower. And with the Evening Star, the “brick” panel allows me to overcome that curved wall at the rear of the lower deck, squaring things off nicely for the kitchen (a combination of items from [DDD] ~ Dysfunctionality and Trompe Loeil). The addition of a faux doorway against this wall adds the illusion of there being a bathroom at the back of the boat. The slatted room divider from Blush’s kit also allows me to split the lower deck into two without leaving it feeling totally closed off.

One of the faux windows showing the “blinds” drawn from the outside.

Even so, splitting things can leave the back of the boat feeling a little “dark”. So why not add a couple of faux windows? Just 4 LI apiece and with suitable internal / external textures, and that can be made to look (from the outside) as if the blinds are drawn, and from the inside, they offer “views” of the “sky”. OK, so the inner and outer appearances of the windows don’t actually match one another, nor do the “windows” actually admit light – but they do help give a sense of brightness to the back of the houseboat. A quick bit of scripting also means the “inside” sky images are automatically swapped with images of the drawn blinds during the local SL “night”, avoiding the “view” from them clashing with what can be seen outside!

Dividing the interior into two isn’t necessary, but for me, it makes things a little more cosy and offers distinct living spaces – lounge and kitchen / dining. However, given the sheer amount of glass at the front end of the Evening Star, it leaves a small problem of where to hang pictures. Fortunately, it doesn’t take much to add a couple prim walls to block-in two of the windows – and these can run back toward the rear of the houseboat, covering both the wall panelling on the inside (which I mentioned I wasn’t too fond of) and the weird black semi-circle on the outer walls.

The Evening Star showing my mods (forward spiral stairs, upper side door to the new bedroom area, new side walls and “windows”), compared to the original look, inset.

I think it fair to say the Evening Star  – like the Wallower – surprised me. What at first seemed to be a potentially awkward living space with limited options, is actually pretty flexible and capable of being modified in a fairly low land impact: 82 LI including all the ceiling, walls, lighting, pictures, kitchen, kitchen fixings and docks for my boats and planes (of course, a custom vehicle rezzer for the latter finished things off 🙂 ).

I continue to be impressed with these Linden Homes and the sheer flexibility they can offer. Put it this way, I now have a different houseboat for each day of the week 🙂 .

 

An artistic Masquerade in Second Life

DiXmiX Gallery: Masquerade – Lou Shadow and Calypso Applewhyte

Masquerade is the title of an ensemble exhibition at DiXmiX Gallery that opened on June 20th, 2019. It features images by 34 Second Life photographers that have been selected by Dixmix Source, the gallery’s curator, along the theme of masks (which also encompasses the likes of helmets face masks, gas masks, make-up as a mask, as well as the more traditional masquerade mask suggested by the title.

Occupying all three halls of the gallery, the exhibition comprises a one or two pieces from each of the selected artist; they in turn comprise: Algezares Magic, Aniki Seetan, ByrneDarkly Cazalet, Calypso Applewhyte, Catherine Nikolaidis, Edie Horngold, Ember Adored, Gaus, Génesis Rodriguez, Guen Gothly, Izabela Navarathna, Jaggy, Kimmy Littleboots, Kimmy Ridley, Krizze Sparrowhawk, Laura Mrs S, Lou Shadow, Maloe Vansant, Megan Prumier, Mila Maesar, Ornella Batriani, Pam, Purple Leonis, Ryleigh Theas, Shocoon, Sinon Vale, Sonic, Tania Tebaldi, Tiya Aura, Tralala Loordes, Valenska Voljeti, Vallys, Wicca Merlin and Dixmix himself.

DiXmiX Gallery: Masquerade – ByrneDarkly Cazalet and Tiya Aura

Given the broad spread of photographers, this is unsurprisingly a richly mixed exhibition with wide-ranging styles and themes, with one or two of the images perhaps stepping into the realm of NSFW. Given the focus is headgear, the themes touch on science-fiction, fantasy (notably some darker shades, rather than perhaps the more wistful), adult games, etc.

Such is the volume of work here that this could easily be the kind of exhibition that desensitises the visitor to the subject matter (“Oh, look another avatar wearing a mask!”). However, through his selection and curation of the images, Dixmix utterly avoids this, putting on a display so richly diverse, and with the majority of the images offering a depth of narrative that extends well beyond their frames, that the exhibition is captivating throughout.

DiXmiX Gallery: Masquerade – Sonic and Guen Gothly

The diversity of work on display means that picking out individual pieces is an impossible task: each has its own attraction and most – as noted – have their own distinct story to tell. As such, this very much is an exhibition that should be witnessed first-hand.

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2019 SL User Groups 27/1: SUG and Singularity

Blaylock Island; Inara Pey, May 2019, on FlickrBlaylock Islandblog post

Server Deployments

Please refer to the server deployment thread for the latest news and updates on the week’s deployments.

  • On Tuesday, July 2nd, the SLS (Main) channel was updated with server maintenance package 19#19.06.14.528215, comprising internal changes.
  • Due to this week being the 4th July holiday week in the US, there are no deployments planned for the main RC channels for Wednesday, July 3rd These will remain on server maintenance package 19#19.06.14.528215.

SL Viewer

At the time of writing, there have been no official viewer updates to mark the start of the week, leaving the pipelines as follows:

  • Current Release version 6.2.3.527758, formerly the Rainbow RC viewer dated June 5, promoted June 18 – No Change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
  • Project viewers:
    • Legacy Profiles viewer, version 6.2.3.527749, released on June 5. Covers the re-integration of Viewer Profiles.
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November 2017 – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Script Processing Issues

For those who may not have seen the comments on script run time issues (see  BUG-226851 and BUG-227099) in my week #26 Content Creation User Group and TPV Developer meeting summaries:

  • There are simulator updates awaiting deployment that should provide better script performance on the “more expensive [resource-wise] scripts events”, such as sensors. This could potentially reduce the overhead of idle scripts by as much as 20-30%, although actual mileage, may vary. The hope is that once deployed, the changes will help push script processing performance in the right direction.
  • These updates may be initially deployed to the RC channels in week #28 (week commencing Monday, July 8th – although the deployment might be after that week, depending on deploy requirements.
  • Viewer-side tools are to be provided (“after July”) viewing statistics on general script usage across a simulator to help diagnose local problems. These might even include / take the form of a visual indicator, such as the visual object update option (CTRL-ALT-Shift-U).

Singularity Issues

I don’t usually post TPV updates as a part of this report, however, there are two issues affecting Singularity users. In short, these issues can result in a user’s avatar remaining a cloud to them, and may result in other issues. Those experiencing problems are advised to update to the 7640 test version or the 7667 (redo2) version (note the latter link should only be used until such time as a new build (or the 7667 (redo2) build) appears on the Singularity Alpha viewer list.

Tilia – a further look and a little more speculation

Logos © and ™ Linden Lab and Tilia Inc.

Note: this article is about Tilia Inc., as a business. It is not about the Tilia and how USD dollar balances and cashing-out from Second Life will be handled. If you wish to comment on those subject please refer to:  Linden Lab announce important Second Life account changes and comment there. Thank you.

On Monday, July 1st, Linden Lab announced important upcoming changes related to Second life accounts and credit processing, which linked to their subsidiary company, Tilia Inc. Full details of these changes can be found in the Lab’s official blog post: Important Changes to your Second Life Account – Introducing Tilia, which I also covered in my own post, Linden Lab announce important Second Life account changes, which includes additional links to the Lab’s comments posted in reply to questions on the forums.

But what exactly is Tilia Inc.?

Well, for a start, Tilia Inc isn’t actually something new – it’s been around in relation to the Lab since 2014 / 15; in fact, Second Life users might actually already be aware of it without realising it, as the Tilia Inc., logo appears on the SL web pages related to L$ account purchases (Tilia also drives elements of Sansar accounts as well).

In describing Tilia Inc., in the blog post noted above, the Lab give a fairly basic description of company’s function:

A subsidiary of Linden Lab that offers certain financial services to the Second Life community and helps Second Life comply with U.S. laws and regulations.

This is actually only a part of the story – the part that affects Second life users; there is more, some of which I speculated about when first writing about Tilia almost five years ago in November 2015 – see Linden Lab and Tilia Inc. – speculations on the Lab’s new subsidiary – and which would now seem to be correct.

That article came about as an extension of investigations fellow Second life user Vick Forcella, had started before punting things over to me to build on his work. In the course of my digging, I spoke with Peter Gray, who was then the Director of Global Communications at Linden Lab, and while he didn’t give too much away at that time, he did say something that resonated with me as I speculated about what Tilia Inc might hold for the future.

Tilia is a subsidiary of Linden Lab, focused on payments and the compliance work associated with operating virtual economies, and it will provide services for both Second Life and Project Sansar.

– Peter Gray, former Director of Global Communications, Linden Lab, November 2015

Back in November 2015, two things in particular struck me about Peter’s comment.

The first is pretty straightforward: Tilia Inc., was, and would remain, central to the Lab’s work in seeking federal and state registration as a US Money Transmitter and to comply with all US laws regarding the movement of money. This had been a stated goal within the Lab pretty much since Ebbe Altberg officially joined the company as CEO.

Secondly, Peter’s statement struck me as interesting in that its structure seemed to suggest that supporting Second Life and Sansar (then still “Project Sansar”) was part of, but also separate to, the overall goal of presenting Tilia as an entity focused on providing a robust payments and compliance system for operating (and managing) virtual economies to third parties.

Another option might be that the Lab be considering making the Linden Dollar and all its attendant services a pre-packaged solution / service they can offer to other companies wishing to operate a virtual currency, with Tilia Inc., as the nominal operating company for that service. After all, they have made much of their leadership in matters of virtual economies and compliance, so spinning it out and offering it to others might be a means of generating additional revenue, although admittedly, given the complexities potentially involved, this might be seen as a bit of a stretch.

– Part of my speculations, November 2015

Reading the Tilia Inc website, it seems that this is what Linden Lab plans to do – the main difference being that Tilia is geared to work with any “virtual token”, not just the Linden Dollar. Not only does the home page promote the company as a “solution provider”, so to speak, but it also includes a form by interested companies / organisations can register their interest with the Lab.

The Tilia Inc., home page promoting the company as a virtual economy solution provider to other businesses

(I’ll only say in defence of my linking Tilia and the Linden Dollar as the hip in 2015 was in part due to the Lab at that time hoping to use the Linden Dollar with Sansar, so it seemed logical to present they would offer it to others as part of the overall package.)

Some may well be upset at the idea of LL spinning off a business entity “at the expense of Second Life” (even though Tilia does and will have a bearing for both SL and Sansar, as noted). However, as noted in the quote above, it does have potential. There is already much more talk today about virtual currencies and economies  – notably focused around blockchain systems (such as Etherium), and the Lab does – as noted – have 16 or so years of running a virtual economy at scale and with users cashing-out up to US $65 million a year. Combine this with Tilia’s US-wide certification as a recognised Money Transmitter, and the Lab could have a robust business platform to offer clients.

Of course there are risks involved, such as the realities of this new market and how long it might take to grow, how LL might fair in the face of competition like decentralised blockchain system should these reach a similar level of certification, how much of any potential market LL might corner, etc. However, none of these mean the company shouldn’t necessarily try. Were Tilia prove to be successful over time, it could provide Linden Lab with an alternative revenue stream, possibly allowing them to do something else Ebbe Altberg alluded to in his Meet the Lindens session at SL16B: reduce their margins around SL and possibly lower fees.

But even if this doesn’t pans out, Tilia Inc., still means that LL are in compliance with US laws regarding money handling across state lines and borders, and so can continue to offer users the ability to generate and cash-out their own revenue through Second Life (and Sansar).

Which perhaps -for now – just leaves the question, ‘Why “Tilia”’? Well, possibly because, as I also noted back in 2015, tilia is genus of trees that encompasses linden trees.

Visiting Norddeich in Second Life

Hallig Norddeich, Nibbevegen 1; Inara Pey, July 2019, on FlickrHallig Norddeich, Nibbevegen 1, July 2019 – click and image for full size

Update: Norddeich appears to have closed and the host region is now private.

Following a recommendation from Shawn and Max, we dropped into Hallig Norddeich, Nibbevegen 1. A Homestead region designed by Svenja Maass (MinAleiga), it offers a slightly untamed feel of a coastal region which, given the name, I couldn’t help but wonder if it took its inspiration from Germany’s East Frisian coast and islands.

I’ve no actual solid reason for stating that it does – other than the presence of Norddeich in the title (Hallig being “exuberant”), but should that be the case, then it would certainly be appropriate; the islands along that stretch of coast, together with their cousins along the more northern aspect of the Wadden Sea coastline, have given rise to the naming of a number of places in Second Life, including Norderney and Amrum, both of which have featured as destinations in this blog.

Hallig Norddeich, Nibbevegen 1; Inara Pey, July 2019, on FlickrHallig Norddeich, Nibbevegen 1, July 2019

While the physical world Norddeich is a coastal area, this one is quite clearly an island, one among a group that rise from the sea, although its neighbours are a good deal more mountainous in appearance – and a good deal more rugged than the Frisian islands (East or North).

With their rugged faces and lack of trees, these off-sim island give the region something of a Scandinavian feel; were that more joined, it wouldn’t be too hard to imagine this to be a remote island sitting within a fjord. Hence why, perhaps, the hint of Norwegian influence in the region’s name as well (being the name of the road leading up to the Geiranger Skywalk).

Hallig Norddeich, Nibbevegen 1; Inara Pey, July 2019, on FlickrHallig Norddeich, Nibbevegen 1, July 2019

The region is split into two islands – the smaller of the two forming the landing point, and the larger the main point of exploration / interest. Both are low-lying, a wooden board walk spanning the narrow channel between them. Save for the shack of the landing point, an old, bent tree and a few shrubs, the smaller island has little to entice visitors to stay, marking it as the perfect spot for the sea lions occupying a small deck on the island’s north side to enjoy a little peace and quiet.

Across the board walk, the larger island is equally low-lying. Ringed by a thin band of sedimentary sand, much of which would appear to be under water at high tide, the core of the island is buttressed by humpbacked cuesta, marking the point where the softer sediments of the beach give way to harder rock the sea is talking a lot more time to erode.

Hallig Norddeich, Nibbevegen 1; Inara Pey, July 2019, on FlickrHallig Norddeich, Nibbevegen 1, July 2019

On the west side of the island, the sea has had a little more success in cutting into the land, forming a shallow, sandy cove that has been set out with beach chairs, blankets and deck chairs, the flags fluttering above it indicating the area is safe for bathing but surf boards or other types of board-based spots / floatation devices are not permitted.

With few trees – the main vegetation being grass and hardy shrubs – the island offers a strange mix of buildings suggestive of this once being a place of work. Two of these sit towards the middle of the island, and have a definite industrial vibe to them. However, the larger – which may once have been a long storage shed – is now a bar, presumably here to keep those visiting the island for its beaches refreshed. Separated from it by a little outdoor drinking area and a greenhouse, the smaller of the two units has been converted into a cosy little home that looks out over a rutted track to where sheep graze in a large, fenced field.

Hallig Norddeich, Nibbevegen 1; Inara Pey, July 2019, on FlickrHallig Norddeich, Nibbevegen 1, July 2019

The track – one of a number rolling across ver the uneven landscape, runs past the two buildings to connect the beach to the west with a wharf to the east, a branch also connecting it with the board walk to the landing point. The wharf is clearly a place of work – the keel of a boat is being laid down inside the boat shed and a fishing boat with fish in its holds is tied-up alongside.

With multiple spots located around the beaches where cuddles and seats can be enjoyed, the region also offers other little spots for shared moments, indoors and out (try the gate into the sheep field for example). There’s also a suitable sound scape to round things off, making this an enjoyable place to visit and photograph – the latter being added by the inclusion of a cloud scape as a part of the region’s off-sim landscaping.

Hallig Norddeich, Nibbevegen 1; Inara Pey, July 2019, on FlickrHallig Norddeich, Nibbevegen 1, July 2019

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