A Taste of Sunnmøre in Second Life

Sunnmøre, April 2023 – click any image for full size

Situated as the southernmost municipality of the county of Møre og Romsdal in north-west Norway, Sunnmøre (or South-Møre, if you prefer) – as with the county as a whole – is regarded as a region of outstanding natural beauty, its rugged and varied landscape being home to the UNESCO World Heritage Site of Geiranger Fjord.

While one of three districts within Møre og Romsdal, Sunnmøre accounts for over 50% of the county’s population – although this doesn’t mean it is exactly going to feel crowded; the total population for Møre is under 200,000, with the majority living within coastal towns like Ålesund (popn approx 53,000). This means that much of the county  – and a lot of Sunnmøre is open countryside – is a place where people are free to enjoy friluftsliv.

Sunnmøre, April 2023

Pronounced (I’ve ben informed) free-loofts-liv, the terms translates as “open-air living”. Originally popularised by the Norwegian playwright and poet, Henrik Ibsen during the mid-1800s,  friluftsliv was initially used to describe the value of spending time in remote locations for spiritual and physical wellbeing.

Today, the phrase is used more broadly by Scandinavians as a whole to cover just about everything from runs in the forest or riding a bicycle through the countryside, to joining friends at a lakeside sauna (often followed by a chilly dip in the water), to simply relaxing in a mountain hut or participating in a little glamping, through to more vigorous activities such as rock-climbing or cross-country skiing when the snow permits, and so on. It also still encompasses the ideas of wellbeing and health, and is closely linked to allmansrätten, the right to roam.

Sunnmøre, April 2023

Within Second Life, Emm Vintner (Emm Evergarden), of The Nature Collective fame, has brought a touch of Norwegian friluftsliv and a stylised touch of Sunnmøre to life with a Homestead Region design called – quite appropriately – Sunnmøre, which thanks to a pointer from Shawn Shakespeare, I recently enjoyed visiting.

Sitting as a clutch of islands protected within the mouth of a fjord opening out into the sea, Sunnmøre offers a setting rich in activities one might reasonably expect to enjoy whilst participating in a spot of friluftsliv. There are tracks and trails to walk / ride along (horses can be rezzed from the one hitched near the landing point ferry), kayaks are available for paddling through the channels and around the waters surrounding the islands, together with motorboats and inflatables – all of which ensure dry feet when trying to reach the smaller islands! For the more energetic / daring zip-line rides might be had from the top of the main island’s peak.

Sunnmøre, April 2023

For those seeking something more restful, opportunities are available for a little fishing, taking to the air in hot air balloons, or simply sitting and watching the world go by. And, of course, there are plenty of opportunities for photography, with lots of local wildlife to be found – and some rather acrobatic sheep! Signage at the landing point offers some instant directions to points of interest, and the ferry-as-a-landing-point gives a nice feel for having literally just arrived from somewhere on the mainland when visitors teleport in.

Environmental consciousness is very apparent within the island – hardly surprising, as Scandinavia tends to lead with way when it comes to the likes of wind and solar power and thing like ground- and air-source heat pump systems for heating. A trio of wind turbines look like they provide power to the islands – and probably the local lighthouse, whilst the research centre located on the largest island utilises solar power. Of course, this being a design by Emm, bees are also in evidence, although the chance of some fresh honey has drawn an inquisitive bear cub to them!

Sunnmøre, April 2023

If you want to extend their Nordic experience after exploring Sunnmøre can avail themselves of the signboard advertising Moon Lair Taste of Norway, located as it is alongside the Sunnmøre Tourist Centre. Doing so while spirit you away to Moon Lair – but I’ll leave that to a future visit and possible blog post!

As always with Emm’s work, Sunnmøre is well presented, and makes for an engaging and photogenic visit.

Sunnmøre, April 2023

SLurl Details

 

 

 

2023 SL Puppetry project week #15 summary

Puppetry demonstration via Linden Lab – see below.  Demos video with the LL comment “We have some basic things working with a webcam and Second Life but there’s more to do before it’s as animated as we want.”

The following notes have been taken from chat logs and audio recording of the Thursday, March 23rd, 2023 Puppetry Project meetings held at the Castelet Puppetry Theatre on Aditi. These meetings are generally held on alternate weeks to the Content Creation User Group (CCUG), on same day / time (Thursdays at 13:00 SLT).

Notes in these summaries are not intended to be a full transcript of every meeting, but to highlight project progress / major topics of discussion.

Project Summary

General Project Description as Originally Conceived

LL’s renewed interest in puppetry was primarily instigated by Philip joining LL as official advisor, and so it really was about streaming mocap. That is what Philip was interested in and why we started looking at it again. However since Puppetry’s announcement what I’ve been hearing from many SL Residents is: what they really want from “puppetry” is more physicality of the avatar in-world: picking up objects, holding hands, higher fidelity collisions. 
As a result, that is what I’ve been contemplating: how to improve the control and physicality of the the avatar. Can that be the new improved direction of the Puppetry project? How to do it?

Leviathan Linden

  • Previously referred to as “avatar expressiveness”, Puppetry is intended to provide a means by which avatars can mimic physical world actions by their owners (e.g. head, hand, arm movements) through tools such as a webcam and using technologies like inverse kinematics (IK) and the  LLSD Event API Plug-in (LEAP) system.
    • Note that facial expressions and finger movements are not currently enabled.
    • Most movement is in the 2D plain (e.g., hand movements from side-to-side but not forward / back), due to limitations with things like depth of field tracking through a webcam, which has yet to be addressed.
  • The back-end support for the capability is only available on Aditi (the Beta grid) and within the following regions: Bunraku, Marionette, and Castelet.
  • Puppetry requires the use of a dedicated viewer, the Project Puppetry viewer, available through the official Second Life Alternate Viewers page.
  • No other special needs beyond the project viewer are required to “see” Puppetry animations. However, to use the capability to animate your own avatar and broadcast the results, requires additional work – refer to the links below.
  • There is a Puppetry Discord channel – those wishing to join it should contact members of LL’s puppetry team, e.g. Aura Linden, Simon Linden, Rider Linden, Leviathan Linden (not a full list of names at this time – my apologies to those involved whom I have missed).

Additional Work Not Originally In-Scope

  • Direct avatar / object / avatar-avatar interactions (“picking up” an apple; high-fives. etc.).
  • Animations streaming: allowing one viewer to run animations and have them sent via the simulator to all receiving viewers without any further processing of the animations by those viewers.
  • Enhanced LSL integration for animation control.
  • Adoption of better animation standards – possibly glTF.
  • Given the project is incorporating a lot of additional ideas, it is likely to evolve into a rolling development, with immediate targets for development / implementation decided as they are agreed upon, to be followed by future enhancements. As such, much of what goes into the meetings at present is general discussion and recommendations for consideration, rather than confirmed lines o development.

Bugs, Feature Requests and Code Submissions

  • For those experimenting with Puppetry, Jiras (bug reports / fixes or feature requests) should be filed with “[Puppetry]” at the start of the Jira title.
  • There is also a public facing Kanban board with public issues.
  • Those wishing to submit code (plug-ins or other) or who wish to offer a specific feature that might be used with Puppetry should:

Further Information

Meeting Notes

Viewer Progress

  • An updated version of the project viewer is still “close” – it is currently awaiting clearance by QA.
  • This will include the attachment point tracking discussed in previous meetings (e.g., a step towards being able to “pick things up” in SL. The simulator support for this is already in place on the Aditi Puppetry regions.
  • However when available it will not include:
    • LSL animation control as yet (which has yet to be added to the simulator code anyway. Rider Linden believes he has a good protocol for single avatar animation, but would rather work on it some more.
    • Any IK improvements, as Leviathan Linden is still working on these.
    • Any extended LEAP API functionality (the added features for getting world position/orientation, lookat position/orientation, camera position/orientation/target). This will be coming in a future viewer update.
  • Another thing in this release will be the change to llsd_binary for the LEAP messaging protocol. This will be in the release notes but to use it you will want to update to either 1.3.1 of llbase and/or 1.2.0 of llsd for python scripts. Messages from LEAP scripts to the viewer will still work with the older python libraries, but messages from the viewer to the script will not be parsed correctly.

Server-Side Work

  • The LSL function API has been published to the Content Creation Discord group (sorry, I’ve been asked by LL not to publish details on joining the server – if you are a content creator interested in joining it, please contact Vir Linden or attend a meeting (Content Creation / Puppetry and ask in person).
  • Getting attachment point positions has been given a throttle, in part to not make it trivial to use LSL to rip an animation, and in part to prevent the server doesn’t get overwhelmed. This latter rate of throttling is variable and can change as load increases/decreases. However, as Rider linden noted, there would always be some delay and some disagreement about the actual position of the attachment point between LSL and all the observing viewers. As such, function is not meant for a high-fidelity use. Collision volumes on the attachment points will be a better solution in this respect, but that is functionality which is still down the line.

General Notes

  • Leviathan Linden’s work for streaming the full avatar animation state has stalled, due to it essentially hijacking the main puppetry data channel to send everything, even when not running a puppetry script, through LEAP. As such, Leviathan thinks it needs to be moved to its own experimental viewer.
  • Simon Linden’s work on allowing animation uploads of new/different formats has been decoupled from the Puppetry project’s codebase, and is now being built on the main viewer branch, allowing it to move forward without dependencies on Puppetry.
  • OpenXR support as a LEAP plug-in is still seen as desirable, since it would allow support for a broader range of devices. However, it is seen as a little more “down the road”, as there is some core infrastructure that needs to finish being vetted prior to work starting on this.

My thanks to Jenna Huntsman for the chat transcript from the meeting, and you can see her video recording of the session here.

Date of Next Meeting

  • Thursday, April 27th, 2023, 13:00 SLT.

2023 week #15: SL TPV Developer meeting summary

Kawaii City, February 2023 – blog post
The following notes were taken from m y audio recording and chat log transcript of the TPV Developer (TPVD) meeting held on Friday,  April 14th 2023 at 13:00 SLT. Meeting Overview
  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development.
  • As a rule, these meetings are:
    • Generally held once a month  the third or fourth Friday, at 13:00 SLT at the Hippotropolis Theatre. See the SL Public Calendar for specific meeting dates.
    • Open to all with an interest in viewer development.
    • Conducted in a mix of text and voice.
  • The notes herein are drawn from a mix of my own chat log and audio recording of the meeting, and are not intended to be a full transcript.

Official Viewers Status

[Video 0:00-2:51]
  • Release viewer: Maintenance R viewer, version 6.6.10.579060, dated March 28, promoted March 30th.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance T RC viewer, version 6.6.11.579154, April 6th.
    • Performance Floater / Auto FPS RC viewer updated to version 6.6.11.579238, April 4th.
    • Maintenance S RC viewer, version 6.6.11.579153, March 31st.
  • Project viewers:
    • PBR Materials project viewer, version 7.0.0.579401, April 11 – This viewer will only function on the following Aditi (beta grid) regions: Materials1; Materials Adult and Rumpus Room 1 through 4.
    • Puppetry project viewer, version 6.6.8.576972, December 8, 2022.

Future Viewer Notes

  • Inventory thumbnails viewer: work is progressing well, however as well as viewer changes and additions to the inventory database (the latter of which has been completed), it will require updates to the Avatar Inventory System (AIS) and a simulator update, so the will be no project or RC viewer until this back-end work has been done.
  • Work has resumed on providing emoji support in the viewer (Oh, joy.). This work is based on a contribution from the Catznip viewer.

In Brief

  • [Video: 3:04-5:46] PBR Materials mini-update:
    • The viewer has been updated, but is still at Project Viewer status.
    • A new dynamic exposure setting has been added to improve tone mapping.
    • Bug fixing work is continuing, and Brad Linden is working on getting PBR Materials to work more robustly over networks with heavy loads.
    • The hope is that the next viewer update will clear QA for release as an RC viewer, so that it will be available when the back-end / simulator support gets deployed to the Preflight simulator channel which Rider Linden hopes to achieve in week #16.
    • Making the PBR work more widely available by enabled Agni (Main grid) support and moving the viewer to RC status is seen as a key test of how will the Graphics Team has managed to both support the PBR rendering and maintain the broad look and feel of SL as it appears under the current rendering.
  • Genesis is working on an update which will include and expanded Preferences, together with the ability to search Preferences.
  • A general discussion on a third-party viewer (Rust) that is in development, but not ready for prime-time, server-side rendering and a ringing of the memory bell for the Pelican (IIRC streaming viewer LL toyed with back in around 2007). Please refer to the video, below.

 Next Meeting

  • Friday, May 12th, 2023.

Sans Titre: an essay in art at Nitroglobus in Second Life

Nitroglobus Roof Gallery: JadeYu Flang – Sans Titre

Now open at Nitroglobus Roof Gallery, curated by Dido Haas, is an engaging exhibition of 2D and 3D art by JadeYu Fhang. This doesn’t actually say a lot, because the fact is, JadeYu never fails to engage the grey matter with her art; her work is constantly evocative and provocative, brining forth a narrative with which to draw her audience in.

However, this exhibition comes with a slight difference in terms of a deliberate haziness of intent on the part of the artist, a haziness intended to further engage the observer’s eyes and minds.

Nitroglobus Roof Gallery: JadeYu Flang – Sans TitreThis haziness starts with the exhibit’s title: Sans Titre (“Untitled”, or if you prefer, “Without Title”), which as JadeYu notes, is an intentional step so as not to sway visitors with preconceptions ahead of arriving at the gallery and witnessing the work first hand. This haziness then continues through the works themselves, the intention being to leaving interpretation of at least the 2D elements to the eyes and thoughts of the beholder.

Which is not to say there is not a central theme running through this exhibition, or that it is  in any way random in content or execution. Rather the reverse: the theme is made clear; however, the artist’s intent it more about using the theme as a basic framework with which to allow us to view the works and generate our own understandings of the drawings presented, rather than have the images serve to underscore the theme itself.

Nitroglobus Roof Gallery: JadeYu Flang – Sans Titre

This actually brings me to an awkward crux: how best to offer insight into Sans Titre without impinging my own (and ultimately subjective) description of that theme, and thus colouring your reaction to the images and 3D sculptures? As such, this review is a little more circumspect than my usual offerings relating to exhibitions at Nitroglobus, as I’d rather try to keep JadeYu’s desire to provide a framework of theme, rather than direct people to specifics – so I’ll minimise things by quoting her own words:

Let’s call it a matter of violence inside bodies, facial expressions (3D) leading to the intention of erasing the other person, as suggested in the images (2D). The papers around the women? These papers indicate words, insults and other ignominy which are thrown in women’s faces throughout their lifes. Words loaded with hatred and violence “the killing words”. Nothing is written on the papers… it’s up to you to imagine what could be there.
Why women?
They are like the symbol, the mirror of those who through a brutality, a destructive will seek to destroy. To destroy everything that in no way corresponds to fluidity and natural roundness. Flexibility and openness is not the order of the day, the preference is for the square shape and it must be respected, locking up any will to exist outside the frame.

–  JadeYu Flang

Nitroglobus Roof Gallery: JadeYu Flang – Sans Titre

With those words to guide you, I’m go to say anything else, other than to say that – again as is usual with JadeYu’s work – San Titre is stunningly visual in both the 2D and 3D art presented. Instead, I’ll leave you to pay a visit and both witness and cogitate JadeYu’s work and the realities it explores, for yourself.

SLurl Details

2023 SL SUG meetings week #15 summary

Les Salines, February 2023 – blog post

The following notes were taken from the Tuesday, April 11th Simulator User Group (SUG) meeting. They form a summary of the items discussed and is not intended to be a full transcript. A video of the entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording it.

Server Deployments

  • On Tuesday, April 11th, the SLS Main channel servers were re-started without any update.
  • On Wednesday, April 12th the majority of the RC simhosts should be updated with simulator release 579248, matching the release previously deployed to the BlueSteel RC.

Upcoming Simulator Releases

  • As soon as it clears QA, the simulator support for PBR Materials will be deployed to a limited RC channel – most likely Preflight. This will be ahead of the viewer moving to RC status, but will allow users on the PBR project viewer to test content without having to necessarily log onto the Beta grid.
  • An upcoming pair of simulator releases currently going through QA focus on a range of bug fixes, including:
    • Spurious errors  from llSetKeyFrameMotion.
    • Collisions between vehicles and their riders on a region crossing.
    • The bad throttle on llReturnObjectsByOwner (as raised in the previous SUG meeting).
    • Avatar on-line/off-line notification issues (which comprise multiple issues, and LL have attempted to fix as many as possible).
  • A further simulator update focused on region crossing improvements is in development, but as of this meeting, there was no ETA on when it will go to QA or be ready for deployment.

Viewer Updates

  • Release viewer: Maintenance R viewer, version 6.6.10.579060, dated March 28, promoted March 30th.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance T RC viewer, version 6.6.11.579154, April 6th.
    • Performance Floater / Auto FPS RC viewer updated to version 6.6.11.579238, April 4th.
    • Maintenance S RC viewer, version 6.6.11.579153, March 31st.
  • Project viewers:
    • PBR Materials project viewer, version 7.0.0.578921, April 6 – This viewer will only function on the following Aditi (beta grid) regions: Materials1; Materials Adult and Rumpus Room 1 through 4.
    • Puppetry project viewer, version 6.6.8.576972, December 8, 2022.

In Brief

  • See the video for:
    • A general discussion on region crossing bugs related to region crossings.
    • A discussion on security orbs.
    • A discussion on No-Mod items, the permission system and the pains caused by No Mod, and the potential to tweak No Mod (or offer a “No Mod(ish)” permission, so that users can still make small changes to No Mod objects (e.g. tinting), whilst allowing the creator to still “protect” their product.
  • For region restarts, Linden Lab is considering adding a capability that would automatically teleport avatars to a designated “alternate home” if their home location is unavailable at the time they try to TP out of a restarting region, and if the “alternate” is not available, then move them to a Safe area.

A Photo Café in Second Life

Photo Café, April 2023 – click any image for full size

I’m starting this piece with an apology. In early March, Kika Yongho dropped me a note card about her new parcel Photo Café, which had just opened at that time. With all that’s been going on in the past month, the note card slipped down my “to visit” list to the point where I didn’t get around to popping along until Easter, a month after I’d received the invitation to visit.

Occupying a little under a quarter of a Full region utilising the private region Land Capacity bonus, Photo Café is defined as a place where Second Life photographers can socialise and participate in moderated text chat about all things related to photography and photographic art in Second Life. The location – and its related group ~ Photo Café – Photographers ~ is operated by Kika Yongho, Duraya Resident, Kapaan Resident and DaneAlbion Resident.

Photo Café, April 2023

The setting is open to all to visit, with visits commencing on a sky platform where acceptance of the local Experience is required to progress. It sits as a disused railway cutting arcing between two tunnels in what might be a rain forest style of environment and with the second of the tunnels forming the teleport point to the ground on attempting to walk through it after accepting the local Experience.

The teleport leads to the “mouth” of the tunnel at ground level. Primarily designed by Violette Rembrandt and SL partner Lucifer Morningstar – the couple behind the Wonderland 2.0, a place I wrote about in November 2022 – the setting continues the tropical / rain forest theme whilst folding into it a sense of fantasy and other-worldliness in which strange giant fungi and floating islands vie with tall trees, tumbling falls, all watched over by a full Moon and a ringed planet under a blue, star-spangled sky.

Photo Café, April 2023

Central to the setting is a huge and ornate gazebo – the unmistakable work of Elicio Ember – which serves as the focal point for meetings  and discussions, its floor area circled by chairs and sofas, the rule of debate / discussion mounted on boards. A small art garden forms the centrepiece to the gazebo whilst the columns and upper reaches are draped in vines and plants, helping it to blend into the surrounding landscape.

Within this space is a little secret, one that continues the fantasy theme. It’s not entirely obvious in nature. In fact when I cammed around the meeting area and saw what lay under it, I anticipated the teleport would lead down to it; so I was intrigued when I found myself high up in the sky, standing within one of Desert Blossom’s Void Dreamscape scene rezzing environments and a choice of over 40 scenes waiting to be rezzed. Getting back to ground level from the Dreamscape also had me a little mystified, as I didn’t spot any obvious teleport (although I did find the Flower Gate leading outside), so resorted to using Firestorm’s Teleport History to drop back down to the ground.

Photo Café, April 2023

Oh? What’s that? How do you find the way to the Dreamscape? I’ll let you find that for yourself. All I’ll say is, ladders that appear to go down through holes may in fact go up. Also, remember, teleports here are experience enabled, so you may want to try walking on / through the ladder, rather than trying to touch-teleport (I had to bump into it a couple of times for it to work). How the scenes might be used is a matter of choice – but they do make interesting photography backdrops.

As well as the gazebo, with its curtain of waterfalls backing it, the location offers other places to sit and relax, including a beach house and – sitting high-and-dry on the rocks – an aged submarine.

Photo Café, April 2023

I gather discussion groups are held every two weeks, on Saturdays at a noon SLT, with the most recent having been on April 8th. More information on the location and the group can also be found at the Photo Café website, where information on events and transcripts of past discussions can also be found by those interested in joining the group.

Once again, apologies to Kika for not writing about Photo Café any sooner.

SLurl Details