Space Sunday: the return of OSIRIS-REx

The OSIRIS-REx Sample Return Capsule (SRC) in the landing zone at UTTR, September 24th, 2023. Credit: NASA TV

On September 8th, 2016 at 23:05 UTC, an Atlas V 411 rocket lifted-off from Space Launch Complex (SLC) 41, Cape Canaveral Air Force Station (now Space Force Station). Launched by United Launch Alliance (ULA), the rocket carried aloft NASA’s Origins, Spectral Interpretation, Resource Identification, Security, Regolith Explorer (OSIRIS-REx), an ambitious mission to study a carbonaceous near-Earth asteroid and obtain as large a sample of material as possible for a return to Earth.

More recently, on September 24th, 2023, the mission achieved its goal, returning an estimated 250 grams of material – four times the minimum amount scientists hoped to obtain at the start of the mission – from the 500m diameter asteroid 101955 Bennu. It is not the first mission to return a sample of material from an asteroid; Japan holds that record with its Hayabusa and Hayabusa-2 missions. The first rendezvoused with asteroid 25143 Itokawa in 2005, the second with asteroid 162173 Ryugu in 2018; however, given both these missions returns a total sample cache of under 6 grams, OSIRIS-REx is the most successful to date.

A ULA Atlas 5 launches OSIRIS-REx on its way to a rendezvous with asteroid Bennu

Over the intervening seven years since its launch and return, OSIRIS-REx completed a round-trip journey of some 6.4 billion kilometres. Along the way it performed a fly-by of Earth some 12 months after launch, allowing it to enter an orbit around the Sun from which it could intercept Bennu. This passage around the Sun allowed OSIRIS-REx to past through the Earth-Sun Lagrange L4 position, where it performed a search for a class of near-Earth objects known as Earth-Trojan asteroids. Whilst no previously unknown asteroids were located during the 11-day survey in February 2018, the exercise yielded valuable data on vehicle manoeuvring for the kind of precise imaging required on reaching Bennu.

As it approached OSIRIS-REx Bennu in late 2018, OSIRIS-REx was able to observe Jupiter, adding to his science mission, prior to entering an initial orbit at the start of December 2018. It then spent most of the month generally characterising the asteroid, detecting hydrated minerals in the form of clay across the asteroid’s surface, suggesting it was once a part of a larger object rich with frozen water, offering a further pointer to how life-forming minerals and water may have been carried to Earth and the inner planets.

On December 31st, 2018 OSIRIS REx closed to just 1.75 km above Bennu’s surface, allowing it commence an extensive remote mapping and sensing mission which allowed the science team to identify potential areas which might be suitable for gathering one or more samples. In reaching that altitude, OSIRIS-REx set a new record for the closest distance any spacecraft has orbited a celestial object, beating ESA’s Rosetta mission’s orbit of 7 km around the comet 67P/Churyumov–Gerasimenko.

In all, 14 months were spent carefully surveying Bennu, allowing for potential sample-gathering sites to be identified, with the spacecraft closing to just 1 km above the asteroid, breaking its own record and allowing a final survey of the four preliminary landing sites so a final selection could be made. In the end, a site dubbed “Nightingale”, a fairly open shallow depression on the asteroid’s surface, was selected, and the mission moved to the rehearsal phase.

Image sequence showing the rotation of Bennu, imaged by OSIRIS-REx at a distance of around 80 km. Credit: NASA Goddard

In order to collect samples, OSIRIS-REx had to make physical contact with the asteroid in a “touch and go” (TAG) manoeuvre. This would see the spacecraft deploy a robot arm underneath itself. Called the Touch-And-Go Sample Arm Mechanism or TAGSAM, this spring-loaded arm carried a camera system and, on its end, a sample gathering system. The craft would then use its thrusters to gently push itself down towards Bennu, bringing the sample head into contact with the asteroid’s surface.

At this point, several things would happen in rapid succession: the springs in the arm would absorb the spacecraft’s motion, allowing it to maintain contact for a second or two as a jet of inert nitrogen would be directed at the surface under the sample head in order to blast material up into it while Velcro-like rings on the end of the head would snag dust particles and the like. Then, as the springs in the arm recoiled under the mass of the spacecraft and very gently push it back away from the asteroid, allowing a Mylar cap to close over the sample head, trapping whatever had been captured inside the head. Finally, once the spacecraft was sufficiently clear of the asteroid – 40m or so -, OSIRIS-REx would fire its thrusters an position itself back in orbit a few hundred metres above the asteroid, where the sample gathering operation could be assessed for success and from which, if required, a further attempt made to grab material.

A computer simulation of OSIRIS-REx making contact with asteroid Bennu. Credit: NASA

All of this was obviously quite complex – and due to the the delay in communications between vehicle and Earth, had to be carried out entirely autonomously. Hence the rehearsal phase of the mission. These were carried out in April and August 2020, with the first bringing the craft to within 65 metres of the sample site and the second stopping just 40 metres above it. Both saw the craft go through all phases of the TAG operation, sans actually touching the asteroid, with a small burst from the thrusters substituting from the recoil of the TAGSAM springs to push it away from the asteroid once more. Both rehearsals were flawless and paved the way for the first – and only, as it turned out – sample gathering attempt.

Continue reading “Space Sunday: the return of OSIRIS-REx”

2023 week #38: SL CCUG meeting summary: PBR and Puppetry

Moksha, July 2023 – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creators User Group (CCUG) meeting held on Thursday, September 21st, 2023.

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with viewer development work.
  • As a rule, these meetings are:
    • Held in-world and chaired by Vir Linden.
    • Conducted in a mix of voice and text.
    • Held at 13:00 SLT on their respective days.
    • Are subject to the schedule set within the SL Public Calendar, which includes the location for the meetings.
    • Open to all with an interest in content creation.
  • 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.

Viewer Updates

The Inventory Extensions RC viewer updated to version on Thursday, September 21st. The rest of the current list of official viewers remains as:

  • Release viewer, version 6.6.14.581101, promoted August 23.
  • Release channel cohorts:
  • Project viewers:

glTF Materials and Reflection Probes

Project Summary

  • To provide support for PBR materials using the core glTF 2.0 specification Section 3.9 and using mikkTSpace tangents, including the ability to have PBR Materials assets which can be applied to surfaces and also traded / sold.
  • The overall goal for glTF as a whole is to provide as much support for the glTF 2.0 specification as possible.
  • Up to four texture maps are supported for PBR Materials: the base colour (which includes the alpha); normal; metallic / roughness; and emissive, each with independent scaling.
  • In the near-term, glTF materials assets are materials scenes that don’t have any nodes / geometry, they only have the materials array, and there is only one material in that array.
  • As a part of this work, PBR Materials will see the introduction of reflection probes which can be used to generate reflections (via cubemaps) on in-world surfaces. These will be a mix of automatically-place and manually place probes (with the ability to move either).
  • The viewer is available via the Alternate Viewers page.

Further Resources

General Status

  • A update is coming up for deployment which should fix the protocol issue which has been a issue for the last several weeks (and noted in these summaries). Once deployed:
    • It will require those testing PBR materials to make sure they are using the latest RC viewer, or they will not be able to see edits to materials in-world.
    • Any scripts which have been created for handling PBR materials will need to be re-compiled as a result of a fix to prevent a conflict with one of the LSL constant values.
  • Concern has been raised about lighting using reflection probes, specifically where probes do not fit with a specific structure, leading to the indirect lighting from the probe “leaking through walls, floors, ceilings. This is seen as something to address once Vulkan support has been implemented, as this will open the door to the use of things like shadow atlases.

Ambient Lighting / Sky Brightness

  • A “big change” is being implemented in how environment ambience interacts with reflection probe ambience in an attempt to overcome the issue of “non-PBR” EEP enlivenments looking overly dark on the glTF/PBR viewer code.
  • Essentially, this will mean that environment ambience should be pretty much unchanged, unless one or more reflection probes with an ambience setting greater than zero but less than 1 are used within a scene.
    • If the probe’s ambience is set above 0 but below 1.0, then the probe’s ambience will be mixed with the environment (sky) ambience.
    • If the probe’s ambience is set to greater than 1.0, then the environment ambience will be completely ignored in favour of the probe’s indirect lighting ambience within the probe’s sphere of influence.
  • This should allow for a better balance, in that interior scenes can be set to utilise probe ambience, allowing for darkened room / cave, etc., interiors, without making the environment outside the influence of the probe(s) unduly dark / darker that it should be.
  • In addition, the tone mapping in the PBR renderer is being adjusted to prevent the viewer crushing colour values below 22 (i.e. towards their darker tones). This will better align the HDR colour mapping to SRGB without over-saturating blacks.
  • Longer-term, LL is considering a tone map / texture look-up people can plug-in to for sky settings, but for now the drive is to just drive home the idea that with PBR, tone mapping is now a part of the render pipe, and creators should not bake their preferred tone mapper into their content.

Mirrors

  • Mirrors are a part of the glTF / PBR materials project, but something of a separate tranche of work.
  • The idea is provide the means to have via high resolution reflections (i.e. mirrors) within a scene.
  • Initially only one active mirror surface per scene will be active for any viewer.
  • The process will use the PBR reflection probes mechanism, combined with a automated “Hero Probe” mechanism which with generate high resolution (512×512) “reflections” for the mirror.
  • The system will operate on the basis of avatar / camera proximity to a mirror surface triggering the closest reflection probe to become a “Hero Probe” for that avatar / camera. This means that if there are multiple mirrors placed within an environment, only the one closest to a given avatar / camera will be active and display the “reflections” generated by the reflection probe.
  • Depending on testing and performance, the number of mirrors might be expanded to two – one for mirror surfaces and one for Linden Water to generate high resolution water reflections where appropriate.

Status

  • An issue with the mirror code eating up all available VRAM has been addressed.
  • A viewer build is being queued-up in preparation to be made available via the Content Creators Discord channel.
  • Remaining work is seen as ensuring there is only one placement mode for Hero probes for mirrors, which should work on most objects and on ensuring culling works correctly (e.g. ensuring nothing behind the mirror surface gets rendered ad a reflection in the mirror.
  • There may also be some data modelling changes and shader tweaks along the way.

Puppetry Project

Summary

  • 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.

Status

  • This project grew in scope following initial inception, with various additional elements of work / projects being identified through Puppetry User Group meetings. As a result, meetings were suspended on July 13th, 2023, and have remained dormant since.
  • Currently, work related to scripted means of puppetry is blocked pending the IK work moving forward, and given that the IK work had expanded through the early part of the Puppetry work to become its own sub-project, both it and the scripted element of Puppetry have been placed on the back burner.
  • A further consideration with Puppetry is that “glTF phase two” will likely implement a node hierarchy, which will have significant implications for animations and puppetry. As such, putting the core of the work on hold for the time being is seen as sensible. However, that the work is on hold should not be taken to mean Puppetry has been abandoned.
  • Work is progressing on another spin-off piece of work: broadening SL’s animation import capabilities. As of July 2023, this work was leaning towards using Assimp (github: https://github.com/assimp/assimp), which supports some 30-40 animation formats (including the likes of .FBX and glTF), converting them to its own format for ease of import to multiple platforms, potentially including SL. However, no-one engaged in that work was available at the meeting to give an update on overall progress and current status.

In Brief

  • Physics engine: the Havoc physics engine for SL has not been updated since 2012. There “is an awareness” within LL that work needs to be put into making the simulator’s physics system more up-to-date, however, exactly what path this may take (e.g. updating Havoc or switching to a new engine or simply exposing more of what the physics engine can do) has not as yet been determined.
  • LL has noted the Unity situation regarding it new Install Policy due to be introduced from January 1st, 2024, given the SL Mobile application is built on the Unity Engine. Announced on Tuesday, September 19th, the announcement has generated considerable backlash from Unity developers and the situation is in a state of flux. As such, LL is watching developments in this area to see what direction Unity might ultimately take.
  • Much of the meeting was taken up with discussions on tier and (particularly) with the idea of LL developing their own alternative to Flickr as a potential new revenue stream. This is something that may become the subject of a separate blog post.

Next Meeting

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

The 2023 SL Renaissance Festival for MSABC in Second Life

via the 2023 SL Renaissance Festival website. Note image is not representative of the event, but is provided “for ambience only”

The 2023 SL Renaissance Festival is currently open to visitors through until the end of Sunday, October 1st, 2023. Coordinated by the American Cancer Society, the Festival is in support of Making Strides Against Breast Cancer (MSABC), an RFL of SL signature event aimed at raising awareness of the risks of breast cancer and funds to support research into, and treatment of, the disease.

Taking place across multiple regions adjoining the core American Cancer Society’s SL base of operations, the festival carries the theme Coming Home and presents a range of merchants, activities and entertainments linked to the medieval / renaissance periods, for visitors to peruse, participate in and enjoy.

Please refer to the official SL Renaissance Festival website for:

2023 SL Renaissance Festival

As well as the above the festival includes both standalone and mega raffles, together with a special Linden Lab sponsored Silent Auction with the following items open for bidding:

  • One year Premium Plus membership, including a Homestead region for the year (existing Premium Plus members will have 12 months added to their account).
  • One year Premium Plus membership (existing Premium Plus members will have 12 months added to their account).
  • One year Premium membership (existing Premium members will have 12 months added to their account).
  • Two options to change your name free of charge (from the available Last Names list).
  • A 1-hour photo shoot with Patch Linden.

Note that the Auction will close at 18:00 SLT on Saturday, September 30th. The raffles and Auction area can be found alongside the main landing point.

2023 SL Renaissance Festival

Those  interested in role-play in Second Life can use the Festival to visit the role play pavilion and traveller’s camp, while those who enjoy a good hunt will be pleased to know the events Stag Hunt once again returns. Just visit participating merchants in the shopping regions and the role play pavilions in the Traveller’s Camp region, locate the special Strides Stag Hunt statue, and the goodies each statue contains can be yours for just L$25 (all proceeds to MSABC). You can preview the available prizes here.

All of which adds up to a lot to see and do! So why not don ye best olde worlde outfits and drop into the Renaissance Festival? Who knows what marvels you might purchase along the way, the tales of triumph with which you might later regale your friend or the trophies and rewards you might obtain!

URLs and SLurls

All of the RenFest regions are rated Moderate.

Artistic obsession and expression in Second Life

Kondor Art Centre: Lis Xia – Portraits of an Obsession

Mounting an exhibition comprising some 44 self-portraits might sound like an exercise in narcissistic self-expression; and there are probably artists around the world where this reaction, were they to present such an exhibition, would be justified. However, Lis Xia (Xia Chieng) is most assuredly not one of them. While her work tends to be self-centric, it does so without the more negative demands of ego and most certainly without any connotations of narcissism.

Rather, in being focused on herself, Xia’s self-portraits are reflections of a much deeper, sled-explorative mechanism. One offered through a range of mediums – photography, painting, digital post-processing, drawing and even film, Lis’ art reflects her journey through life, her inner dialogues with self, her desire to reveal to herself the person she actually is and her relationship with the world at large.

Kondor Art Centre: Lis Xia – Portraits of an Obsession

In this, Lis’ images – individually and collectively – can be seen as a narrative; a series of stories which are both interwoven one to the next but also standing apart from any contiguous meaning or conceived literally direction. Each image can be appreciated and reflected upon in its own right as a work of art, whilst collectively they embody an existential enquiry which is individual to the artist. True, there are times when Lis chooses to focus on a specific element within her life – such as dealing with her Asperger’s, which formed the nucleus of two exhibitions Lis presented in 2021: Visions of an Aspie (reviewed here) and Assburguer’s Mood Diary (reviewed here), but more often she casts her exhibitions more widely.

I am on personal journey; personal exploration into the essence of the live; the nature of the relationship between my senses, ideas and perceptions and the external world; my conception of space and substance. Only things that are personal can be truly real for me.

– Lis Xia (Xia Chieng)

Such is the case with Portraits of an Obsession, which opened at Hermes Kondor’s Kondor Art Centre in mid-September and will run through until mid-October. Comprising the aforementioned 44 self-portraits, through its title it acknowledges Lis’ fascination with using art to better define who she is and express the truths of her inner nature and perceptions whilst also facing the personal and demons which might strive to deny her the freedom, self-expression and self-appreciation.

Kondor Art Centre: Lis Xia – Portraits of an Obsession

In this, Portraits almost follows on – albeit indirectly – from 2019’s Xia’s Diary (reviewed here) by associating each image with a poem or ode, thus allowing the observer to not only witness her thoughts and feelings as expressed through an image, but also ride the train of her thinking and feelings very directly through line and stanza. Thus, we are invited to join Lis in her experience and expression, and allow both to resonate with our own thoughts and emotions, as Lis notes herself:

Images and poetry converge through the use of vintage medium format cameras and expired film. The photographs capture moments steeped in nostalgia and emotion. Alongside these visuals, some illustrations rendered in gouache, ink, and pencil techniques add depth and texture to the narrative. … Through the fusion of visual and written elements, my goal is to convey a deeper meaning or narrative, inviting viewers to interact with the art on multiple levels and awakening their imagination and emotions.

– Lis Xia (Xia Chieng)

Kondor Art Centre: Lis Xia – Portraits of an Obsession

Within these images and poems there is a resonance which might naturally, if subconsciously occur even without a deeper exploration of the ideas and feelings Lis presents. Think about how much time we spend tweaking, adjusting, changing, improving it in looks, appearance and appeal; is this not a similar form of self-exploration? Does not the canvas of our avatar allow us, through each adjustment, each change, large or small, help to express what lies within us, enabling us to to find better affirmation of both who we are an who we wish to be?

Through her art – visual and written, Lis has refined this process to a point where not only can we see her own journey, her own experiments and experiences with self – we can witness a reflection of our own. In doing so, we are naturally drawn closer to the work on display, and thus into Lis’ own world; and while we may not come to understand all that is being said we can at witness the beauty of her soul.

SLurl Details

Coffee at a forest retreat in Second Life

Le’eaf Forest Retreat, September 2023 – click any image for full size

Earlier in September I received an invitation from Teagan Lefevre to visit her latest region build at Tilheyra (see: An everglades autumn at Tilheyra in Second Life). At the time, I noted from her Profile that she and her SL partner Cayleigh Lefevre (Cayleigh Aurelia) also had a new (at least to me) location on Heterocera where they’d set-up another picturesque setting for people visit, with the attraction (again, at least for me, of being home to a coffee house).

Occupying a 5,520 square metre parcel to the south-west of the continent (itself home to a fair few of the cafes I’ve written about in these pages), Le’eaf Forest Retreat is – as is always the case with designs by Teagan and Cayleigh – picturesque, engaging and – as if it really needs saying – exceptionally atmospheric and decidedly photogenic.

Le’eaf Forest Retreat, September 2023
Once a bustling train depot of adventurers, the Le’eaf Forest Retreat has been reclaimed by Mother Nature and of course caffeine. An umbrella waits for your arrival as you wander through the rain, seeking shelter and a warm beverage.

– Le’eaf Forest Retreat About Land

Sitting in the arms of the junction between Atoll Road and Mock Heather Road, Le’eaf Forest Retreat is marked to the south by a stream tumbling downslope from the mouth of an old tunnel and into the formal lines of a canal just before it is in turn swallowed by another tunnel. Just a little up from this, with what remains of the old railway line mentioned in the About Land description, most of it now gone and replaced by roughly hewn trail which may – or indeed, may not – mark where the tracks might have once lead.

Another natural trail climbs gently upwards from the canal, crossing the one which may have once carried the single line track as it paralleled the water, and then continues up to what remains of the depot building itself – the largest structure within the parcel. Bordered on one side by what remains of an old ticketing station and another spur of train track, the old depot now sits as a café boasting strong coffee for those seeking it and with plenty of seating to be had for patrons – including bench seats which look as if they might have originated as seating within cabins on a first-class rail carriage.

Le’eaf Forest Retreat, September 2023

To one side of its length, the café connects to the old ticketing hall via an old ticket office-come-waiting-room, now clearly no longer used as such but which has a couple of Japanese automated ticket machines – most likely brought to the old depot to act as décor more than anything else. Above the ticket kiosk and on a small mezzanine level overlooking the rest of the café is a further seating area where a large wall mural and posters celebrate rail travel and the allure of visiting far-away places.

For those who don’t mind getting a little wet once they’ve purchased their refreshments – Le’eaf Forest Retreat sits within a rainstorm of near tropical rain forest proportions – what’s left of an old brick outbuilding has been converted into a cosy snug, complete with movie projector and a brazier alive with the flames of a warming fire.

Le’eaf Forest Retreat, September 2023

All of this sits within a landscape which has been put together to suggest both the encroachment of nature on humanity’s endeavours and also a wild, but still managed garden with blooms of colour and little corner delights tucked away and awaiting discovery by those who can to brave the humid downpour to wander the short paths around the depot, perhaps meeting some of the local wildlife along the way.

Such is the design of Le’eaf Forest Retreat that it really doesn’t require much of a description here – it speaks for itself from the moment you arrive. And if you happen to be someone who has not previously visited designs by Teagan and Cayleigh, do be sure to accept the note card which is offered on arrival, as it has a lot of information on their other builds together with  their partnership with The Nature Collective and about live events they host.

Le’eaf Forest Retreat, September 2023

All in all, a pleasant pace to spend time, the rain and mist giving Le’eaf Forest Retreat a sense of isolation and introversion which is as engaging as the physical aspects of the location.

SLurl Details

2023 SL SUG meetings week #38 summary + MFA enforcement

Evergreen, July 2023 – blog post

The following notes were taken from the Tuesday, September 19th 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.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • They are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Server Deployments

  • On Tuesday, September 19th, SLS Main channel was updated to simulator update 6113592855 (aka “Dog Days”), previously on the majority of the RC channels. This update includes:
    • The unbinding of the Experience KVP database read / write functions from land (users will still require an Experience to access the KVP database).
    • A scripted ability to set CLICK_ACTION_IGNORE, allowing an object to be clicked-through to reach an object behind it – a flag supporting this is included in the Maintenance U RC viewer promoted to Release status in week #34.
    • PRIM_CLICK_ACTION is added to llSet/GetPrimParams so you can set the click action on prims in a linkset.
  • On Wednesday, September 20th, the RC channels will be restarted without any change to the simulator version.
  • Monday, September 18th saw AWS experience issues which also affected SL. These are believed to have been rectified.

Viewer Updates

No updates to the official SL viewers at the start of the week, leaving the current list as:

  • Release viewer, version 6.6.14.581101, promoted August 23.
  • Release channel cohorts:
  • Project viewers:

Note: the alternate viewer page also lists “Win32+MacOS<10.13 – 6.6.12.579987” as an RC viewer. However, the Win 32 + pre-Mac OS 10.13 was promoted to release status on July 5th, and viewer version 6.6.12.579987 points to the Maintenance S viewer, promoted to release status on May 16th.

Viewer MFA Enforcement

As I noted in my summary of the Friday, September 1st, 2023 TPVD meeting, Linden Lab is moving to enforce MFA through the viewer for all users who have opted-in the the Multi-Factor Authentication process

This move has now been made, as announced in an official blog post for Tuesday, September 19th, 2023. But what does it mean? Well, essentially this:

  • All users who have opted-in the MFA will only be able to log-in to Second Life using a viewer with the necessary MFA support.
  • It does not mean all users must use the authentication process; MFA as a whole remains optional – but very advisable, given the added security it provides.
  • Should anyone who has opted-in toe MFA find they are unable to log-into SL via a viewer due to problems with the MFA process, they should file a support ticket to have their MFA status reset.

Please refer to the blog post noted above for additional information.

In Brief

This was another Solstice music event meeting, so outside of the above, nothing of consequence was discussed in terms of simulator / server updates, etc.

 

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.