For EVRE in Second Life

EVRE
EVRE

“This sim was initially named EVER.” Tahiti Rae says of her latest full region installation, EVRE, now open through until the end of 2016. “While fervently researching a long and well-documented genealogy of my family … I thought how fun it would be to study the women who had married into the family. I learned that one of them had a second husband … When I researched him, I was astonished to discover that the “old tyme” spelling of his name was “Evre”. Hence, the R and the E were immediately swapped. Apparently, the correct trail was followed and at the right time. It’s connected.”

And thus we are introduced to her haunting, complex and highly photogenic study of consciousness, connectedness and time, as expressed in the installation’s sub-title: Are we Everywhere … At all Times? In this, the reversal of the R and the E in the region’s name could be seen as allowing it to serve a second purpose, as when separated to the two pairs of letters give us “ev” and “re” – a shorthand, almost for “everywhere”.

EVRE
EVRE

I’ve long been an admirer of Tahiti’s work. She is one of the more thought-provoking, consistently engaging and visually aware immersive artists in Second Life. The installations she creates draw from many sources and influences; they are always stunning to the eye and a source of considered contemplation for the mind. In this, EVRE is no exception. In keeping with Tahiti’s request, I’m not going to dwell too much on describing the installation – as she notes, this is a place to be discovered.

The core of the installation is a tour through twelve worlds, each accessed through a “memory clock” – a large fob watch hanging from its chain. Each world represents a different time and place, accessed by touching the “memory clock” and then using the map to teleport. The order in which the worlds are accessed is perhaps of less importance than ensuring all twelve are visited before making the jump to ALL TIME (via the large clock in the region), and thence to a final world, TIMELESS. However, for those seeking to explore the worlds in some semblance of an order, look for the signs with red lettering at the landing point. This will provide you with a note card list of all the “memory clock” SLurls.

EVRE
EVRE

In following the clocks, we effectively become dimensional travellers, visiting different point is time, witnessing events – becoming a part of events. I use “dimensional” rather than “time” deliberately, because of that question posed in the installations sub-title: Are we Everywhere … At all Times? If we are, then our journey here is not so much through time, as between the barriers separating the different periods in time represented here.

In doing so, we also encounter some anachronisms; some of these are more obvious than others, but none are accidental. In this, EVRE put me in mind of the philosophical question T.S Eliot throws to his reader in the opening of Burnt Norton, one of his Four Quartets, and a log-standing favourite of mine:

Time present and time past
Are both perhaps present in time future,
And time future contained in time past.
If all time is eternally present
All time is unredeemable.

EVRE
EVRE

Tahiti’s installation may offer a different slant to Eliot’s pondering, but they both raise the same underpinning question, and point us towards a contemplation of both all time (the eternity which surrounds us) and, with EVRE at least, a consideration of timeless – her final world. A place which encourages us to ponder the purpose of time, which is, to use the often ms-attributed phrase,  to “keep everything from happening all at once”.

Of the worlds themselves, as presented by Tahiti, and in keeping with her wish not to offer too many spoilers, I will say that time should be taken in visiting them; there are some exceptionally beautiful discoveries to be made, and nuances which might be easily missed on a hurried visit.

As noted, EVRE will remain open until the end of the year, and it will be the venue for a number of events, as outlined in the first world, Psi.

SLurl Details

  • EVRE (LEA 27, rated: Moderate)

Lab issues important update on Second Life viewer evolution

Linden Lab have issued a blog post on upcoming changes / evolutions in the Second Life viewer, most of which will hopefully be familiar with readers of these pages – particularly my project updates and viewer notes.

In Important Viewer Evolution Update, the Lab outline three developments coming to the official viewer, and also indicate the ending of support for some versions of Windows and Mac OSX. The three developments are:

  • The Project Bento avatar skeleton extensions. For those needing an introduction to Bento, which adds enormous new capabilities to the SL avatar skeleton when working with mesh bodies and attachments, please refer to my Project Bento updates.
  • 64-bit viewer support. The Lab is working on 64-bit versions of the viewer for Windows and Mac. A project viewer is expected “real soon now”, and should offer much improved memory handling and reduced crash rates for 64-bit OS users. The 32-bit Windows version of the viewer will continue once the 64-bit arrive, and the Lab’s advice is that for those who can, to switch to 64-bit when available (or with a TPV, most of whom offer 64-bit versions).
  • Introduction of VLC for better media support. In April, Apple announced they were immediately ceasing support for QuickTime on Windows, leaving some potential security vulnerabilities unpatched (see my article here). As a result, the Lab has implemented media support using  LibVLC for Windows. A release candidate viewer is currently available via the Alternate Viewers wiki page. A Mac switch to VLC is anticipated when the 64-bit versions of the official viewer arrive

OS Support Changes

In the post, the Lab also announce that from this week (week #38 2016 at the time of writing) discontinuing support for the following operating system versions:

  • Windows Vista
  • Mac OS X versions less than 10.9.

The Lab note that the viewer may continue to operate on those OS versions which are no longer supported, but they won’t be testing against them or attempting to fix any compatibility issues related to them.

With this part of the announcement, the Lab note that Apple has released OSX 10.12 Sierra, which has caused some Mac users issues. They therefore offer this advice:

We do have reports that installing this upgrade will clear your Second Life inventory cache. Normally, that should only cause some performance impact as the cache is reloaded, but in some cases at least in current viewers it causes your avatar to appear as a cloud (see BUG-37653). The workaround is to open your Inventory, find an outfit folder, and drag the outfit folder onto your avatar; after this, you can modify your appearance using any of the usual methods.

Required Viewer Update

Finally, and as a result of recent and upcoming changes to the viewer, the Lab note that they will be making upgrades from any Viewer version older than 4.0.5 a required update, and in line with the ending of support for Vista and Mac OSX versions below 10.9, they have updated the SL system requirements.

Lab seeks Halloween photos for Second Life campaign

Second Life Community Manager Xiola Linden has blogged about an opportunity for residents to have their photographs featured in an upcoming Halloween e-mail and selected banner campaign.

In the post, Xiola notes:

Share your pic on our Official Flickr Page with the tag “SLHalloween2016” so that we can see all of your amazing work. You may submit as many as you like between now and October 5, 2016. Please include your avatar name in the image description so that we know who to credit!

We’ll showcase the chosen image(s) in an email to Residents, as well as in some banner campaigns. We’ll let the chosen image creators know via Flickr.

Images should be taken in-world and be Halloween themed in order to qualify. They should also be appropriate for all audiences.  Xiola also offers some submission tips:

  • Layout:
    • The main content of your image should be near the center and to the right of the image – similar to the images you’d see on the Second Life login page.
    • Horizontal images work best.
  • Show your avatar or avatars in a scene in-world – an image that tells a story is going to make an impression.
  • Keep your image free of additional text/logos.
  • Higher resolution images work best.

 

The official blog post includes a couple of example images to help visualise finished banners / headers.

So, if you fancy having a go – snap away, and good luck!

Ladyslipper Constantine: celebrating a life in Second Life

ladyslipperAs many of us are aware, long-time Second Life resident Ladyslipper Constantine passed away on Saturday, September 17th, 2016.

Having joined Second Life in May 2008 and deaf, Ladyslipper (or L.S., as she liked to be known, having taken her name from the flower of the US state she lived in for many year: Minnesota) quickly became involved with Virtual Ability  (you can read more about her on the VAI website), and also joined Burn 2, becoming a leading member of DRUM, as well as being a Burn2 Ranger.

In addition to these activities, Ladyslipper was very involved in Virtual Worlds Best Practices in Education events, many Second Life Birthday celebrations, and more recently, with One Billion Rising.

Ladyslipper lost her life to cancer, passing away peacefully on the 17th, surrounded by loved ones. For all those who knew her, I’ve received notice from Gentle Heron of Virtual Ability that, VAI will be hosting a Celebration of Ladyslipper’s life on Saturday, October 1st, starting at 11:00am SLT on the north-east lawn of Virtual Ability island.

“The celebration will begin with some of her friends offering memories in text and voice,” Gentle says of the event, “because LS was part of the deaf community in SL. There will be a slide show of the many events LS participated in. And there will be music and dancing. LS loved a good party.”

To help with the celebration of Ladyslipper’s life, VAI are asking that if anyone does have  images of Ladyslipper at SL events which might be included in the slide show, to please consider passing them to iSkye Silverweb.

Further details can be obtained in-world from Gentle Heron, Eme Capalini, or Treasure Ballinger.

My condolences to Ladyslipper’s loved ones, and all who knew and worked with her.

VOB viewer reaches release status in Second Life

secondlifeOn Thursday, September 15th, the Lab promoted the Visual Outfits Browser (VOB) as the de facto release viewer, version: 4.0.8.319463.

For those who missed my coverage of this viewer when it reached RC status, and simply put, the VOB viewer allows you to use the Appearance floater to capture / upload / select images of your outfits and save them against the outfits in a new Outfit Gallery tab within the floater.

The new Outfits Gallery tab (right-click your avatar > select My Appearance > Outfits Gallery) displays all of your created outfits as a series of folder icons, each one displaying the name of the outfit beneath it. You can replace these icons with an image of the outfit quickly and easily in one of three ways:

  • You can wear the outfit, then right-click on its associated folder icon and select Take a Snapshot (shown above left). This will open the snapshot floater with save to inventory selected by default, allowing you to photograph yourself wearing the outfit and upload the image to SL, where it automatically replaces the folder icon for the outfit
  • You can use Upload Photo to upload an image of the outfit your previously saved to your hard drive, and have it replace the folder icon
  • You can use Select Photo to select any image previously saved to your inventory (including any image supplied with the outfit in question, if appropriate), and use that to replace the folder icon for the outfit.
The Visual Outfits Browser viewer is another of the forthcoming updates mentioned in the official blog post, and you can read my overview as well
The new Outfit Gallery tab in the Visual Outfit Browser allows you to create photos of any outfits saved to My Outfits as thumbnails. You can then use the Appearance floater to scan your outfits to decide what to wear, and use the context menu to wear the one you want

When using the capability there are a number of points to keep in mind:

  • Both the Take a Snapshot and the Upload Photo options will incur the L$10 upload fee, with the images themselves saved in your Textures folder
  • In all three cases, link to the original images are placed in the outfit folder
  • This approach only works for outfits you’ve created using the Appearance floater / the Outfits tab. It doesn’t work for any other folders where you might have outfits – such is the Clothing folder.

Overall, it would seem that the VOB viewer has received favourable feedback by many of those who have used it during its time as a release candidate viewer. I confess, I cannot offer any real feedback, as I actually don’t used the Outfits folder that much. However, with its arrival as the de facto release viewer, expect to be seeing it in more TPVs (those which haven’t already adopted the code) as they continue to update.

Related Links

Bento project reaches RC status in Second Life

Bento: extending the avatar skeleton
Bento: extending the avatar skeleton

OK, I admit I wasn’t expect this until next week, but on Wednesday, September 14th, the Lab  announced that Project Bento is now officially available as a release candidate viewer – version 5.0.0.319688 – which can be obtained through the Alternate Viewers wiki page.

And just in case anyone has missed all the Project Bento news, the best way is to catch-up through the official video. In short, Bento adds a wealth of new bones to the basic avatar skeleton (30+ to heads / faces and to hands alone!), making a wealth of new avatars (humans and non-human) and mesh wearables possible.

The reason I wasn’t expecting the viewer to get promoted just year is that the Lab also has a proof-of-concept viewer being tested, so I assumed any push to RC would come after a decision had been made on incorporating those changes (if they are to be adopted). So, not for the first time, I’m been wrong 🙂 .

The move to release candidate status doesn’t mean the project is at an end. There is still further work to be done as remaining bugs are fixed, etc  (so updates such as the slider locking in the proof-of-concept might yet arrive in the viewer). What it does do is three things:

  • Makes the viewer available to a wider audience through the Lab’s RC distribution mechanism, thus allowing any unforeseen issues in merging the Bento code into the current release viewer code (and which may be outside of direct Bento testing) to be identified and fixed
  • Potentially makes the viewer more widely available to content creators who may not have so far tried the viewer
  • Means that TPVs can now officially start incorporating the Bento code into their viewers (in fact, Cool VL Viewer has had Bento in its Experimental branch from some time, and Firestorm have also been working to merge the Bento code as well – but this shouldn’t be taken to mean there will be a new release of the latter in  the near future).

In keeping with the status of the Bento code, the Lab do ask people – particularly avatar content creators – to give the viewer a go,  and to file a JIRA against any issues found.

As noted above, Bento offers a range of opportunities for mesh wearable and avatar creators – you can see a couple of video exploring the AK and Catwa preview Bento mesh heads in my SL project update. Also, back in August, Vista Animations produced a video illustrating the potential of finger animations:

Then, of course, there is a huge range of non-human avatars: centaurs, “rideables”, winged creatures – all of which can be achieved a lot more efficiently through Bento than has previously been the case.

Teager's Bento Raptor using Bento bones
Teager’s Bento Raptor using Bento bones

So – get ready for the Bento Revolution!

Additional Links