AvaCon declines SLCC 2012

Update July 11: Fleep Tuque has posted commentary on the SLCC situation. The post is not an official commentary on the situation from AvaCon, but Fleep does have a valid perspective on matters, having been on the board of AvaCon and worked on previous SLCC events. Some may not agree with her views, but even if this is the case and some feel a need to respond, I would ask on her behalf that they do so reasonably and politely. 

There has been much speculation on Twitter and in blogs recently as to what is happening vis-a-vis this year’s Second Life Community Convention (SLCC), originally slated to take place in Boston.

SLCC events are usually held in August each year and have been organised by AvaCon on behalf of Linden Lab. I managed to cover SLCC 2011 in some measure last year and had been one of those looking forward to this year’s convention. However, with August fast approaching and no news from AvaCon or Linden Lab, speculation was rising that the event would not be taking place.

Today AvaCon have spoken up on the matter, posting a statement on their blog which reads in part:

Due to changes in the terms of the contract offered by Linden Lab this year, AvaCon has declined to organize a Second Life Community Convention in 2012.  We continue to pursue our overall mission and are focusing our attention on other activities and events that promote the metaverse.

Doubtless there will be much speculation as to what the changes to the contract may have been and why AvaCon felt unable to agree to them. But for now, and unless another organisation is willing to step into the breach and organise something at a later date, it would seem as though SLCC-2012 is officially dead. Whether this is true for SLCC as a whole, remains to be seen.

With thanks to Crap Mariner.

SL Web profiles: my.secondlife.com errors

Update July 11th: Those impacted by the errors are reporting that their web profiles and feeds all appear to be displaying the correct pictures / information.

Update 16:35 UTC, July 9th: Some users appear to still be experiencing issues; LL have confirmed that the problem is not related to any compromise to their systems (which was unlikely anyway), but rather to a database issue. Soft Linden has requested that if anyone contacted SL Support about this issue, could they e-mail him with the details

Update 12:15 UTC, July 9th: The Grid Status page reports the “unscheduled maintenance” completed at 02:29 UTC. Again, it is unclear as to whether this work was in any way connected to the web profiles / my.secondlife issues, but my own feed history now appears to be displaying the “correct” information. Others are similarly reporting their own feeds seem to now be OK.

Update 01:47 UTC, July 9th: At 11:46 UTC (16:45 SLT) LL commenced a period of “unscheduled maintenance” on SL. Shortly thereafter people again reported that the my.secondlife.com feed were inaccessible (which had been the case on an intermittent basis alongside of the problems reported below). Whether the maintenance work – which references in-world services – also includes web profiles and my.secondlife.com is unclear. At the time of writing the maintenance work is still ongoing and feeds remain inaccessible. 

Update: People from the US are reporting they are experiencing the issue as well, confirming the problem is more widespread than initial Twitter reports suggested. 

Second Life users are reporting issues with my.secondlife.com. The problems are currently taking a number of forms:

  • The wrong pictures are showing up in people’s my.secondlife.com profiles
  • People’s posts are appearing in the wrong feeds
  • People are seeing posts from those they are not following appearing on their feeds.
Pallina60 Loon reports her Profile image appearing in Tifa Kobichenko’s my.secondlife.com feed

It is not clear how deep the problem runs, but many of those initially affected appear to be users based in Europe and there are concerns about accounts being compromised as a result of the issues. Issues are apparent whether viewing web profiles either via a browser or within the viewer.

There are some security concerns being voiced as well. While it is more likely that the issues are the result of a database error within LL’s servers rather than a deliberate hack or the result of the servers having been compromised, if you are affected and of a nervous disposition, you may want to consider changing your password.

Part of the issue on my feed: I’m receiving information on users I’ve not actually friended or am following

A JIRA has been raised on the issue – WEB-4844 – and you may want to check on your own feed and see if you are affected, particularly if you are in Europe. If you are, please ensure you WATCH the JIRA (votes do not count) and supply any information you can as to how the issue is affecting your web profile / feed in order to help bring it to LL’s attention.

Metareality discusses the “RedPoly” approach to mesh deformation

Note this is a 2-page article. Use the page numbers at the end of the piece to page back and forth.

Today’s Metareality podcast covers, as usual, a lot of topics, including Cloud Party and, more particularly the possible alternative approach to mesh deformation as proposed (or possibly re-proposed, given LL apparently looked at the same idea last year) by RedPoly, and which I covered in an earlier report this week.

The panel for this panel for this week’s show comprised Kimberly Winnington, aka Gianna Borgnine in-world and Karl Stiefvater, Qarl Fizz in-world, who were joined by Cyclic Gearz  and Geenz Spad.

While you can hear the broadcast in full over at Metareality, here’s a transcript of the discussion around the alternative means of mesh deformation.

[02:47] Gianna Borgnine (GB): So what is this new deformer, and how is it different? … For what I understand it works on bone definitions, is that right?

Geenz Spad

[03:07] Geenz Spad (GS): Well, basically yes, it uses several unused bones in the avatar skeleton … I guessing were used at some point to calculate the bounding box of the avatar on the server for collisions or similar. So, that’s mostly what it seems to be right now.

[03:30] Qarl Fizz (QF): I can probably add some more, but I should also specify that this is complete speculation because I haven’t had a chance to dig in … It seems like, yes, for the purposes of physics and maybe other stuff, at one point the Lindens had this approximation system put in so that when you dial your avatar sliders around, they have a basic gist of what your avatar looks like. And someone came up with the idea of using this information to do the deformation instead of the actual morphs themselves.

[04:10] GB: So, Cyclic, maybe you could answer this best: what about this is so appealing to the content creators?

[04:15] Cyclic Gearz (CG): Well, from my perspective, well, I make furniture mostly, but I still know a lot about design and stuff …  And all my designer-friends who make clothes … and part of the most difficult and annoying process is having to make five separate sizes currently, because at the moment that’s the best option for attracting the most customers – having more sizes that fit more bodies – if they have a deformer that works as is, and they do the work outside of Second Life, it reduces the workflow, it reduces the time to make new things; [it] means that they can get more stuff out and therefore more customers are happy.

[04:55] GB: So my guess is, I mean I talked to a few different people and got a few different opinions, and it was interesting to see the different sides and probably the only person I talked to … who wasn’t as thrilled about it, other than some of the developers I talked to, was Maxwell Graf, who is always looking to get rid of extra sizes, so I thought he would be excited! But for him, one of the big things was that it still felt like so much extra work because now he’s back to weight painting, which is something he was trying to get away from with Qarl’s deformer … But the thing that, as a person who does not make mesh fashions … Right now at least, you’re sort-of weight painting, but you’re painting blind, because you have to upload it to see the effects of what you did. Is that right?

Avastar in use

[06:06] CG: Sometimes; it depends on how you make your mesh. For instance, with blender you can get a plugin which you can pay for called Avastar by Gaia Clary. That is a really good way of seeing what your weight painting does and has an affect. You can also get a free burn file for Blender which is called The Avatar Workbench, also from Gaia Clary, where it has got all the bones and stuff and you can see what it’s supposed to look like. But you do sort-of have to guess … if you’re not versed in mesh or anything like that, and weight painting at all, it can be quite daunting. So from that perspective, not having to weight paint would be better for newer creator, because they’d be able to build something in blender or a different commercial program and not have to weight painting, because that is really horrible stuff! But … I do think people need to learn these skills, because the skill you learn for making 3D in Second Life can be applied in real life for big jobs … you could go into the games industry making models and stuff; but if you can’t weight paint, you’re out of luck!

[07:22] GS: Personally, I used to be an artist before I was programmer, and 3D animation was something I was always very interested in, and I definitely know the pains of having to go through and paint a variety of different vertex weights for different bones and things like that. And one thing that seemed interesting to me to the new approach to a deformer that works across all viewers that support mesh is that … you have 20-something bones you currently have to rig if you really want something that really looks good and really deforms well on most avatars with regards to just an avatar moving around; now you have all these additional bones you now have to worry about. That really seems to be the biggest drawback here. Granted, there are ways to mitigate this, and as I was saying on Monday, someone should find a better workload for this if it’s really going to be a viable solution.

[08:19] GB: Which made you really unpopular…!

[08:23] GS:  (Wryly) yes, because I’m a terrible person for suggesting something rational here, I guess!

[08:49] QF: So, I don’t know actually how this works, so may be you can help me, Geenz. So, what I said is true, right? These are like pseudo joints that the visual params modify to kinda …

[09:09] GS: … Kind-of get an idea of how big the collision capsule server-side should be – that’s what I’m guessing, you know? I could be wrong.

[09:12] QF: but you can’t visualise these in Blender at all, can you?

[09:18] GS: You pretty much have to manually add them currently.

[09:20] QF: So there’s no good way to … like Cyclic was saying, painting weights is hard, but you’re painting weights for … totally blind, right?

[09:33] GS: The worst part is here … there’s no guarantee that these will actually stick around in future versions of Second Life. I mean for all we know, after RedPoly outing it, Linden Lab may remove it in X number of months or they may keep it just because they’re afraid people began making content – and we know linden Lab’s policy on content breakage – So its either they’re going to break it now, or they’re not going to break it because people are going to make content with it. Danger of content breakage, here we go!

[10:10] GB: Well, Linden Lab is going to have to weigh-in at some point, because as it stands right now, it doesn’t deform around breasts or saddlebags or anything, so they would have to add in order to make it work right, right?

[10:23] GS: And on top of that, from what I can tell, the skeleton that’s being used is mostly just a rough approximation of the avatar itself in terms of its shape. That’s all you’re really going to need if you’re going to calculate a bounding box or a bounding capsule or something like that.

Continue reading “Metareality discusses the “RedPoly” approach to mesh deformation” →

New “informal” content creation group established

Partially as a result of there being something of a gap in the existing Content Creation User Group for the discussions on improving the state of content creation in SL, and as a result of RedPoly’s suggestions for improving the way in which mesh clothing fits, a new “informal” Content Creation User Group has been formed.

The organisers for the new group are Geenz Spad, Siddean Munro, Ellie Spot and Oz Linden. Geenz will be the chair for meetings, and Oz will act as the liaison with Linden Lab. It is intended for developers and content creators alike, with the aim of providing a collaborative atmosphere which will allow members to discuss features, workflows, and modifications with the aim of enhancing content creation for everyone on SL. As such, the focus of the new group will be:

  • To provide a forum in which content creators can voice their ideas and / or concerns about the overall state of content creation in SL
  • Encourage the spread of knowledge about content creation methodologies and tools
  • Suggest / discuss new ways to facilitate content creation in SL (including the use of new tools or possible improvements to the viewer)
  • To provide a focal-point where content creators can have questions answered and issues highlighted that might otherwise go unanswered in other user groups.

It is hoped that eventually, this new forum will be the means by which proposals for new functionality that will be beneficial to the community can be proposed and developed. This would in turn lead to prototypes being developed, with Linden Lab’s approval of said functionality, that will enable the potential enhancements to SL’s content creation capabilities to be demonstrated.

In chatting with me about the new group, Geenz had this to say, “As it stands, the Mesh Import User Group is for just that: mesh import; it’s not intended for discussing how we can make content creation better. The Open Development is for discussing things already in the open source programme’s development pipeline, so that’s not really the place to discuss this sort of thing either.

Geenz Spad, who will chair the new group’s meetings, standing of the stage where the meetings will be held

“Then of course you have the Scripting, Sim, and other groups, [and] discussing how we can improve content creation in general just doesn’t fit anywhere; it’s almost as if it’s in limbo. This is intended to fill that gap, while at the same time staying clear of the existing user groups in its purpose.”

A wiki page has been established for the group, and will contain meeting agendas, etc., and which also summarises the group’s function. The group itself will meet between 15:00-16:00 SLT on Tuesdays at the Hippotropolis Auditorium in SL, commencing on Tuesday 3rd July.

CCIUG articles in this blog

Direct Delivery issues: June update

On June 7th, and missed in the build-up for SL9B, the Commerce Team issued a further update on the stains of ongoing work to fix various issues relating to both Direct Delivery and listings problems. This appears to be the latest in what seems to be monthly updates. The latest post reads:

06-07-2012 02:53 PM

Below is the updated set of outstanding issues with Direct Delivery and the Marketplace.

Direct Delivery

The following Direct Delivery issues have been verified, but have not yet been addressed:

  • WEB-4600 (Merchant Outbox failures): We have been working on this issue and will not shut down Magic Boxes until this is addressed. In some cases, logging out and in from the Marketplace and then the viewer may resolve this problem.
  • WEB-4554 (Test delivery permissions incorrect): This is currently under investigation.
  • Limited Quantity Support (Merchant does not have rights to copy the items for sale): This is currently being worked on. Magic Box migration will not be required until this is supported. (Note that Merchants can sell items that have next owner rights set to “No Copy”. Please see the Knowledge Base article on Object permissions for more details on how permissions work.)

Overall Marketplace

There are also several issues that occurred around the time of the Direct Delivery launch that we are still working to address, but are not issues with Direct Delivery.

  • WEB-4587 (Listings with the wrong images): This is currently under test.   
  • WEB-4441 (Orders stuck in “Being Delivered” state): We have been able decrease the number of orders getting stuck and continue to work on preventing all orders from getting stuck.
  • WEB-4567 (Bulk delete fails for some merchants): We will evaluate the priority of this once we have completed the above Direct Delivery fixes and features.
  • WEB-4592 (Orders marked as “Delivery Partially Failed” on success): This is currently under investigation.
  • WEB-4696 (Deleted listings appearing in search results): We continue to investigate this issue.
  • WEB-2974 (Listing enhancement stuck in “Charging, cannot edit right now” state): We are investigating this issue.
  • WEB-4138 (Confirmation emails failing to deliver): We are currently investigating this issue.

In addition to the above issues, there have been reports of Direct Delivery purchases silently being delivered and the Merchant not getting paid (the order is marked as “Failed”). We have not been able to confirm this report and would like to investigate further, so please file a support ticket with details if you see this.

While progress is welcome, for some merchants the wait is beginning to to tell – and quite understandably so.

Second Life 2.0

There’s been something of an ongoing discussion over the ever-excellent Metareality concerning the viability / attractiveness of a “new” Second Life – that is, a platform wherein Linden Lab starts over to present something new and overcomes the shortcomings of the SL grid as we know it today.

It’s an interesting – and entirely hypothetical – discussion point. Just how viable would a new Second Life be (if we assume the money was there to develop such a beast), both in terms of Linden Lab’s development of the platform and in people’s acceptance and use of it?

Well, some of the benefits that might come from such a product would be technical; doubtless things like the creaking mass of the asset server infrastructure could be addressed and made a lot more robust / scalable. Potentially the region / sim code could be completely overhauled to both improve stability and remove much of the “band aid” code that has, due to the nature of the platform, had to be applied to deal with various issues and bugs over the years rather than LL being able to dig deep and resolve them at source.

A new Second Life grid could also, I assume, be better geared towards handling the likes of mesh and other capabilities. Similarly, the Viewer could be revamped – and while this may draw boos and hisses – be kept closed, or perhaps licensed, to better control the growth of features and to ensure Viewer and server code remain better integrated.

There might also be the opportunity to directly address issues of accessibility through other means – tablets, web pages and mobile devices.

Would an “SL 2.0” allow the mobile / tablet markets to be better leveraged? (image: Lumiya for Second Life running on a Samsung Galaxy S2)

Social aspects might also be better integrated into the platform as well, for those who wish to use them. These are no to everyone’s cup-of tea, but that’s no reason to exclude such extensions / capabilities.

All of this could be massively to the good; but what about those of us already engaged in Second Life? Are we likely to leap onto the bandwagon of a “new” Second Life? Some undoubtedly would; but many of us probably wouldn’t for much the same reason as we don’t take a deep plunge into existing SL alternatives: we have an awful lot of what amounts to personal investment in our inventories, and if we can’t take it with us, the likelihood is, we aren’t going to go – not unless forced out of SL itself (which might easily see us giving LL the one-fingered salute and disappearing somewhere else entirely).

Of course, losing the current user base (or a good proportion thereof) might be seen as part and parcel of the risks involved in developing an updated platform – after all, with 16K-a-day sign-ups for the current platform, there is opportunity for LL to address initial retention head-on and harness a good percentage of that 16K and so not actually miss those of us who stay behind.

On the other hand, offering a migratory path from “SL 1.0” to “SL 2.0” would obviously be one way of alleviating issues around existing users, allowing LL to retain them and their loyalty while also avoiding initial issues of growing a new user base.

SL 2.0: The potential for better avatars?

However, offering such a path might itself create issues. One of the biggest potential benefits in an “SL 2.0” would be the ability to incorporate the infamous “avatar 2.0”, which has been the subject of speculation on-and-off since around mid-2007. This is something that is unlikely to happen within Second Life as it is because of a myriad of dependencies means a dramatic overhaul of the avatar could break things. As such, developing a new avatar form for “SL 2.0” could end up breaking compatibility with “SL 1.0” and render migration either problematic or (worse case) pointless.

Perhaps the biggest issue with any “SL 2.0” though, is not technical, but physical (so to speak). At the end of the day – and as Qarl comments in a recent Metareality podcast – a lot of issues relating to SL are actually centred on the relationship between users and Linden Lab itself. These take a variety of forms, some are justified (such as people feeling the company could be more forthcoming within consistent and more open communications and dialogue with the user base), others are completely unjustified (such as claims that LL are out to “kill” aspects of Second Life or that they act “maliciously” towards users).

Regardless of how justified or otherwise claims and arguments about LL are, the fact is that whatever the platform LL provides, the issues and arguments will likely continue. As such, there is a risk that any “new” SL could be taken to be “same s***, different shovel” by both sides of the relationship; users will continue to bemoan LL and LL will continue to feel they are in an uphill battle facing the same criticisms and complaints they face at the moment. This in turn could lead to both sides asking the question, “Why even bother?”

Over all of this, however, lies the biggest question of all: what, exactly, would LL achieve by taking such a route? It’s unlikely that “SL 2.0” would achieve any grater success than the current Second Life has achieved or has the potential to achieve, allowing for all the new capabilities being developed. Thus, any new variant of the platform is liable to end up occupying precisely the same niche as the current product, with more-or-less the same attractiveness to users and possibly the same grumbles and gripes – and this renders any idea of an SL 2.0 developed by LL pretty much moot. Far better that they focus efforts on improving and enhancing the current platform and in maintaining / increasing its relevancy.

Nevertheless, the idea is still an interesting discussion-point – well, for me, at least!