A journey through the Gardens of Shadowfell in Second Life

Gardens of Shadowfell – October 2022; click any image for full size

October is here once more, and with it come the familiar round of pumpkins, mysteries, hauntings and region and parcel builds with a spooky twist.  To be honest, I’m not actually much for all the kafuffle that goes with Halloween, as I’ve noted in the past; however there are one or two exceptions to my overall lack of enthusiasm, of which the most notable is probably the annual Calas Galadhon Halloween build – and 2022 is no exception.

Every year, Tymus Tenk, Truck Meredith and the Calas team bring us worlds of wonder to explore in the form of their Halloween and Christmas wonderland builds as an adjunct to Calas Galadahon Park, and each year we are gifted with (generally) two regions of mystical / seasonal delight. Mixing an atmospheric setting rich in places to explore, scenes to uncover, rides to enjoy and events to attend, all knitted together by the weave of environment settings, soundscape and supporting music, these builds are always and genuinely a highlight of Second Life.

Gardens of Shadowfell – October 2022

For October / Halloween 2022, the team present Gardens of Shadowfell, a journey to a realms which although probably not modelled specifically after any element of Tolkien’s mythology, carries with it something of a sense of Middle Earth during the Second and Third Ages, mixed with hints of other franchises to offer an engaging potpourri of elements deserving of careful exploration.

As with all of the Calas themed builds, this is one in which it is very important visitors not at least some of the guidelines regarding a visit, all of which can be found at the landing point – with the most important perhaps being:

  • Make sure you Used Shared Environment (via World → Environment).
  • Make sure Advanced Lighting Model is active via Preferences → Graphics).
  • Enable local sounds.
Gardens of Shadowfell – October 2022

It is suggested that those who can, should also enable Shadows via Preferences → Graphics.  This is worthwhile if you can, but I would suggest you’re not losing a lot from the experience if you cannot, as the general look and feel of the regions is just as atmospheric with shadows as with. For those who would like to see Shadowfell with shadows enabled, but may find it hard going, pulling any high (128m+ draw distance down could help boost performance – particularly as the overall design of the build works with moderate draw distances.

In terms of exploration, Shadowfell offers two primary means: on foot, following the paths winding through the regions; and via tour boat (available a short walk from the landing point). I strongly recommend you take the time to use both; the paths and trails offer the most comprehensive way through Shadowfell – including a journey through the caverns; while the boat tour misses the latter, it has its own features and views of the setting that are unique. I would also suggest, perhaps, that when exploring on foot, the accompanying music track is turned off during a first visit. Instead, turn the music on for the boat tour (and for subsequent visits); in this way all of the local sounds can be fully appreciated when exploring. Finally, and as per the guides at the landing point, keep an eye out for the eye-in-hand tapestries along the routes – they offer teleport opportunities to additional sit points and locations that you are unlikely to otherwise reach.

Gardens of Shadowfell – October 2022

This is a place very much of two halves: the landing point directly adjoins a walk that takes visitors through a dark realm. It’s not Mirkwood by any shape or means – but in places it carries a Mirkwoodian vibe. Here the trail winds under the boughs of bent intertwined trees and along an ancient stone path that passes over strange, misty waters on the back of stone bridges. Follow the route correct through trees and mystical quarry, and it will bring you to the entrance to the caverns.

As this entrance here is open and without a great lake before it, there is no need to ponder riddles before suddenly crying, “Mellon!” or fear what might emerge from the waters behind you. However, the first part of the route through these caverns is not as simple as may appear; and those who fail to Touch at the right place might be fooled into retracing their steps prematurely….

Gardens of Shadowfell – October 2022

The caverns proper are one of those places where I wish Second Life allowed us to set music streams via altitude – for within them, we move from a suggestion of Middle Earth and Tolkien to what might be called the Realm of Ridley Scott; a place that ideally suits the music of Jerry Goldsmith, as written for Scott’s 1979 Alien (a film which, the first time I saw it a good few years after its release but still on the big screen, fairly scared me out of my knickers!). These are tunnels made to be walked to the haunting strains of Goldsmith’s theme from that film (in fact I actually did this during a visit, with a little help from You Tube, even allowing for the spiders along a part of the route and their suggestion of Mirkwood again!).

Beyond the caverns, visitors can travel onward to where the path is partially drowned; its stonework visible just under the glowing waves, stairs descending to it and rising on the far side of the water indicating it is still the way forward. Cross the waters brings you to a very different realm (and over a region crossing). If the first part of the journey gives a sense of travelling (in part) through Mirkwood, then here lies a suggestion of that great forest before it fell into darkness, and the times when it was known in elvish as Eryn Galen, or Greenwood the Great.

Gardens of Shadowfell – October 2022

Here, while there are still creatures of darkness / mystery lurking, so too are sights more pleasant: rabbits might be found frolicking, whilst further on is a great and wild garden of exotic flowers and plants filled with a sense of a mystic presence. This is a place in which, gardens and ruins alike, there is an unmistakable elven feel – and more than one path to explore. It is also where several of the tapestry teleports can be found – although they are not exclusive to this part of Shadowfell. The platforms and pavilions they access offer a mix of places to sit and opportunities from private dancing.

The individual scenes to be found throughout Gardens of Shadowfell are many and varied – from the Alien-esque elements up in the caverns, to the orcs busily at work through to the zombies wandering here and there and the crocodiles waiting to waylay boat tours and more, time is needed to appreciate all of the detail and care poured into this setting – care and detail that are Ty and Truck’s annual hallmarks. And , of course there are the little touches of humour awaiting discovery – like the Gollum-like alien sneaking his precious way among the face hugger eggs, or the zombie worried about her broken nail or Mickey Mouse, who pops up quite unexpectedly with a happy greeting whilst simultaneously looking a little lost and bewildered…

Gardens of Shadowfell – October 2022

I could wibble on and on about Shadowfell, but in truth, it’s best you go see it for yourself – and check the schedule of entertainments set for the pavilion there as well!

SLurl Details

Animal Instinct at Glinka Gallery in Second Life

The Ginka Gallery: Lash VV – Animal Instinct

Currently open at The Glinka Gallery, operated and curated by Wolfgang Glinka, is an exhibition of original paintings by Serbian painter and digital artist, Lash VV. Entitled Animal Instinct, it marks his fourth show at the gallery, and focuses on one of his core interests as an artist: the natural world.

Located within one of the gallery’s halls, Animal Instinct is a collection of some 25 paintings of animals in the wild. It’s a selection that offers insight into Lash’s range as an artist, the pieces representing original works produced in oil, acrylics, watercolours, charcoal and ink drawings, drypoint, his skills with digital post-processing techniques and more.

The Ginka Gallery: Lash VV – Animal Instinct

These are pieces also representing their subjects in a similarly broad range of genres – still-life, impressionist, minimalist, abstracted – with each approach clearly balanced to best reflect the motion of its subject or captures the manner in which we tend to picture them in the mind’s eye.  This gives each picture a depth and sense of life that can so easily capture the eyes – and also offer a hint of a story.

Take Dance of Love, for example. It captures two Japanese cranes in courtship, but more than this, though the the style, the minimalist use of colour, the piece offers a broader suggestion of the country itself.  close by, Antelopes similarly captures the alertness of their subject while the light hatching of lines beyond them as all we need to see in order to be transported to the Serengeti.

The Ginka Gallery: Lash VV – Animal Instinct

Standing just inside the hall on the right is Fight, a beautifully raw piece, accompanied by a poem by Wolfgang entitled Rutting that equally captures the rawness of animal life in the wild.

Watched over by a 3D salamander also created by Lash, this is a wonderfully evocative selection of art guaranteed to capture the hearts of wildlife lowers.

SLurl Details

Seanchai Library: October 16th-21st 2022

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library – and this week previews the launch of a very special event.

As always, all times SLT, and events are held at the Library’s home in Nowhereville, unless otherwise indicated. Note that the schedule below may be subject to change during the week, please refer to the Seanchai Library website for the latest information through the week.

Sunday. October 16th,  13:30: The Halloween Tree, Part 1

On All Hallows Eve, young Pipkin is due to meet his eight friends outside a haunted house on the edge of town. But as he runs through the gathering gloom, Something sweep him away.

Arriving at the house in expectation of meeting Pipkin, his eight friends instead encounter the mystical Carapace Clavicle Moundshroud, who informs them that Pipkin has been taken on a journey that could determine if he lives or dies.

Aided by Moundshroud and using the tail of a kite, the eight friends pursue Pipkin through time and space, passing through the past civilisations – Egypt, Greece, Rome, the Celts – witnessing all that has given rise to the day they know as “Halloween”, and the role things like ghosts and the dead play in it.

Then, at length they come to the Halloween Tree itself, laden with jack-o’-lanterns, its branches representing the confluence of all these traditions, legends and tales, drawing them together into itself.

With David Abbott, Faerie Maven-Pralou and Caledonia Skytower at Haunted Hollow in Chestnut Hills.

Monday, October 17th, 19:00: The Wolfen

Gyro Muggins reads Whitley Strieber’s 1978 debut novel.

Two New York Police Department detectives investigate a series of suspicious deaths across New York City. These are revealed to be the work of a race of intelligent beings descended from canids, called the Wolfen.

The novel is told from the point of view of the human characters as well from the Wolfen themselves. The savage killing of two New York City policemen leads two detectives, a man and a woman bound together by a strange, tough passion, to hunt down the wolfen – once called werewolves.

Tuesday, October 18th

12:00 Noon: Russell Eponym

With music, and poetry in Ceiluradh Glen.

19:00: Howl’s Moving Castle

Sophie has the great misfortune of being the eldest of three daughters, destined to fail miserably should she ever leave home to seek her fate. But when she unwittingly attracts the ire of the Witch of the Waste, Sophie finds herself under a horrid spell that transforms her into an old lady. Her only chance at breaking it lies in the ever-moving castle in the hills: the Wizard Howl’s castle.

To untangle the enchantment, Sophie must handle the heartless Howl, strike a bargain with a fire demon, and meet the Witch of the Waste head-on. Along the way, she discovers that there’s far more to Howl—and herself—than first meets the eye.

Caledonia Skytower reads Diana Wynne Jones novel.

Wednesday, October 19th, 19:00: Seanchai Flicks – Spooky Edition

The Seanchai cinema space shares Halloween-themed video adventures.

Thursday, October 20th,

19:00: Be Spooky! Be Brief!

100-word spooky tales with R. Dismantled in Ceiluradh Glen.

21:00: Seanchai Late Night

Late night contemporary Sci-Fi-Fantasy with Finn Zeddmore.

Art on the edge of dreams in Second Life

Kondor Art Centre: Hermes Kondor – In The Edge Of The Dream

Now open at the Kondor Art Centre is the most engaging and fascinating series of digital art, presented by the Centre’s owner / curator (and exceptionally talented photographer artist in his own right), Hermes Kondor.

Located within the Centre’s Art Square, In The Edge Of The Dream is a collection of 20 images that combine themes of fantasy, flights of the imagination, the free thinking of childhood, and the freedom all of them can give us. Each and every one of these pieces carries an artistic and narrative richness that is completely stunning and captivating. More than paintings, these 16 works are portals to worlds of wonder, places of mystery and magic, halls of wonder and the marvels of the imagination unlocked when the mind – both in childhood and adulthood – is given the fullest freedom of thought and expression.

Kondor Art Centre: Hermes Kondor – In The Edge Of The Dream

The introduction to the exhibition can be found within a 17th image in the square in words from Hermes himself which are perfectly written and frame the exhibition beautifully. As such, rather than ramble on myself, I’m simply going to quote them here in the hope that in doing so, I can also help visitors frame their mindset in readiness for a visit.

Live the dream, transform yourself into it and discover the Reality of Fantasy.
The Magic is right there, living by your side and inside you. Let yourself be carried away by the Dream of Existing. Be enchanted, play with what you think is real and try to transform Life into Magic. 

– Hermes Kondor

Kondor Art Centre: Hermes Kondor – In The Edge Of The Dream
Delight yourself with the Fantasy that dwells inside the Dream. Discover yourself, finding the other side of the Real. Complete yourself with your inner side and find the supreme Happiness that is right there with you, in the deepest dimension of Life. 
Transform the Dream into Art and join me in the search for who we deeply are.

– Hermes Kondor

In addition to being presented in large format images, the painting in this collection are also available gathered into an in-world coffee table book – perfect for keeping the entire collection at home and being able to enjoy it even if you don’t have sufficient wall space for copies of the individual paintings. The book can be obtained from a table just a short walk from the exhibition’s introduction board – which I’m also using the landing point SLurl for the exhibition in this piece.

Kondor Art Centre: Hermes Kondor – In The Edge Of The Dream

A beautiful exhibition of digital art that really should not be missed.

SLurl Detail

RFL Sci-Fi Expo 2022 in Second Life

2022 RFL Sci-Fi Expo

The 2022 Second Life Sci-Fi Expo launched on Friday, October 14th, 2022, and will remain in orbit through until Sunday, October 23rd, in aid of The American Cancer Society and the Making Strides Against Breast Cancer (MSABC) campaign.

Active across four regions located alongside the American Cancer Society Island, this year’s even carries the theme of Voyage Through the Stars. These four regions are arranged as a single structure representing The Nexus, a massive space vessel and “crowning jewel of the United Earth Council fleet as it explores the vast reaches of interstellar space.”

The core of the build appears to be the vessel’s propulsion system, around which the almost spherical ship is constructed. Level with the mid-point in this vertical core is a broad deck ring running around the the circumference of the ship, which serves as the shopping precinct and home to the main event locations.

2022 RFL Sci-Fi Expo

The latter form a set of four smaller domes, comprising the the main landing point and information centre; the Raffle and Silent Auction, the ACS information hub and Memory Crystal garden, and the entertainment dome. All of the domes are connected via the shopping precinct, while the landing point dome has a set of teleport portals that can deliver visitors directly to any of the other three domes or to the main ACS island.

As with previous years, the expo presents a broad range of science-fiction related merchandise and daily entertainment and activities. The website sees a change in approach this year, with some information coming in the form of re-directs to Facebook pages, however, for ease of reference, here are the core links:

2022 RFL Sci-Fi Expo

The website is perhaps a little light on specifics in places – a list of SLurls on the home page would be nice, as would actual details on the Quest – I can tell you it is called The Captain, the Governor and the Greslock, but little else other than you can join this in-world via the Quest vendors and point you to the list of prizes on Facebook, per above. Similarly, while events in the calendar can be clicked on for more details, a SLurl to the entertainment dome is sadly absent. But that said, the best way to appreciate the Expo is to pay it a visit, and I encourage all sci-fi fans do so!

About Making Strides Against Breast Cancer

Making Strides Against Breast Cancer is the American Cancer Society’s premier event to raise awareness and funds to fight breast cancer. But it’s more than just the name of a walk – it describes the amazing progress we’re making together to defeat this disease. Since 1993, four million walkers have raised more than US $280 million through Making Strides. Learn More.

2022 RFL Sci-Fi Expo

SLurls and Information

2022 Puppetry project week #41 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, October 13th 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

  • 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 now 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).

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 experiencing issues can also contact Wulf Linden.
  • 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

New Viewer Version – 6.6.3.575529 Dated October 12th

  • This viewer uses a different, more efficient data format sending updates up to the region, and from the region to viewers.
    • The new and old formats and viewers are not compatible; someone on the new project viewer will be unable to see puppetry rendered for someone using the older viewer version, and vice-versa.
    • It is hoped that severe breakages between viewer versions like this will be avoided going forward, but this change was deemed necessary
  • This viewer also a crash (deadlock) fix, and puppetry animations should fade in/out when starting or explicitly stopping (animations may stop abruptly should the LEAP plugin crash, or the data stream is lost, etc.).
  •  Those self-compiling viewers with the puppetry code should ensure they are pulling the updated code from the  6.6.3.575529 (or later as new versions appear) repositories.

Protocol Overhaul

Leviathan Linden Linden noted the project team is going to overhaul the Puppetry/LEAP protocol.

  • The intent is to replace all the current LEAP commands (“move”, “set_this”, “set_that”, etc.), and replace with just two commands: “set” and “get”.
  • On the “set” side:
    • It will be possible set avatar joint transforms, or specify IK targets, and also set various configuration settings as necessary.
    • These set commands will be “incremental” in nature (so that changes can be made to reach the final state), and once set, they stay at the defined value until modified, cleared, or the plug-in “goes away”.
  • On the “get” side:
    • get_skeleton and any other get_foo commands (if used) will be replaced with {get: [skeleton, foo, …]}.
    • A message will be generated and set back to the viewer making the Get request, but the form of the message is still TBD.
  • Meanwhile, the viewer will only do IK for your own avatar, and will transmit the full parent-relative joint transforms of all puppeted joints through the server to other viewers, and LL will make it possible for a plug-in to just supply full parent-relative joint transforms if desired (e.g. no IK, just play the data)
  • This overhaul will also provide:
    • A way to move the Pelvis. This will include both a pre-IK transform (which is just setting the Pelvis transform) and also a post-IK transform, in case the avatar is to be moved after setting all the joints.
    • A “terse” format for the LEAP/Puppetry protocol to simplify some “set” commands to reduce data going over the LEAP data channel. It will be possible to mix these “terse” command with long-form explicit commands.
  • Leviathan plans to break all of this work down into a set of Jira issues and place them on the kanban board for ease of viewing.

The overall aim of this overhaul is to make the protocol more easily extendible in the future.

To the above, Simon Linden added:

The data stream is radically different than what we started with. Essentially your viewer will do the work for your avatar: send[ing] all data needed for your puppetry animations [so] the people seeing you just have to use those positions – no IK or significant processing. That should help out in the long run with crowds 

Example Script

Simon Linden has produced a simple example script that is pushed to the Leap repository:

  • It reads a JSON file and sends that puppetry data to the viewer.
  • Using it, is is possible to edit some values, save the JSON text file, and see bones move as an example of doing so.

In Brief

  • BUG-232764 “[PUPPETRY] [LEAP] Puppetry should be able to ‘Get’ and ‘Set’ avatar camera angle” has been raised to go with the protocol overhaul, and while it has yet to be formally accepted, has been viewed as a good idea by the Puppetry team.
  • Puppetry does not support physics feedback or collisions as yet, and work for it to do so is not on the short list of “things to do next”
  • There is currently an issue of “near-clipping” within a a first-person (e.g. Mouselook) view and using puppetry (so, for example, holding a hand up in front of your avatar’s face in Mouselook results in the hand being clipped and now fully rendering). This is believed to by an artefact of the viewer still rendering the head (even though unseen when in first-person view), and this interfering with rendering near-point objects like hands. The solution for this is still TBD.

Date of Next Meeting

  • Thursday, October 27th, 2022, 13:00 SLT.