A return to Where Our Journey Begins in Second Life

Where Our Journey Begins, February 2021

Update: Where Our Journey Begins has been relocated, and the SLurl in this piece updated as a result.

Where Our Journey Begins is a homestead region held and designed by Vivian Ewing. It’s a place we first visited fairly recently – in September 2020, in fact. However, after getting several nudges from people that the region has been redressed for the coming Spring, I suggested to Caitlyn that we hop over and take another look.

The changes made since that first visit of ours are extensive; yet at the same time, there is much about the setting that does offer a sense of continuation from that iteration to this: the curtain wall of cliffs with their waterfalls (now to the south-east of the region, rather than to the north), the use of granite-like tables of rock on which to site some of the region’s buildings, etc. This mix gives the region a pleasing sense of the familiar couple with discovery.

Where Our Journey Begins, February 2021

The land itself also offers a reminder of the former build: a large arc of land sweeping from the north-east and round to the south-west, those high falls dropping from its eastern face into a large pool of water. This in turn splits the lowlands by means of two streams that flow west and north respectively, trapping a wedge of land between them. And just off the shoreline of this wedge is a small circular island that serves as the landing point for visitors, connected as it is to the rest of the region by an ageing wooden bridge.

Across the bridge, and under the shade of ginkgo biloba and cherry blossom trees, and the turns of gulls circling above them, a track offers a choice of direction across the land, with the shorter arm directing visitors to where a path winds up the table of rock occupying the centre of this island, the longer offering a path around its base.

Where Our Journey Begins, February 2021

Which of these you take is entirely up to you. If you want to avoid getting your feet wet, then the path up to the top of the squat plateau is the best means of reaching the north-eastern “headland”, going by way of two high bridges. The first of these spans the gorge between the first plateau on the island and the second, home to a small summer house  and with a much longer rope-and-wood bridge extending across the broad valley of the stream below to reach the north-east uplands.

The latter are home to a flat-topped house with flat-topped / adobe walls and an external stairway leading to the upper floor. Hemmed by trees and shrubs, it looks west towards the sea, the region’s lighthouse just visible through the foliage of two aged and gnarled trees standing guard over a garden swing. Sitting at the foot of one of these trees, and marked by a large urn, is an overgrown path that leads down, somewhat precipitously, to a small sheltered beach.

Where Our Journey Begins, February 2021

This is actually one of two beaches within the setting, the other being off to the west, reached via the second arm of the track leading away from the landing point’s bridge. steps down from this arm of the track point the way to it by way of a farm small holding with water tower, shed, tractor and livestock. Bracketing the track on its other side from the steps is a old paved area the marks the entrance to the gorge between the two humps of the island’s plateaus. It  is home to a ice cream stall and outdoor seating – although those wishing for a little refreshment will have to wait in line behind the little girl who is passing on her order!

Beyond this, the track ends at a low flight of steps and a choice of routes: either across a little arched bridge crossing the second of the region’s streams, or continuing eastwards to under the broad shade of great oak trees.

Where Our Journey Begins, February 2021

A chapel and open, grassy space lie across the bridge, a pastor waiting within the chapel to conduct wedding services for L$300, the space outside being suitable for the after-service photographs. Off to the east and beyond the oak trees, there sits a caravan that looks to have been converted into a more permanent residence, complete with creature comforts such as satellite TV and a curtained deck overlooking the region’s pool and waterfalls. Like the house up on the uplands, it is unfurnished, so you’ll have to let your imagination fill in the details.

Throughout the setting are numerous touches of detail that make it ideal for photography, and a good number of places to sit and pass the time. Good use is made of EEP settings to produce a unique ambient environment,  complete with rainbow for those prepared to play with the Sun position via Personal Lighting. Admittedly, the colours of the rainbow will be inverted thanks to a rendering bug (unless you are using the latest Love Me Render viewer from the Lab}, but the LMR 5 viewer does mean a fix for this issue should be filtering through to all viewers in due cause.

Where Our Journey Begins, February 2021

Overall, Where our Journey Begins remains a pleasing visit with more than enough to engage the Second life tourist.

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Giovanna’s Traces at PAC in Second Life

PAC Featured Artist: Giovanna Cerise

Giovanna Cerise is an artist whom I’ve admired for years. Her work, which spans both the virtual and the physical, is exceptional, whether seen as an individual piece, or as a complete installation.

As I recently reported, she has recently returned to artistic expression through Second Life after a hiatus of several years, opening a studio gallery at Campbell Coast – and I’m particularly honoured and delighted to announce that Giovanna is the first artist to appear at the Phoenix Artists Collaboration as a Featured Artist.

PAC Featured Artist: Giovanna Cerise

Officially opening on Saturday, February 6th, 2021 at PAC, is a special display of art Giovanna has put together, entitled Traces. It marks her first formal exhibition since her return to Second Life – although it will obviously not be her last. It  presents a mix of her work, past and present;  however, I’ll let Giovanna describe Traces in her own words:

The exhibition traces some of the stages of the artist’s production.
The proposed works were made with various techniques and testify to the evolution of his artistic career. On the ground floor there are some works made only with prim, dating back to 2010-2011 and three unpublished works: two sculptures and an installation created for this occasion.
On the upper floor, one side of the gallery is dedicated to some works made in second life, but which were then exhibited some physically others with videos in the real world. The exhibition itinerary is completed with the proposal of some more recent works which were included in installations and which cannot be reproduced here.

– Giovanna Cerise, February 2021

PAC Featured Artists Gallery: Giovanna Cerise

Spread across the two floors of the gallery, commencing with the captivating Senza Titolo (“Without Title”),  this is an exhibition that is not just to be seen, but experienced, the pieces positioned through the gallery’s spaces in such a manner as to present the feeling the visitor is moving through them as much as the gallery itself; text elements on the floor before some of them adding to this sensation.

On the upper floor of the gallery is the opportunity to witness how Giovanna’s work has been celebrated in the physical world, where she has worked alongside other Second life and Physical world arts alumni such as Patrick Moya (Moya Janus in SL).

As well as the text elements on the gallery floor spaces, pieces may also be accompanied by information givers so that visitors can learn more about them, whilst several of the individual pieces are available to purchase for those who wish to add them to their collection.

PAC Featured Artist: Giovanna Cerise

The official opening of Traces will be marked at 13:00 SLT on Saturday, February 6th, with music by our friend and colleague, Joaquin Gustav from 13:15 SLT, at the event space immediately in front of the main gallery.  please do be sure to join us.

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2021 TPVD meetings week #5: summary

Grauland, December 2020 – blog post

The following notes are taken from the TPV Developer meeting held on Friday, February 5th, 2021.

These meetings are generally held every other week.  They are recorded by Pantera Północy, and her video of the meeting is embedded at the end of this report – my thanks to her for allowing me to do so – and it is used with a transcript of the chat log from the meeting and my own audio recording to produce these notes.

SL Viewer News

[0:00-4:10]

The Project Jelly viewer updated to version 6.4.13.555567 on Friday, February 5th. This presumably brings it to parity with the current release viewer code base, and moves it closer to potentially being the next viewer to gain promotion to de facto release status, although no decision has been made on this as yet.

  • Current release viewer Dawa Maintenance RC Viewer, version 6.4.12.555248, dated January 25, 2021, promoted February 1st, 2021 – NEW.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Custom Key Mappings project viewer, version 6.4.12.553437, January 7, 2021.
  • Project viewers:
    • Love Me Render (LMR) 5 project viewer, version 6.4.12.553511, issued on January 7, 2021.
    • Simple Cache project viewer, version 6.4.11.551403, November 12.
    • Legacy Profiles viewer, version 6.4.11.550519, October 26.
    • Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.

General Viewer Notes

  • With Dawa now at release status, the current RC viewers are being bought up to parity with its code base.
  • As noted in my most recent CCUG summary, the Love Me Render (LMR) 5 graphics RC viewer is close to being ready for promotion from project to RC status.
  • The simple cache viewer (VFS replacement viewer) is in “decent shape” for promotion to RC status once updated to the Dawa code base.
  • There may be further UI work for the Legacy Profile project viewer (returns avatar profiles,etc., back into the viewer, a-la Firestorm) which may delay this viewer from progressing.
  • For OS X users, a viewer is in the works that will “get Apple’s notarisations working”. This has been something of a long standing issue, and the viewer should be appearing in the near future.

Project Jelly Viewer

[9:06-11:32]

  • This viewer essentially improves the rendering of Jelly Doll avatars.
  • The idea behind Jelly Dolls (first introduced in 2015, with various improvements since)  was to give users the means to reduce the load of having to render extremely complex avatars on computers with low hardware specifications by:
    • Explicitly selecting a nearby avatar and set its display value to Do Not Render, reducing them to a simplified, “flat” grey avatar form.
    • And / or setting a “complexity value” within the viewer that, if exceeded by any avatar in the field of view, will render it as a Jelly Doll.
    • Both the grey and the Jelly Doll forms are simplified avatar outlines, with the latter rendered as one of a number of solid colours selected by the viewer from a colour map. The term was coined by user Whirly Fizzle after the British Jelly Babies brand of sugared jelly sweets.
  • There have always been a number of issues with the manner in which these avatars are rendered. For example:
    • On the visual side, many users have avoided the viewer’s complexity setting (to the detriment of their viewer’s performance) as they do no like seeing solid, brightly coloured avatar forms in their field of view.
    • On the technical side, the code currently attempts to render all of  avatar’s attachments. As these tend to be the most costly to render, this can defeat he object of the code.
    • Also, the baseline formula for jelly doll calculations doesn’t allow for consistent results.
  • As a result, the Project Jelly viewer:
    • Does not attempt to render attachments, but instead renders affected avatars as a simplified, easy-to-render humanoid shape.
    • Render all such avatars in grey, no longer using the previous colour map, in the hope this will encourage more people on lower-end systems to use the capability, as the grey avatar forms tend to be less intrusive within a scene.
  • [13:38 via chat] In relation to avatar rendering / Jelly Dolls, it was asked if better global controls for rendering could be provided. In reply, Grumpity indicated that in addressing performance as a whole, such global controls might be considered in the future.

Viewer Log-in Changes

[4:41-8:05]

  • Oz Linden is working on the viewer log-in process that are designed to prevent people logging-in to Second Life when their inventory is “broken” (and potentially making their situation worse).
  • The updates to the log-in process means there will be additional checking on the status of an avatar inventory data on the back-end as a user logs into Second Life.
    • If errors within the data are found, the log-in process suspended, in order to prevent the errors being propagated to the viewer, and then viewer then exacerbating the situation by trying to manipulate the inventory database further on the basis of the invalid data.
    • Should this happen, the user will receive a massage that explicitly states that log-in has failed as a result of inventory issues with the request the user contacts Support. This message will also provide some specific information the user can pass to Support when they contact them.
    • Support will then use the information supplied to initiate the required corrective action to resolve the issue.
  • While this may impede users with inventory problems from logging-in, the hope is that these changes will actually make the resolution of inventory-related issues easier to correct at source and thus have less of an overall impact on affected users.
  • This is seen as a priority change, and the Lab hopes to be in a position to have the back-end changes tested and the viewer-side updates available by the end of the month.

In  Brief

  • [4:17-4:32] The Lab is making some changes to how deployments are managed within the AWS environment. If done correctly, this work should result in no user-visible changes.
  • [11:38-14:11] Post-Uplift issues:
    • There remain some issues still to be fully resolved as a result of the transition to AWS, including (but not necessarily limited to):
      • The problem with Map tile not being generated. This is being addressed.
      • The fact that the chat servers currently need to be restarted more frequently than pre-Uplift. This is still being diagnosed.
      • Teleport failures resulting in an “wrong” or “invalid” region message. This is also being diagnosed.
    • However, the Lab caution against assuming any issue that is encountered is a result of the AWS transition. The general rule remains, if you’re seeing a specific (and preferably reproducible) issue, raise a bug report.
  • [14:31-15:33] in response to a question on the avatar skeleton (why 159 bones, but capped at 110 on upload?),  vir pointed out the 110 bone cap is per sub-mesh in a character, rather than on a complete character (which can have several sub-mesh components. The reason for the cap is down to older GPUs that can be used in SL being unable to handle the transform matrices.
  • [19:54-20:28] Premium Plus: internal discussions have resumed on the deployment of Premium Plus, but there is nothing to share in terms of time frame, etc., at the moment.
  • [21:49-24:15] The recent Marketplace issues are seen as a combination of both the continuing work to improve the Marketplace experience and the work to transition it to AWS.
    • As the MP involves multiple back-end services, there are a lot of interdependencies that can be impacted particularly as a result of the AWS transition work, and not all of these can be accurately QA’d, as the sheer volume of transaction, etc., the MP sees hourly cannot be easily or accurately replicated.
    • The current focus is on general MP stability (including its various dependencies) in order to hopefully make future maintenance and update easier / smoother.
    • The most preferable way to deal with the MP would perhaps be to take the service down entirely for a a period of time and overhaul it, and then re-release it. However, given the impact this would have, it is simply not a viable option.
  • [24:42-25:45] Generally speaking, LL believe SL to be a lot more stable / robust now than previously, simply because it is running on much more recent hardware and within an infrastructure where they no longer have to worry about things like hardware that is well beyond its operational life failing, whilst any underpinning hardware / infrastructure issues are more-or-less immediately addressed by AWS. This in itself allows LL’s engineering and ops teams to be more focused on running the software side of things.

Hilaire Beaumont at Monocle Man in Second Life

Monocle Man Gallery: Hilaire Beaumont

Currently available the Monocle Man Gallery, curated by Kit Boyd and Lynx Luga, is an outstanding exhibition by Hiliare Beaumont. Untitled, it presents a series of self-portrait avatar studies that are – despite the fact I often use this phrase with regards to art exhibitions in Second Life – genuinely rich in their depth of narrative and content.

These are piece that bring together a range of inspirations – literature, film, music, elements of fantasy, historical drama to present pieces that are evocative, layered and often highly emotive. Through their presentation, these are pieces that illustrate the fact that Hilaire was initially drawn to Second Life as a place of role-play, and has since grown towards photography as a means of expression and emotional release.

Monocle Man Gallery: Hilaire Beaumont

The role-play aspect can perhaps be seen in the likes of Le Fantome de l ‘Opera, Clown and Lullaby of Woe, together with Old Man, Diggin’ My Grave and The Wild Horde. These last three, intentionally or otherwise, sit together almost as three parts of an evolving story whilst also each standing in their own right; there is within each of them a wonderful sense of the classic western of the Ford or Leone eras.

Both Le Fantome and Clown have very defined origins, but bring with them a real sense of emotion about them that might not be quite in keeping with our usual thinking about the characters they represent: introspection in one, and a suggestion of unemotional, calculated logic with the other. However, of these particular images, Lullaby of Woe is the piece that most acutely caught my attention in the way the story it suggests seemed to flow between various characters, from Sherlock Holmes through to Dr. Jekyll and back, complete with hints of both James Moriarty and Mr. Hyde.

Monocle Man Gallery: Hilaire Beaumont

Other pieces may not directly draw thoughts toward fictional pieces or film, but their emotional content is just as incredibly captivating. Aux Sombres Heros de L’amer (taking its title from the song by French rock group Noir Désir?)  and Je ‘t en remets au vent, for example, are powerfully evocative of a broader story (as well as having a marvellous sense of the 19th century about them).

Alongside of these sit Sympathy and Mother, two pieces that are simply packed with expression and emotion, particularly for anyone who has recently lost a family member. Both are also a tour de force in framing, depth of field, image depth, and camera angle; each genuinely standing as a life study you do not so much view as step into.

Monocle Man Gallery: Hilaire Beaumont

The simple truth is that each and every one of these images has something to say, so much so that a book could easily be written about this exhibition. But equally, the fact that they do is more than adequate reason for going along to the gallery and view them for yourself; they demonstrate the truth of what can oft seem a tired adage: a picture is worth a thousand words. All of the pieces are offered for sale at an incredibly modest price, and I understand that all proceeds are going to support the gallery directly.

SLurl Details

2021 CCUG meeting week #5 summary – graphics

Jacob, December 2020 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, February 4th 2021 at 13:00 SLT. These meetings are chaired by Vir Linden, with dates available via the SL Public Calendar.

The venue for meetings is the Hippotropolis camp fire.

Due to Vir having to depart the meeting early, the majority of the meeting focused on viewer rendering.

SL Viewer

There have been no updates since the promotion of the Dawa Maintenance viewer to de facto release status earlier in the week. the viewer pipelines therefore remain as:

  • Current release viewer Dawa Maintenance RC Viewer, version 6.4.12.555248, dated January 25, 2021, promoted February 1st, 2021 – NEW.
  • Release channel cohorts:
    • Project Jelly viewer (Jellydoll updates), version 6.4.12.553798, January 7, 2021.
    • Custom Key Mappings project viewer, version 6.4.12.553437, January 7, 2021.
  • Project viewers:
    • Love Me Render (LMR) 5 project viewer, version 6.4.12.553511, issued on January 7, 2021.
    • Simple Cache project viewer, version 6.4.11.551403, November 12.
    • Legacy Profiles viewer, version 6.4.11.550519, October 26.
    • Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.

Viewer Rendering

Love Me Render Viewer

The Graphics team are getting close to an RC release of the Love Me Render 5 (LMR 5) viewer (project viewer version 6.4.12.553511 at the time of writing).

  •  The one remaining issue they addressing with it is the matter of incorrect vertex attribute normals (not normal maps themselves) being rendered with Debug Normals enabled in the viewer (see BUG-228952 “Mesh Debug Normals display incorrectly. Normal Maps on scaled objects appear to use incorrect mesh normals for shading calcs”).
    • This appears to occur with models created in Maya with normals applied, but which uses non-uniform scaling.
    • The fix involves updates to both the Debug Normals code and the affected shader code.
  • The focus of LMR 5 is EEP fixes, apparently including the inverted rainbow issue, going on comments made (although currently that isn’t listed in the release notes), together with more general fixes related to things like specularity renderings, etc. It also includes a number of TPV contributions that fix assorted rendering issues.
  • It is hoped an RC version of the viewer will be available in the next week or two, with the aim of moving it to release status as rapidly as possible.

Outside of any specific rendering work going on for LMR 5 (or which my be directed into the next Love Me Render viewer, aka LMR 6 (such as BUG-5975 and BUG-229462, which might be investigated as part of LMR 6 work), it was indicated the Graphics Team would like to work on the environment map, if only to reduce the performance load it currently places on rendering.

Rendering API Replacement

No specific updates at present on the replacement of OpenGL as the rendering API.However, it was indicated that consideration is still being given to supporting more than one rendering capability by means of some form of back-end “tool kit” or library. There are a number of reasons for this:

  • As indicated in my previous CCUG meeting summary, there appears to be a substantial portion of Windows users accessing Second Life on hardware that cannot support more recent APIs like Vulkan (which had been the preferred choice).
  • Whilst they are set to deprecate OpenGL at some point in the future (prompting the need for the switch away from OpenGL), Apple actually don’t provide native support for Vulkan, thus prompting the need for a second alternative (such as – perhaps – Apple’s own Metal API).
  • Therefore, the use of an intermediary tool box / library approach would, whilst adding a layer of complexity, allow Linden Lab to potentially leverage more than one rendering API to support a wider range of user hardware.

Looking to Possible Future Options

Some thought is being given to rendering capabilities beyond the replacement of OpenGL, such as physically based rendering (PBR).

  • It is important to note that none of these are currently being considered for adoption at this point in time; they are simply on the Graphics Team’s wish list of things they would like to look at.
  • As such, if something like PBR were to be adopted, it would not be until some time after the need to replace OpenGL has been addressed, which itself is liable to be a long-term piece of work.
  • In terms of PBR in particular, it was noted that in practical terms, it would only be of value on  objects that utilise PBR materials.
    • This likely means that if it  were implemented, it would be a opt-in capability: creators would set a flag against content they are importing to indicate it uses PBR, and thus use the required shaders.
    • Such an approach would prevent any “breakage” of existing content (which would effectively continue to be rendered “as is”, and in turn allows creators to determine which of their products they might like to update to / replace with models utilising PBR.
  • Outside of PBR, it was suggested that High-dynamic-range  (HDR) rendering might be something the Graphics Team would like to look at at some point in the future.

Mesh File Formats

Again, not a project under active development or something that will come about in the near future, but the Graphics team are also giving thought to potential mesh model file format support outside of the current .DAE.

  • In the past, users have expressed a desire for .FBX support; the problem here is potentially that whilst widely used and accepted as a “standard”, it is pretty much close-source by Autodesk.
  • The open-source Graphics Language Transmission Format  (gITF) has been suggested by some as an alternative, particularly given it is already supported by Blender as via a plug-in option, and the Graphics Team have indicated they will have a look at this as and when time allows.

Date of Next Meeting

  • Thursday, February 18th, 2021.

A return to Tonarino in Second Life

Tonarino, February 2021

On February 1st, we dropped in on Tonarino, the Full region held and designed by 秋元のん (n0rik0). At the time, the focus of our visit was the region’s sky platform, Nekomachi Street (see: The cats of Tonarino in Second Life), but I noted we also hopped down to see what had changed within the region’s ground level design since our last visit in December 2019 (as recorded in Tonarino: an oriental curio in Second Life), and I promised to provide an update.

Well, truth be told, first looks tended to suggest not a lot had changed; the majority of the region is still given over to a large landmass in part cut through by the single line of a railway track that terminates abruptly alongside a little station building, while a small stream slices through the bedrock. Around both lies a landscape suggestive of the outskirts of a town somewhere; the kind of place most people only see whilst rapidly passing through with barely a thought for those whole live there.

Tonarino, February 2021

However, further examination revealed to us that things had changed since December 2019 – although obviously I cannot say quite when they changed; and changed enough to provide a reason for further exploration and looking around.

In this, the most noticeable change lay to the north-west. where the land rises in rocky steps to overlook the rest of the region and particularly overshadows the local school.

Tonarino, February 2021

When we visited in 2019, I noted this was the home of a temple sitting within  a small garden area and overlooking a large traditional Japanese house occupying a shoulder of rock below it. Well, the temple is still there, complete with its little refreshment stand for those needing sustenance after the climb up to it or after a period of sustained prayer. However, and if memory serves, it has now descended from the uppermost table of rock upon which it once sat, to occupy the same elevation as once was occupied by the large house.

Instead, the high table of rock that was once home to the temple is now a lookout point with vending machines and seating. Below it, the walled house has also gone, replaced by a group of restaurant stalls sharing a common outdoors space for patrons, who can be entertained by two more of the remarkable juggling cats by 丸角の人 (shiro0822), who also make up the inhabitants of Nekomachi Street up on the sky platform.

Tonarino, February 2021

I admit, I’m not totally convinced about the nature of the food being served in one of the restaurant stalls, given it is being prepared and offered for consumption by red-faced little demons, so the fact the area also has a little shrine of its own sitting within a bamboo fenced enclosure is perhaps handily placed for those wishing to ward of any wicked spirits that may have been delivered to them with their meal! The shrine and its Torii gate also mark the path to where a stone stairway descends the snowy slopes between the little houses that cling to them, offering a further route back to (or from) the lowlands.

Elsewhere are other subtle changes. One of the private islands to the west side of the island has been removed; elements within the building site have changed (although overall progress on whatever is to be built / installed appears to be a little slow!) an there is what appears to be some work to be finished off behind the school, although visitors can still cross the footbridge and visit the café – although I’m not sure if the quizzes there are still being held.

Tonarino, February 2021

What I find particularly engaging with Tonarino is the manner in which it naturally suggests it is a work-in-progress, so to speak, with the excavator and building blocks in a cleared field, etc..  At the same time the careworn look of the buildings and houses give them a lived-in feel that suggests that while they may be less than pristine, they have the comfortable look and feel to those living within the little town.

Certainly Tonarino remains a place with plenty of opportunities for photography under almost any environment settings, and which – again like so many careworn places in the physical world – has little spots of beauty that suddenly leap out at you as you explore. And that very much retains it as a place worth looking at.

Tonarino, February 2021

And for those who wish to see Nekomachi Street’s marvellous cats, just look for the kitty dancing at the mouth of a road tunnel. Pat his head gently and he’ll get you there 🙂 .

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