Visiting IMAGOLand’s new home in Second life

IMAGOLand, April 2021

I’ve been visiting Mareena Farrasco’s IMAGO art gallery in its various forms for the last few years (check the IMAGOLand tag  in this blog). However, and as Shawn Shakespeare recently reminded me, I haven’t dropped in to see it since Mareena relocated and expanded its offerings using her IMAGOLand title.

The new location continues to offer art exhibitions – the galleries now located in skyboxes, rather than using the ground level’s open spaces as once was the case for IMAGO. Waht’s more, they share the sky with a number of other public areas which are connected to the ground via a teleport network.

IMAGOLand, April 2021

The ground itself presents an open, low-lying island which is probably best thought of as offering a series of populated vignettes rather than having a contiguous theme stretching through it. There’s no set landing point, so I’ve arbitrarily selected a location nor far from the region’s centre, where sits a teleport disk and a directory of destinations (sit on the disk for the menu dialogue in order to TP rather than touching the directory).

Close by is one of the vignettes: an open-air dance floor and stage where an Animesh band is playing.  Most of them appear to be engaged in a ballad of some kind, although one of the guitarists looks as if she’s off in a hard rock / metal riff of her own!

IMAGOLand, April 2021

Beyond this stage lies a bar where patrons and staff are engaged in coming, greetings and reading – and thus the frame of the island is set: simply wander the landscape and you’ll come across much such settings, some large, others small. Some can be reached via the teleport system, but it’s honestly worth taking the time to wander on foot, as there are some that can be easily missed just hopping point-to-point. The use of static and Animesh NPCs helps to give the setting an interesting sense of life – particularly along the beach (although I wouldn’t recommend arguing with the seagulls laying claim to the little rowing boats – they are big enough to make their objections felt!).

When you feel you’ve seen all the ground has to offer, the teleport system can be used to reach the gallery spaces. At the time of my visit, these were home to exhibitions by Mareena and Carelyna (Carelyna Resident).

IMAGOLand Gallery #1: Mareena Farrasco – Painting the Summer

In Gallery 1, Mareena presents Painting the Summer, an utterly gorgeous collection of rendered paintings taken from around Second Life that capture the warmth and delight of slow summer days, both in subject and the muted tones used in their post-processing.

Looking through the images within the exhibition, I realised that Mareena and I are frequently drawn to similar focal points for our images – notably bicycles and rowing boats. However, Mareena has a superb talent not only for turning her images into watercolour-like works of art, she also frames them in a way that tells a story  – a technique I have yet to come anywhere near achieving; these are painting that you feel you could simply step into and explore, or join her as she sits or stands in contemplation within some of them.

IMAGOLand Gallery #1: Mareena Farrasco – Painting the Summer

Red Alert is the title of Carelyna’s striking and evocative exhibit, occupying the second gallery space and featuring 15 large format images together with a series of oversized props.

It may at first be difficult to assess whether there is a central theme within this selection that reaches beyond the predominant use of red within all of them. However, closer examination of each image together with its title helps crystallise the theme of danger  – hence Red Alert – each represents.

IMAGOLand Gallery#2: Carelyna – Red Alert

This danger spans the personal – as seen in the likes of Femme Flamme, with its essence of la femme fatale, Addiction, Alone With Myself with its suggestion of isolation and depression – to more global themes of concern such as global warming (Crying out for Rain and the Titular Red Alert) and ecological disaster (Burning Forest. some, like Never Enough…. appear to span both personal and global excesses (personal exemplified in the idea of spending too much time in the Sun; global suggested by the vivid red and the loss of our protective ozone).

Rendered in styles that range from painting to etching, and which mix elements of abstraction and expressionism, this is a genuinely stylish collection of images that can be appreciated both for the artistry involved in each piece and for the interweaving of ideas and expressions.

IMAGOLand Gallery#2: Carelyna – Red Alert
Beyond the galleries,the teleport network can also be used to reach a photographic studio(although props cannot be rezzed even by group members) and a little setting called Storyteller Burrow, which I admit I’m not clear on as to its purpose. These share the same platform with one another and a small club space, although the latter was not connected to the teleport system at the time of my visit., so many or may not be part of the main facilities within the region.

Art remains the primary attraction at IMAGOLand, although the ground level offers its own attractions as well. As such, I look forward to seeing what future exhibitions are unveiled here.

SLurl Details

Broken Mountain is rated Moderate.

2021 TPVD meetings week #13: summary

The Handmaiden Estate – blog post

The following notes are taken from the TPV Developer meeting held on Friday, April 2nd, 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.

This as a very short meeting.

SL Viewer News

[1:13-4:55]

As noted in my CCUG summary, the Custom Key Mappings viewer, version 6.4.17.557391 was promoted to de facto viewer release status on Thursday April 1st.

The Key Mapping viewer adds the ability to assign your own keyboard short-cuts to a list of defined commands

The rest of the current pipeline of upcoming RC and project viewers remains as follows:

  • Release channel cohorts:
    • Maintenance RC viewer – Eau de Vie, version 6.4.17.557412, dated March 25.
    • Love Me Render (LMR) 5 project viewer, version 6.4.14.556118, dated February 23.
  • Project viewers:
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26,   2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, dated November 22, 2019.
    • 360 Snapshot project viewer, version 6.2.4.529111, dated July 16, 2019.

General Viewer Notes

  • LMR 5 is being used to address crashes relating to older hardware using Intel Graphics drivers. These have proven difficult to track down as almost nothing is reported on where in the viewer the issue causing the crash occurred. In the meantime, those on systems using older Intel HD graphics drivers are encouraged to update to more recent versions.
  • Both LMR-5 and the Maintenance RC are awaiting merges with the new release viewer code.
  • The Simple Cache Viewer has been updated following the forced roll-back, and should be appearing as a new RC viewer some time in the next week.
  • The recent hold-up in the viewer update and release cycle means that there are now a number of Maintenance RC viewers, each with its own focus, awaiting initial release.
  • A further Lover Me Render viewer (LMR-6) is also in development,  with around 8 known issues awaiting resolution before it can be considered for initial release as an RC viewer.

In  Brief

  • [7:20-8:06] the re-working of the Map Tile code continues. It is believed “significant progress” has now been made, but no ETA on when the fully revised code will be in operation.

Of Greece and Cats: Slatan Dryke at Kultivate

Kultivate Loft Gallery: Slatan Dryke, April 2021

I love to travel – not that I’ve had much of a chance to do so the last few years (even before the SARS-CoV-2 situation brought a halt to travelling around for just about all of us); I also have a love of cats (I’m the Chief Meal Giver and Dish Washer to two). So when an art exhibition combines both travel and cats, I’m going to hop along to take a look.

In My Greece, My Cats, open at the Kultivate Loft Gallery through most of April 2021, Slatan Dryke presents a personal series of images that document some of his travel to Greece over the years, revealing a place that has become one of his favourites – and introducing some of its feline denizens he came across during his visits.

Kultivate Loft Gallery: Slatan Dryke, April 2021

Slatan is perhaps best known for his in-world sculptures and his digital art, which have been displayed widely across the grid and been a signature part of many collaborative endeavours. His work is oft marked by the use of vibrant colours or deep tones that can give it an almost symphonic depth. However, with My Greece, My Cats, we have a dozen images in monochrome or with a lean into sepia that suggest a lightness of touch and more informal musicality, something totally in keeping with the nature of the country he is representing.

My love of Greece goes back to when I travelled there for the first time more than 40 years ago. My good fortune has been that Greece is a neighbouring country, allowing me to visit so many of its islands where the marrow of its culture and traditions has not changed in centuries.
[But] don’t ask me about the most fashionable locations, because I have never been to them. Ask me about those small islands where the time runs slowly under the shade of a tamarisk tree.

– Slatan Dryke on his love of Greece

Kultivate Loft Gallery: Slatan Dryke, April 2021

One place Slatan particularly fell in love with is the island of Astypalaia, one of the 12 members of the Dodecanese archipelago in the south Aegean Sea, and it is this that he celebrates within this exhibition.

With pieces finished as either photography or processed digital art, Slatan uses the exhibition to reveal the village of Astypalea (or Chora as it climbs one of Astypalaia’s craggy hills to where the imposing bulk of a stone castle sits, commanding a view on all sides. Castle and village are celebrated as a whole in three of the pictures in this exhibition, but so too are more personal aspects of the village and life there: the hand-written chalk menu at a café, the red-roofed barrels of old windmills that match along a street or a quiet place to sit at the water’s edge.

And, of course, there are the cats. As Slatan notes, no Greek village is complete without its local cats, and here he has magnificently captured them – including an endearing look at one cheeky little chappie peeking over a wall to see who dares disturb his rest…

Kultivate Loft Gallery: Slatan Dryke, April 2021

An engaging and charming exhibition that will more than likely have you wanting to visit Astypalaia – I’ve already added it to my itinerary of future visits!

SLurl Details

2021 CCUG meeting week #13 summary

MARFA, January 2021 – 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, April 1st. These meetings are chaired by Vir Linden, with dates available via the SL Public Calendar, and the venue is the Hippotropolis camp fire.

SL Viewer

On Thursday, April 1st the Custom Key Mapping viewer version 6.4.17.557391 was promoted to de facto viewer release status.

The rest of the official viewers remain as:

  • Release channel cohorts:
    • Maintenance RC viewer – Eau de Vie, version 6.4.17.557412, dated March 25.
    • Love Me Render (LMR) 5 project viewer, version 6.4.14.556118, dated February 23.
  • Project viewers:
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, dated November 22, 2019.
    • 360 Snapshot project viewer, version 6.2.4.529111, dated July 16, 2019.

Graphics Work

The graphic team is addressing crashes relating to older hardware using Intel Graphics drivers. These are proving difficult to track down as almost nothing is reported on where in the viewer the issue causing the crash occurred. In the meantime, those on systems using older Intel HD graphics drivers are encouraged to update to more recent versions.

Project Muscadine (Animesh Follow-On)

Project Summary

Currently: offering the means to change an Animesh size parameters via LSL.

Current Status

On semi-permanent hold and unlikely to resume in the near future.

  • The initial project viewer had some significant issues, which have not as yet been addressed.
  • More particularly, as this was a test project prior to the work in transitioning the simulator software to the cloud, the necessary support code was never made a part of the core simulator core build, and so would require engineering time to be updated and integrated into the post-transition simulator code, and this is not something that is currently under consideration.
  • However, the hope is to at least get the LSL extensions work that has been done thus far into the simulator and the viewer updated “at some point”.

ARCTan

Summary: An attempt to re-evaluate avatar rendering costs and the cost of in-world scene rendering, with the current focus on avatar rendering cost / impact, with the in-world scene rendering to be tackled at some point in the future.

  • The updated Jelly Dolls rendering is seen as the first phase of the avatar work, even though it was more of a side project when initiated..
  • The next stage is to improve how Avatar Rendering Cost (ARC) information is presented to users, together with improved performance controls within the UI.
  • Once the UI updates have been made, the updated ARC calculation code can be integrated into the viewer – although these new calculations remain dependant on a Bake Service fix that has been awaiting the cloud migration work to complete before being scheduled for implementation.
  • The hope is to get through this work Soon™.

In Brief

Proposals for New Forms of Avatar Customisation / Skeleton Deformation

Two proposals have been put forward to allow for a more “dynamic” approach to customising the avatar skeleton on the part of the user.

BUG-230428 “Interpolate between poses/animations via script” presents the idea for allowing pairs of scripted animation to act on the skeleton in such a way that when used, they present a UI slider element the user can adjust to define how the two animations interact with one another. As cited in the feature request, this could be used to combine walking animations so as to produce a unique walk / stride for an avatar. Currently, the idea has been accepted for consideration as possible future work.

BUG-230430 “Ability to interpolate between mesh skeleton offsets/deforms” presents the idea for users to gain a greater degree of avatar customisation by being able to deform the avatar skeleton using dynamic sliders.

  • Currently, the avatar skeleton can be deformed in two ways: via joint offsets and via animations. These are particularly (but not exclusively) used to force the avatar skeleton to adopt the shape required by a non-humanoid mesh avatar – such as a dog or elephant, etc. These are more-or-less “permanent” deformations, in that as long as the offsets are applied  / animations are running, the avatar skeleton will be deformed, and the user has no real control over the deformation.
  • BUG-230430 proposes a number of ideas (of decreasing complexity as thoughts are better crystallised) for presenting the means for the user to be able to use and adjust / interpolate different groups of offsets or animations (with the bias shifting towards the latter) by means of a set of sliders that are made available as the groups are applied to the avatar.
  • There are numerous complexities involved in the approaches suggested  (e.g. animation priorities when running multiple other animations through AOs; predictability of results in running multiple animations and possible offsets where timing / relationships can be user-adjusted; added UI complexity; viewer / server / viewer synchronisation,  etc.). As such this request is currently set to “needs more information” should animators  / avatar creators wish to add thoughts.

New User Experience

As I’ve reported elsewhere in these pages, considerable effort is being applied to the new user experience and on-boards of new users. Some of the work is approaching the point where it should be surfacing in a few months time. Elements of the work have included:

  • Analysing the hardware incoming new users have by logging non-intrusive stats through the viewer.  This is indicating that the majority of incoming new users have hardware of much lower specification than might be thought.
  • Work on simplifying / improving elements of the viewer UI, and looking at the potential of removing settings that are rarely, if ever used.
    • In a sampling of 10,000 individual user sessions it was found that over 700 of the 1,500 non-intrusive visible settings (i.e. settings that do give rise to privacy concerns if logged) the Lab now log in the official viewer, were never actually used by any user. This raises the question, would any of those 700 be missed if removed?
    • This does not mean those settings *will* be removed, and the Lab are aware their data doesn’t include TPV users, as third-party have yet to adopt the logging code – although the Lab would be happy to work with them on this.
  • Updating the learning and social islands incoming users encounter.
  • Performance updates. This includes considering ways users can be made aware of controls they can adjust / turn off to improve frame rates; possibly introducing a means to have the viewer adjust itself to optimise frame rates, etc.

General Notes

  • Feature request BUG-230429 “Morph Targets/Shape keys on Mesh” has been accepted by the Lab for consideration as a possible future project.
  • There was more discussion on the animation system, with views fairly split.
    • Some see the animations system   and formats as being “too old” and needing replacement; others see the BVH format as being extraordinarily flexible in the way it allows control of individual joints when compared to other systems / engines.
    • Some would like to see a better internal engine with greater support for inverse kinematics, etc., but a concern here is potential knock-on effect / scope (how would such a system relate to the existing animation system? Would it require broader changes to the avatar system? Could it result in existing content breakage? And so on).
  • There was further discussion of whether or not a system like Marvelous Designer could be incorporated into Second Life as a means to provide a better means of adjusting / fitting clothing to an avatar.
  • Neither a complete overall of the animation system or the adoption of a Marvelous Designer like cloth / clothing system is currently under consideration.

Date of Next Meetings

Content Creation: Thursday, April 15th, 2021.

Geometry, water and the cosmos in Second Life

Kondor Art Centre: Nils Urqhart – The Beauty of Moving Water

Hermes Kondor is keeping busy in his work in making the Kondor Art Centre a hub of artistic expression  featuring 2D art from the physical world and 2D and 3D art from the the virtual. Over the course of the last month, three exhibitions have opened which, while I’ve visited all three, I’ve allowed to get stacked up within my backlog of blogging.

The longest-running of the three, and therefore the one I’ve getting to first – is another stunning exhibition of real world photography by Nils Urqhart. Famed for his photographs of the Alps and mountains of France, Nils here presents an engaging series entitled The Beauty of Moving Water, a collection of photographs featuring mountain streams, rapids and falls, all of which appear to have been taken in the spring months when winter meltwater was running free.

Kondor Art Centre: Nils Urqhart – The Beauty of Moving Water

Still these images may be, but in keeping with the title of the exhibit, each carries a tremendous sense of motion, from the foam kicked-up by a waters in spate striking mid-stream rocks or the way in which sunlight reflects off of water in a pond and highlight the splash of moss colouring the flanks of rocks or enhances the plants lining the banks of streams.

And, of course there is a sense of life and motion present in every photo – from the afore mentioned above to the the rush and fall of water down sheer or steps faces of rock.  It reminds us of both the importance of water to life here on the planet and also its power: water doesn’t just flow over rock, it shapes and sculpts it over time, smoothing rough and points edges to smooth curves, carving the land, allowing life to flourish around it. Thus through these pieces we witness the full beauty of nature.

Kondor Art Centre: Aneli Abeyante

Located in the Kondor White Gallery is another exhibition focused on motion – albeit it very different in content and design. Untitled, it focuses on digital art of a most hypnotic form, created by Aneli Abeyante, who might be better know for running her own gallery, La Maison d’Aneli, a place I’ve had the the privilege of visiting and writing about on many occasions.

However, Aneli is an accomplished artist in her own right – although the exhibition at the Kondor White Gallery is something of a departure for her, as she explains in her introduction to the exhibit:

I love geometry and mathematics. So after much practice, I managed to create structures and shapes.

– Aneli Abeyante

Thus we are presented with a series of images that hold within them a mathematical form and beauty that is captivating  – and given an even greater sense of form through the use of animations that gives them their motion and life  – and their rich hypnotic forms. These are pieces one can easily get lost within by following their lines and patterns and letting their shifting forms wash over thoughts.

They share the two levels of the gallery with static paintings that are equally marvellous digital abstractions.  Whilst they don’t have the same physical motion  as the animated works, they are still as engaging, drawing the eye to them.

There is something more here as well. In her art, she strives to achieve a harmony of ideas and an balance of expression – and this is perfectly exemplified in this series and then manner in which static and mobile pieces both counterpoint and synchronise together into a unified selection of expressive art.

Kondor Art Centre: Aneli Abeyante

The third exhibition I’m covering is by Hermes himself, and is to be found in the centre’s Into the Future Gallery.

The Explorers offers a three-part story of exploration and discovery utilising digital art. It starts on the ground floor and an unspecified point in the future, a time when humanity is clearly capable of exploring the realms beyond out Earth-Moon system in person – although looking at the style of their space suits, it is perhaps not a time too far into the future.

This story invites us to travel with a team of astronauts as they explore a moon or asteroid, discovering clear evidence of alien life as they do so. Each piece, beautiful rendered, allows us to share in their discovery of strange crystalline forms and what appear to be machines and – perhaps – a portal revealing an alien world.

Kondor Art Centre: Hrmes Kondor – The Explorers

The story continues on the gallery’s mid-level which can be reached via the teleport disk on the lower floor or the elevator at the back of the gallery space – the images in front of the doors are phantom, so you can pass through them. Here, we find the explorers appear to have used the portal and are now another place, one in which they encounter life in a variety of forms – strange growths, egg-like objects and what might be plants that use a form of photosynthesis and  more.

On the upper level, again reached via teleport disk or elevator, we share with the travellers as they encounter life and civilisation directly – but in forms that are intriguing and recognisable: trees and humanoid forms – and a young child on a swing.

What we’re to make of this is down to our own imaginations;  but perhaps it is a message that all life which may exist within the cosmos is connected to us and we to it, wherever we might come to find it and whatever form it might take.

Kondor Art Centre: Hrmes Kondor – The Explorers

Three very different exhibitions, all connected by threads of life, colour and motion. whether appreciated individually or in turn as part of a single visit to the Kondor Art Centre, these are three exhibitions by three superb artists that fully deserve our time and attention.

SLurl Details

Waka is rated a Moderate region.

2021 SUG meeting week #13 summary + World Map alternatives

Amrum, January 2021 – blog post

The following notes were taken from the Tuesday, March 30th, 2021 Simulator User Group (SUG) meeting.

Server Deployments

Please refer to the server deployment thread for the latest news and updates.

  • Tuesday, March 30th: no planned deployment or restart.
  • Wednesday, March 31st: the SLS RC channels should all be updated with simulator release 557505, defined as containing “internal fixes”.

On Region Restarts

There is a general assumption that region restarts result in a region and its simulator being relocated to a new server. However, this is not always the case, as Rider and Simon Linden explained:

Simon Linden: the host change isn’t burnt into the design for a restart. basically you stop the region, and another part of the system sees the region is down and hands it out to a system to run it. Based on random timing that might end up on the same host.
Rider Linden: We simply do not guarantee that you will remain on the same host after a restart. Where a region comes back up depends on a lot of factors that are outside the realm of predictability.
Simon Linden: [However] during a version update, that’s VERY unlikely since the old ones get replaced with new ones.

SL Viewer

There have been no official viewer updates to mark the start of the week, leaving the pipelines as:

  • Release viewer: version 6.4.13.555567 (Jelly Doll improvements) originally promoted February 17th.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Maintenance RC viewer – Eau de Vie, version 6.4.17.557412, dated March 25.
    • Custom Key Mappings project viewer, version 6.4.17.557391, dated March 24.
    • Love Me Render (LMR) 5 project viewer, version 6.4.14.556118, dated 23, 2021.
  • Project viewers:
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, dated November 22, 2019.
    • 360 Snapshot project viewer, version 6.2.4.529111, dated July 16, 2019.

In Brief

Region Crossings

  • While they were not intended to directly benefit vehicle region crossings, there have been reports by some that the changes made in the deployment over the previous two weeks have improved things. However, and equally, others are reporting declining smoothness of crossings. As it is, Rider noted that the team haven’t yet had the chance to dig deeply into the code since uplift.
  • BUG-229871 “Unable to re-enter or telport to a region that I’ve been to during same session” – this remains an issue. Unfortunately, issues with testing the upcoming simulator release been the work on a fix has been delayed.

Map Tiles

Map tiles continue to be worked on, but not fully fixed. There are now a couple of user-developed alternatives available, each with mixed functionality: