The return of The Shire in Second Life

The Shire; Inara Pey, May 2018, on FlickrThe Shire – click any image for full size

We were delighted to receive an invitation from Ima Peccable to visit the newly re-opened The Shire, the enchanting Tolkien-themed region designed by Chocolate Aftermath, and which Ima is now helping to run. As it’s been over two-and-a-half years since our last visit, we grabbed the first eagle flight across the waters and dropped in for a visit.

For me, the great attraction with this region has always been the way it blends considered region design with a very Shire-like feel, where hobbits and Big Folk can mix.

The Shire; Inara Pey, May 2018, on FlickrThe Shire

The new design for the region retains this feel, although the landscape is perhaps further removed from Tolkien’s Shire, being somewhat rugged and suggestive of a coastal region of Middle Earth, complete with multiple small islands lying off the main bulk of the land. There’s also more of an elven feel to the place than perhaps on our last visit, which harkens back to the time of my first visit in March 2015, when the region originally captivated my eye and heart.

I’m not sure whether it is merely a matter of the intervening years playing tricks on me or not, but this new iteration of The Shire seems to have more rental properties on offer than previous iterations. Nevertheless, it still has plenty for the casual visitor to see and appreciate, and the overall design means that it is hard to accidentally transgress into someone’s private space.

The Shire; Inara Pey, May 2018, on FlickrThe Shire

A good many of the rental parcels are located on the outlying islands or on small headlands extending from the main bulk of the land, with its public upland areas located atop the tall cliffs. It is here that the landing point sits within a pair of tree houses linked by a rope bridge and which is home to the rental map for the region. It shares the plateau with a garden area and a windmill, with different paths leading down from the plateau offer assorted ways to explore the region along its public paths.

The rental properties are a mix of hobbit holes and regular houses, while two towers suitable for wizards overlook the land. There aren’t intended for rent (as far as we could tell at least, but appear to offer high perches from which to look out over the land. Also to be found along the paths and trails leading around the region are elven-like gazebos offering places to sit under crystal domes – and in one case at least, a feast fit for a … hobbit; while out on a tongue of land stretching out into the water sits a larger structure, set for weddings or other celebratory events.

The Shire; Inara Pey, May 2018, on FlickrThe Shire

These seeking a place to live in Second Life that has its roots in fantasy but without overburdening rules might want to give The Shire a look; the mix of accommodation is rich and – for those wanting a little extra privacy – extends into the sky, where houses float serenely on little airborne islands of their own. Also scattered around the region are little reminders of Tolkien – such as the spider’s webs to be found here and there providing little echoes of a certain journey through Mirkwood, while mushrooms can also be found, offering another reminder of a path trod by a certain group of hobbits.

The public area of the region seems to be a little more limited that in previous iterations, and the outlying islands, while offering those renting them an added level of privacy, do tend to break up the land somewhat – there’s no direct route from them to the public places should residents wish to enjoy them. However, this doesn’t detract from the peaceful beauty of the region nor the opportunity to take photos or simply relax with a visit. Certainly, for those who wish to rent a parcel within The Shire,  the region has a lot to offer by way of finding a Homely House.

The Shire; Inara Pey, May 2018, on FlickrThe Shire

With thanks to Ima for the invitation.

SLurl Details

Do you see yourself in the white spotlight?

Is it worth the time? is it worth the price?
Do you see yourself in the white spotlight?
Then play the game tonight.

– Play The Game Tonight by Kansas

Hi there, This is R. Crap Mariner, your Dance Correspondent.

I’ve been photographing dance shows for over a year, but one thing I promised myself was that I’d stick to shooting dance. I wouldn’t get all involved in the whole scene, I wouldn’t blog any of it, and God forbid I ever think of taking the stage myself, let alone choreograph my own routines. “No, no, no, no, no, no.” I said when people taunted and tempted me. I was not going to give in.

Point. Shoot. Leave. That’s the plan. Stick to it.

Well, I kinda screwed that all up. Because I début at Guerilla Burlesque’s pitshow on April 13th.

You see, in order to better understand dance performance, I figured I had to perform at some point. Especially if I were to get away with some of the jokes with my Don’t Make Me Call The Dance Police column. It’s a case of “put up or shut up.”

But it wouldn’t just do to ride someone else’s mover and be their puppet. Not that there’s anything wrong with that, and the times I’ve done that have been fun…

https://www.flickr.com/photos/isfullofcrap/27138148058/in/album-72157674461229002/

(Had to fight Terri to get that last Club Image mover, but she got even with me by shivving me in the lunch line.)

But I felt that I had to try to make my own. Kind of like how Hunter Thompson immersed himself into a story with Gonzo and George Plympton would put on a helmet or strap on some cleats in his participatory style. Or Gonzo the great would… erm… okay, he was a Muppet. Never mind.

Building my own act would give me a better appreciation of what it takes for a choreographer to put together a routine and also to learn the different styles that each director and choreographer brings to the table. Finally, everybody’s got their short cuts, tricks, and signature elements in an act, so building something to work with allows them to say, “Hey, there’s an easier way to do this…” or “I know of a better version of this object…”

Looking back over the process and the plan, I’m going to share my journey with you. It’s the order in which I did things, and not necessarily the right order to follow. Also, it’s not a cookbook with individually numbered steps to follow to build your own act. You’re going to need to fill in some of the gaps and details on your own or in your class or with your teacher.

Most importantly, maybe you’ll read my story and think “If that dingbat can do this, maybe I can, too?”

WARNING: This article is long. Really, really long. I’d break it up into multiple parts, but… nah. Anywhere you slice it, you’re cutting into my soul. Let’s just mark this edge here as the cliff from which you can dive into the madness. Wheeeeeeeee…

… splat.

“You think that something’s happening…”

When I start anything, I watch Internet Genius, Motivator, and Commentator Ze Frank’s Invocation For Beginnings.

Yes, the man who challenged the world to dress up their vacuum cleaners and make an Earth Sandwich. That man. Internet God, he is.

This video gets me in the mindset to be patient, forgiving, persistent, and accepting. If you’ve got a ritual or routine or motivator, use it to get in the right frame of mind.

Plus, he’s got a lot of good quippy quotes over the years of using the Internet as a playpen, even if he isn’t a pretty princess.

“But it’s only what you’re hearing…”

The longest journey begins with a swift kick in the ass, so yeah, I started to watch performers and learned from what I saw, asking questions and opinions from others in private chats for what they thought worked well, what didn’t, my thoughts on the routines and what I took away from the experience.

This was both easy and hard. I mean, yeah, I enjoy going to performances and shooting photography, but I also needed to learn the language of dance and what made a good performance with dances, sets, costumes, etc. And also, learn what didn’t work, such as overwhelming particles, slow-rezzing sculpties, too many textures, dance moves that just didn’t fit the song, acts that were too small for the stage, costume changes that fail due to lag, etc.

The Basics

Here’s the basic components of a dance act:

  • The event list contains the commands for a performance engine to run. It’s a run-down of animations, positions, and shouted commands to various effects or your costume changer.
  • The movers pass along the movements and animations to dancers as well as objects on the set.
  • The way points provide a path along which the movers travel, and they mark the speed and pauses along that path.
  • The packlist contains a list of all the objects for the set, including the movers.
  • The camera list contains all of the camera moves that you want the viewer to experience, but we’re not covering that here.
  • You pack everything into the performance engine, including dance animations and set objects. The engine controls everything in the act.
  • You set up folders for your costume, and RLV folders for any costume changes.
  • The stage contains a centre-point to let the performance engine know where things go or happen.

Put them all together, and… okay, you’re dancing to silence. Gotta hand a song track to the host/deejay/music director too.

We’ll cover all of these things, plus a few frustrations and surprises along the way.

Continue reading “Do you see yourself in the white spotlight?” →

Cica at Paris Metro in Second Life

Paris Metro Gallery: Cica Ghost

Cica Ghost is widely known for her 3D art installations – which I always find a joy to blog about. Within many of her installations visitors will often find little two-dimensional stick figures, often animated. While perhaps less well-known to many more recent appreciators  of art in Second Life, is that these two-dimensional pieces are very much a part of Cica’s Art, and have formed central parts of past exhibitions she has displayed in-world.

A reminder of this can currently be found at the Paris Metro Art Gallery, which is hosting a modest but charming exhibition of Cica’s work, 2D and 3D. On display are five of Cica’s 2D art elements, four of them her wonderful stick figure characters: three framed, and the fourth to be seen riding his bicycle along one wall, appearing and disappearing at either end of the barn-like setting for the exhibition.

Paris Metro Gallery: Cica Ghost

Also on offer are several of the quirky (and fun) little vehicles Cica often provides within her 3D installations so that visitors can drive around in them.

The first of these – and one of my favourites – is the catomobile from 50 Cats (see here for more), just inside the gallery’s front entrance and sitting with the 2D art.beyond the dividing wall are six more of the vehicles, with the Catomobile, BirdCar and MouseCar offered as drivable models for pootling around the exhibition space. As well as these, the exhibition has elements visitors my recognised from installations such as the metals girders seen in the likes of Bird People (see here).

Paris Metro Gallery: Cica Ghost

This is small, uncomplicated exhibition, and a great introduction to Cica’s art for those unfamiliar with her larger exhibitions, and a great reminder of her past work for those who are.

SLurl Details

2018 viewer release summaries week #17

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates for the week ending Sunday, April 29th

This summary is generally published on every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Note that test viewers, preview / beta viewers / nightly builds are not recorded in these summaries.

Official LL Viewers

  • Current Release version 5.1.3.513644, dated March 27th, promoted April 13th – formerly the Media Update RC.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V5-style

  • No updates.

V1-style

  • Cool VL viewer stable branch updated to version 1.26.22.3 on April 28th – release notes.

Mobile / Other Clients

  • MetaChat updated to version 1.2.601 on April 29th.

Additional TPV Resources

Related Links

Fix-ups, satire, and fantasy in Second Life

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s home at Holly Kai Park, unless otherwise indicated.

Monday, April 30th 19:00: The Crucible of Time

crucibleGyro Muggins reads the fix-up by John Brunner. First published as two-part story which appeared in Isaac Asimov’s Science Fiction Magazine, it’s an ambitious tale of alien intelligence which grew to a series of six linked tales pushed as a single novel in 1983.

Far off in space is an alien race which is so much like us, yet so un-alike. From the birth of their earliest civilisation through to their attainment of star flight as their star system passes through the galaxy, we follow their development through the ages.

Aquatic by nature, this race presents some significant challenges well outside the realms of anything encountered by humanity. But they are also driven by all too familiar hopes, fears, desires, needs, wants, prejudices, impact of religious ideologies, and the quest for knowledge we have experienced in the growth of our own civilisation.

Charting six periods of time, each a thousand years after the previous, the six stories focus on the efforts of a group of individuals in each era as they face one or more challenges, their success in overcoming these challenges inevitably leading them towards a greater understanding of their planet’s plight, and ultimately, the ability to deal with that plight and the survival of their civilisation.

Tuesday, May 1st 19:00: National Lampoon’s Doon

In a distant galaxy, far, far away, a plot is brewing as vast and elaborate as the Empire itself…

Evil powers plot to harvest the wild pools of beer that grow only on the savage, sugar-swept world of Doon, take control of the native pretzel population, and turn the plucky little orb into the lounge-planet of the universe!

And only one man, Pall Agamemnides, heir to a dukedom can stop the galaxy-wide web of conspiracy and intrigue that is being fomented, and bring an end to the threat facing Soon.

Although reliant on a knowledge of both Frank Herbert’s sprawling story of Dune and Herbert’s often heady and flowery prose, Ellis Weiner’s tongue-in-cheek Doon is a masterpiece, offering a perfect parody of Herbert’s novel and brilliantly and accurately mimicking his prose.

Wednesday, May 2nd 19:00: What Is This Crap

More 100 word delights from R. Crap Mariner.

Thursday, May 3rd 19:00

19:00: Monsters and Myths: Fafnir

Sigurd fighting Fafnir, as imagined by English illustrator Arthur Rackham

Fafnir lives with his family in a fortress-like house deep in the forest. His father, descended from an archdemon, shares the secrets of the dark arts with Fafnir and his two brothers.

Regnir, the eldest, is a deformed dwarf who lusts after gold and relies on his cunning to get it. Hungering only for food, Oter, the middle brother, can transform himself into a bird of prey. The shape-shifting Fafnir desires to be feared, and when Odin, king of the gods, sets a trap with a treasure that tempts every giant, ogre, and dwarf in his domain, Fafnir becomes a dragon. However, he is about to confront an even fiercer rival: a mortal named Siegfried.

This adventure-filled Norse myth is a powerful story of magic, curses, doom, and destruction featuring an unlikely hero whose perils are only just beginning.

Also presented in Kitely (hop://grid.kitely.com:8002/Seanchai/144/129/29).

21:00: Seanchai Late Night

Contemporary Sci-Fi with Finn Zeddmore.

 


Please check with the Seanchai Library’s blog for updates and for additions or changes to the week’s schedule.

2018 SL UG updates #17/4: TPVD meeting

Ruins of Deepmarsh; Inara Pey, March 2018, on FlickrRuins of Deepmarsh – blog post

The majority of these notes are taken from the TPV Developer meeting held on Friday, April 27th 2018. A video of the meeting is embedded below, my thanks as always to North for recording and providing it. Time stamps in the text below will open the video in a new tab at the relevant point of discussion.

Once again, this was a short meeting, but one with extended periods of silence; hence some of the gaps in the time stamps below. There’s also a conversation on the forthcoming Bid A Linden Bald event, as part of the Relay Rockers annual

SL Viewer

[0:07-0:36] The Love Me Render RC viewer updated to version 5.1.4.514788 on Wednesday, April 25th, 2018, and the Ouzo Maintenance RC updated to version 5.1.4.514802 on Friday, April 27th. Both of these RC viewers have had “significantly higher” crash rates than the default viewer, so the Lab will be watching to see what happens with the two updates, and with the crash rate for either is reduced as a result of their release.

Otherwise the viewer pipelines remain as:

  • Current Release version 5.1.3.513644, dated March 27, promoted April 13 – formerly the media update RC.
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7. This viewer will remain available for as long as reasonable, but will not be updated with new features or bug fixes.

[0:39-1:24] The 360 snapshot viewer remains “on hold”, receiving updates to maintain parity with release viewer, but otherwise not receiving any significant work on its key features at this point in time. Work will resume in the future as the specialist resources become available. Both the Animesh and Bakes on Mesh viewers are referred to in the meeting as being “close to coming over to Agni”, although this only hold true for the Animesh project viewer, as the Bakes On Mesh viewer should work on the Main grid already (albeit with the Bake Service’s current 512×512 texture support, as the support for 1024×1024 textures has yet to be deployed).

Viewer Texture Cache Work

[1:46-2:14] The Lab continues to work on the viewer texture cache, and it is hoped that the latest attempt will lead to a “big improvement” in how textures are handled. Currently this code is not available for public consumption, but the hope is that there will be a project viewer with the code available “pretty soon”.

Updated Estate Management Tools

[19:30-20:10] Work is again progressing on enhancing the Estate Management tools in the viewer (e.g. refining ban list management capabilities, etc.). It is hoped that a project viewer will be emerging in the next few weeks. The viewer updates themselves are largely done, and things are awaiting server-side support.

Environmental Enhancement Project (EEP)

Project Summary

A set of environmental enhancements, including:

  • The ability to define the environment (sky, sun, moon, clouds, water settings) at the parcel level.
  • New environment asset types (Sky, Water, Days – the latter comprising multiple Sky and Water) that can be stored in inventory and traded through the Marketplace / exchanged with others.
  • Scripted, experience-based environment functions, an extended day cycle and extended environmental parameters. This work involves both a viewer updates (with a project viewer coming soon) and server-side updates.

Current Status

[11:39-12:38] Rider Linden has been engaged in some other work for most of the past month, but is now largely back working on the project. It is now a focus for the Lab going forward, with the hope that Rider will not be diverted into other work at EEP’s expense. Some test regions for EEP are also being prepared on Aditi.

Other Items

Testing Viewer Options and the Shared Experience

[5:00-5:45] TPVs sometimes introduce features and options which might be considered as breaking the “shared experience”. The question was therefore asked if allowing people to test / play with new rendering options – as developed by a TPV rather than Linden Lab – might be considered as breaking the shared experience. Oz Linden offered a response which provided some guidance on similar kinds of updates:

I think the best I can give you in terms of a general answer is if it’s the sort of thing that’s going to cause a merchant to include a note card with a product that says, “to see this product correctly, you have to run this viewer with that option turned on”, that’s a sign you’re breaking the shared experience … On the other hand, if you want to experiment with something that you’re then going to contribute upstream [i.e. to the Lab for inclusion in the base viewer code (which is used by all TPVs)] that’s a different problem altogether.

Catznip Displacement Maps Experiements

The question itself was prompted by Kitty Barnett of Catznip, who is working on using displacement maps in the viewer, as well as some other normal mapping tweaks.

Displacement maps, currently being experimented with by Kitty Barnett, can add further depth to surfaces. For example: top left – a prim wall with a brick texture; top right: a prim wall with a texture and normal map applied, as we’re used to seeing in Second Life – some depth is added to the cement grouting between the bricks etc. Bottom centre: the same prim wall with the same texture added, but now using a displacement map: note the greater apparent depth between bricks and cement grouting, etc (highlighted). However, such a capability will have a Land Impact cost.

It would seem that if successful, this work will be contributed to Linden Lab for evaluation and consideration. It’s important to note that Catznip’s work is in the early stages, more work is required on level of detail impact / modelling / potential Land Impact costs, etc., for which Catznip may look to the Lab for assistance.

[6:26-6:46] In the meantime, Oz Linden reiterated that, quite aside of the Environmental Enhancement Project (EPP – see above), the Lab is working on a number of other environmental (render-side) improvements. Previous discussions on rendering improvements have indicated that Graham Linden is already working on a series of environment updates alongside the EEP work being carried out by Rider Linden, which appears to include support for Godrays, potential pre-baking of some environment effects, etc. It’s not clear from Oz’s comments whether he is referring to this work, or something further downstream.

Natty Linden’s Marketplace Job Ad

[16:37-17:00] Natty Linden posted a Marketplace listing for a job at Linden Lab. While offering a little fun, the listing has a serious edge: there is an open Marketplace web developer post at present. As such, Natty’s listing is a further way of reaching those already engaged in Second Life who may have the requisite skills sets, who live in the right location and who may be interested in joining the Lab (which frequently does employ Second Life users – as seen with the likes of Patch Linden, Xiola Linden, and Rider Linden, to name but three of the more well-known resident hires made by the Lab over the years, and who work in different areas within the SL team).