2018 SL UG updates #35/2: CCUG meeting summary

EEP! The Sky! Alexa Linden toys with the upcoming Environment Enhancement Project (EEP) capabilities to produce some eye-twisting skies. Courtesy Alexa Linden

The following notes are taken from the Content Creation User Group (CCUG) meeting, held on  Thursday, August 30th, 2018 at 13:00 SLT.  These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are usually available on the Content Creation User Group wiki page.

The choppiness in some of the audio segments where Vir’s voice drops out is due to issues with SL Voice. Topics blow are not necessarily presented in the order in which they were discussed, I’ve attempted to group items by subject matter.

Animesh

Project Summary

The goal of this project is to provide a means of animating rigged mesh objects using the avatar skeleton, in whole or in part, to provide things like independently moveable pets / creatures, and animated scenery features via scripted animation. It involves both viewer and server-side changes.

Resources

Current Status

In support of the server end of Animesh being grid-wide, and the viewer being in RC status, Vir Linden posted an update to the Animesh discussion thread in the forums.  The post underlines the point that now is the best time for some final testing of the initial Animesh capability before it rolls forward to a formal release in the not-too-distant future, when it will be harder to make changes out of concern for breaking existing Animesh content.

In particular, the post makes mention of the fact that moving forward, Animesh will see a behavioural change:

We will be enforcing a size limit on Animesh objects. This will give more consistent behaviour with other types of prims, for which size limits are enforced. The exact details of how this will work is still to be determined, but you should assume that Animesh objects cannot become arbitrarily large.

The reasons for this is that there is no upper limit imposed on rigged mesh objects (whereas all other types of in-world objects have a limit), and there is a concern that if Animesh is not capped, then people could make very large objects that generate rendering issues for those viewing it (see BUG-225331 for more), or as a means simply to grief.

What the limit is and how it is to be enforced is still TBA, but at the CCUG meeting, Vir indicated that the real-time bounding box calculations may be leveraged.

One bug the Lab are trying to poke at is “stuttering” with some Animesh motion. The underlying cause of this has yet to be identified.

Animesh and Resetting the Skeleton

Vir asked the question on when should a skeletal reset occur on an Animesh objects. For example: an Animesh dog has accessories that can be attached / detached by adding / removing from the linkset via script. Should the skeleton for the dog be automatically reset from the removal of an attachment, or should it be a manual reset by the user? Most attachments may not require a reset, unless they were altering the dog’s shape; however, forcing a reset could also mean any animations running on the Animesh would also have to be reset, making things a little complicated. The consensus opinion swayed towards leave things as is, rather than force a reset, and allow creators determine how to handle things.

Bakes On Mesh

Project Summary

Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves viewer and server-side changes, including updating the baking service to support 1024×1024 textures, and may in time lead to a reduction in the complexity of mesh avatar bodies and heads.

This work does not include normal or specular map support, as these are not part of the existing Bake  Service.

Resources

Current Status

Bakes on Mesh is still awaiting the main grid deployment of the AIS updates needed to support the new Bakes on Mesh (and EEP) asset types. As noted in my previous CCUG summary, Bakes on Mesh also requires updates to a number of back-end services (e.g. the Bake Service), and to the simulator itself, all of which have yet to be implemented. The viewer, meanwhile is more-or-less ready, but may see a further project status update.

Environment Enhancement Project (EEP)

Project Summary

A set of environmental enhancements, including:

  • The ability for region / parcel owners to define the environment (sky, sun, moon, clouds, water settings) at the parcel level.
  • New environment asset types (Sky, Water, Days that can be stored in inventory and traded through the Marketplace / exchanged with others.
    • Day assets can include four Sky “tracks” defined by height: ground level (which includes altitudes up to 1,000m) and (optionally) 1,000m and above; 2,000m and above and 3,000m and above, plus a Water “track”.
  • Experience-based environment functions
  • An extended day cycle (e.g a 24/7 cycle) and extended environmental parameters.
  • There are no EEP parameters for manipulating the SL wind.
  • EPP will also include some rendering enhancements  and new shaders as well (being developed by Graham Linden), which will allow for effects such as crepuscular rays (“God rays”)
    • These will be an atmospheric effect, not any kind of object or asset or XML handler.
  • The new LSL functions for finding the time of day according to the position of the windlight Sun or Moon have been completed,and are more accurate than the current options.
  • EEP will not include things like rain or snow.
  • It will still be possible to set windlight local to your own viewer.

Resources

Current Status

EEP is now described as being “very, very close” in terms of server-side support and a project viewer.

An issue with testing has been that a long-standing bug on Aditi (the beta grid) has meant that the Lab has been unable to set parcels them for sale, allowing users to purchase them (funds on Aditi are provided by the Lab – and are non-transferable to Agni! – so purchasing land there is effectively a zero-cost transaction to the user) and then carry out their own EEP testing. This issue has now been resolved by Rider and Ekim Linden, so parcels are now available on the beta grid for those wishing to test EEP once the EEP project viewer is available (as the necessary viewer-side update will initially be in that viewer), and assuming the server-side support hasn’t already been deployed to Agni to allow testing on the main grid.

Another EEP teaser from Alexa Linden

Other Items

Animations: Obtain by Name or UUID? A Case of Permissions

The middle of the meeting saw a discussion on whether calling animations by name or UUID is “more secure”. In short, calling by name requires the animation to be in an individual’s inventory, and thus seen by the Lab as more secure in preventing theft. Calling by UUID opens the potential to animations being physically obtained from the CDN should the UUID be unfairly obtained.

The question was prompted out of concern that is it possible to remove animations (and other items) from No Modify objects ad use them elsewhere – which (it seemed) one or two creators want to prevent. This comes down to more to how the permissions system works, more than anything else (No Modify means an object cannot be physically altered or added to; it does not mean its existing contents cannot be removed). Preventing the removal of an objects contents (whether animations or anything else) would require a significant overhaul of the permissions system.

Link / Unlink Permissions for Experiences

A request was made no adding the ability for experiences to be able to request permission to link / unlink objects without the need for individual requests to be made for each link / unlink operation – something which could be useful with Animesh. This has been discussed in the past, but is seen as being a larger project than something specific for Animesh, although it is seen as a useful capability (along with the means to offer mod keys for No Modify objects). Right now it is unclear what form such a project to provide capabilities like this would be, or where it would fit in the overall SL enhancement roadmap.

In Brief

  • Release Candidates and Project Viewers: generally speaking, if you are using either a Second Life release candidate viewer or a project viewer, you will not be automatically updated to an other viewer version, but you will be updated to the next available version of the RC or project viewer you are using, by the viewer update process. The exceptions to this are with RC viewers – such as the promotion of the viewer to release status (you will receive updates to later release promotions unless you opt to use another RC), or the RC is withdrawn (you will generally be updated to the current release viewer). Details on the release candidate viewer process can be found in my 2013 post: New viewer release process implemented.
  • Experience Keys: Oz confirmed that there is a plan to allow Premium users to have more than one experience key (allowing them to make multiple individual experiences, rather than having to use the same one for different purposes). The time frame for when this will be implemented is still TBD, as it requires a certain amount of back-end work.
  • Date of next meeting: Thursday, September 13th, 2018.

2018 SL UG updates #35/1: server, viewer, bugs

Black Kite; Inara Pey, August 2018, on FlickrBlack Kiteblog post

Server Deployments

Update: the RC channels received a new server maintenance package on Wednesday, August 28th. Maintenance package  18#18.08.24.519036, comprises an update for the new land auction system.

As always, please refer to the server deployment thread for the latest updates.

  • There was no SLS (Main) channel deployment on Tuesday, August 28th. Regions on the channel, however, were restarted.
  • At the time of writing, it is unclear as to the status of any deployment to the three RC channels, which are listed as “TBD” in the deployment thread. As nothing was mentioned at the Server User Group meeting, I’m assuming there will be no deployment.

It there is no RC deployment, it will leave all of the main grid channels om server release 18#18.08.10.518612.

SL Viewer

At the time of writing this update, there had been no viewer SL viewer updates at the start of the week, leaving the pipelines as follows:

  • Current Release version 5.1.8.518593, dated August 14, promoted August 20. Formerly the SL Voice RC viewer – NEW.
  • Release channel cohorts:
    • Animesh RC viewer, version 6.0.0.518949, August 24.
    • Love Me Render RC viewer, version 5.1.8.518751, released on August 20.
    • BugSplat RC viewer, version 5.1.8.518305, August 7. This viewer is functionally identical to the current release viewer, but uses BugSplat for crash reporting, rather than the Lab’s own Breakpad based crash reporting tools.
  • 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.

It is anticipated the Love Me Render and Bugsplat RC viewers will be updated this week to bring them to parity with the release viewer code base. It is also anticipated that the next Maintenance RC viewer could be appearing during the week.

EEP / BOM / AIS

As I’ve noted in my most recent CCUG and TPV Developer meeting summaries, it had been anticipated that a new AIS (Advanced Inventory Service) update would start to be deployed in week #35.This would include the necessary support for the new asset types to be used by both the Environment Enhancement Project (EEP) and the Bakes on Mesh (BOM) project. However, at the Server User Group meeting, Rider Linden had indicated that a last-minute bug had cropped-up with the AIS update, was has delayed its deployment. However, it does not appear that this is related to the server RC channels having a “TBD” status against them.

Bug Hunting

Sim Surrounds Issue

BUG-225295 “Sim Surrounds often fail to rez” indicates that some people are having problems seeing region / sim surrounds render in their viewer. The problem was first reported by Firestorm 5.1.7 users, but also reproduces on the SL 5.1.7 viewer code-base, and it is thought the issue might relate to changes made in the previous Love Me Render viewer.

“Bug of the Week”: Animations Issue

The superbly named Hexadeci Mole has raised a curious bug report in the form of BUG-225288, “llStopAnimation is stopping all animations on detach instead of only the one specified”. This occurs when a scripted object starts an animation when worn, and stops the animation when detached (as intended) also causes all other animations to stop, and stops animations played from inventory. The bug appears to be a duplicate of SVC-7596, and as Whirly Fizzle observes, only seems to reproduce when the attached objects instance key is lower than the wearing avatar’s own avatar key!

Simon Linden has had a look at this issue and commented:

Fwiw I did an initial investigation into that bug — and was surprised. It’s actually pretty simple code, removing the current animation and sending an update. It may be a more fundamental design problem … SL isn’t set up to cleanly stack and merge animations and then remove parts of it.

Retrieving Grid Statistics Page via llHTTPRequest

BUG-216320 has been causing problems for a while. Essentially, trying to retrieve grid statistics via a script results in a 499 error, although queries via web browsers will still succeed. Oz Linden summed-up the status of work on this thus:

It turns out that it was two independent problems. We’ve fixed one, but the other is still pending.

 

2018 viewer release summaries, week #34

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

Updates for the week ending Sunday, August 26th

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 5.1.8.518593, dated August 14, promoted August 20. Formerly the SL Voice RC viewer – NEW.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Animesh RC viewer, version 6.0.0.518949, August 24.
    • Love Me Render RC viewer, version 5.1.8.518751, released on August 20.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V5-style

V1-style

Mobile / Other Clients

  • MetaChat has been re-listed by Apple, and is once again available for purchase on the iStore.

Additional TPV Resources

Related Links

Firestorm fund-raiser

Firestorm fund-raising market

The Firestorm team has launched a fund-raiser, primarily to help cover the cost of a new main server, used to host the team’s JIRA, web site, wiki, code repository, and so on. However, as the Firestorm blog post on the matter also notes, the team also have recurring costs involved in the license they have to pay in order to use the Kakadu codec for rendering in the viewer, and costs involved in running the land costs (albeit subsidised by the Lab) involved with the Firestorm Community Gateway.

To this end, the new fund-raiser is planned as a hopefully long-term event, and also designed to help people get rid of their unwanted gacha items.

Located over the Firestorm gateway regions is a “Firestorm market” featuring stalls and vendor boards where visitors can purchase collected and donated gacha items. Note that despite the confusing blog title, this is not itself a gacha event – there are no machines, just the opportunity to buy individual items and complete sets previously sold via gacha vendors, which the Firestorm team have collected or have received as donations.

The prices of items vary throughout, and many of them might well be offered under the acronym WTGTG – when they’re gone, they gone.

Firestorm fund-raising market

Anyone wishing to donate items can do so by contacting Kio Feila in-world.

In addition, those wishing to help the Firestorm team but who don’t find anything of interest on sale, can make direct L$ donations, or flow links to the Firestorm listings on the Marketplace, which male and female Firestorm Jackets can be purchased, with all funds also going towards helping cover the team’s costs.

All funds raised will be used directly and solely towards  the Firestorm operating costs and overhead; all Firestorm team members are volunteers who receive no financial or L$ compensation.

2018 SL UG updates #34/3: TPV Developer meeting

Ponto Cabana; Inara Pey, July 2018, on FlickrPonto Cabanablog post

The following notes are taken from the TPV Developer meeting held on Friday, August 24th 2018. A video of the meeting is embedded below, my thanks as always to North for recording and providing it. The second half of the meeting is dominated by general discussions on the Environment Enhancement Project, which is covered via my CCUG updates, particularly the week #34 update, and so these aren’t repeated in the notes below – please refer to the notes in the link or watch the embedded video.

SL Viewer

[1:12-5:37]

The Voice viewer has had one bug filed against it following its promotion to release status, but this is considered “not too terribly serious”.

The Animesh RC viewer updated to version 6.0.0.518949 on August 24th,  in the wake of the promotion of the Voice RC viewer to de facto release status, bringing it to parity with the latter.

All other SL viewers in the various pipelines remain as per the start of the week:

  • Current Release version 5.1.8.518593, dated August 14, promoted August 20. Formerly the SL Voice RC viewer – NEW.
  • Release channel cohorts:
    • Love Me Render RC viewer, version 5.1.8.518751, released on August 20.
    • BugSplat RC viewer, version 5.1.8.518305, August 7. This viewer is functionally identical to the current release viewer, but uses BugSplat for crash reporting, rather than the Lab’s own Breakpad based crash reporting tools.
  • 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.

Of these, the BugSplat viewer (previously reported as coming to the end of its run) is with QA following its merge up to the Voice viewer release, and so a new RC version should be appearing in week #35. At the time of the meeting, the Love Me Render RC viewer had yet to be merged up to the Voice viewer code base.

The Love Me Render viewer should also address the KDU issues previously noted, with a fix to prevent the OpenJPEG textures that create problems from being created. However, the Lab is still working with Kakadu to try to obtain a better fix for issues.

Week #35 should also see the release of a new maintenance RC viewer.

Estate Access Management Viewer

[6:55-7:38] Feedback on the new EAM project viewer hasn’t been as broad as the Lab had hoped (i.e. the viewer hasn’t been tested by many region holders); however, the feedback that has been obtained has been taken on-board by the Lab. Currently, it is anticipated this viewer should be proceeding to RC status relatively quickly.

There are discussions on the EAM viewer that take place around 14-20 minutes into the meeting, however most of this can be covered by reading my EAM viewer overview.

Bakes On Mesh

[4:24-5:20] The order of events to get Bakes on Mesh working on Aditi are:

  • AIS update to support the new asset types used by Bakes on Mesh (and the new assets to be used by the Environment Enhancement Project). This is now due to clear the Lab’s QA and start deployment – at the CCUG meeting, Vir suggested this could start to happen in week #35.
  • A simulator update to support the Bakes on Mesh messaging, etc.
  • The Bake Service update to support  the use of 1024×1024 textures. This is ready to go, but is dependent upon to the simulator update being deployed.

EEP / TCO / ARCTan

[7:56-8:41] The Environment Enhancement Project, the TCO (viewer texture caching project) and ARCTan project (re-aligning rendering costs) all involve Graham Linden. His priorities are currently:

  • EEP shader work  – see my week #34 CCUG summary for more.
  • TCO viewer caching work.
  • ARCTan – see my week #34 CCUG summary for more.

The TCO project will hopefully improve texture caching in the viewer (as well as allowing users with 64-bit operating systems to set larger caches than is currently possible) and also include improvements to texture handling in the renderer.

“Avatar Last Names” Project

[8:42-10:40] The project to re-implement avatar last names is progressing, but is still not ready for deployment. The current focus on the project is ensuring the all of the Second Life services, both visible and non-visible to users, will correctly handle and resolve name changes (e.g. everything from how an avatar’s name is displayed in their profile / in-world tab through their groups, to object / asset ownership to SL web properties like the Marketplace, forums, and so on).

Given this, there are no dates available on possible deployment of the capability or how things like user suggestions for last names will be managed. Nor has the cost for making a name change been determined.

Mac OpenGL Support  / Linux Viewer Builds

[34:23-35:40]

  • Nothing new to report on how the Lab is going to handle rendering on the Mac viewer following Apple’s decision to deprecate OpenGL support. Options are still to be investigated.
  • Work on the Linux 64-bit viewer is progressing as a background task. It is hoped that more positive news will be forthcoming towards the end of the year. However, any Linux build will have a degree of limited functionality, by virtue of the fact that Vivox has discontinued providing voice support for Linux on account of its low user numbers compared with other operating systems.

In Brief

[24:26-25:51] JIRA Update: the Second Life JIRA update is now scheduled for Wednesday, August 29th, 2018. During the update, the service will be unavailable for several hours. An official blog post should precede the update.

[26:15-27:27] Abuse Reports: a cap was introduced recently that loads Abuse Report categories from the server, rather than having them hard-coded in the viewer. However, some users remain on older viewers that ho not recognise the cap, and which have out-of-date categories stored within them. This causes  reports filed using the correct categories to be delayed in processing until then can be reviewed and correctly re-classified.  So far the Lab has opted not to block incoming ARs purely on the bases of them having an invalid category.

[31:35-33:15] Duplicate Calling Cards: some time ago there were improvements made to the viewer to handle the deletion of calling cards. However, duplication of cards can still be an issue for those who like to have them inventory. To help with this, the Lab’s support team is adding a function to their inventory fix transform that will also remove duplicated calling cards (and duplicated calling card folders).

2018 SL UG updates #34/2: CCUG summary with audio

“That’s no moon…” – Rider Linden teases with possibilities whilst talking Environmental Enhancement Project (EEP). Credit: Rider Linden

The following notes are taken from the Content Creation User Group (CCUG) meeting, held on  Thursday, August 23rd, 2018 at 13:00 SLT.  These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are usually available on the Content Creation User Group wiki page.

The choppiness in some of the audio segments where Vir’s voice drops out is due to issues with SL Voice.

Animesh

Project Summary

The goal of this project is to provide a means of animating rigged mesh objects using the avatar skeleton, in whole or in part, to provide things like independently moveable pets / creatures, and animated scenery features via scripted animation. It involves both viewer and server-side changes.

Resources

Release Candidate Viewer

As noted in my Simulator User Group updates and Viewer Release summaries, the Animesh viewer was promoted to release candidate status in week #33 with the release of version 6.0.0.518579 on August 13th, 2018. The three key points of this are that:

  • Animesh is one step away from being the de facto viewer release – although this is dependent on a range of factors, including the other RC viewer in the pipeline, the viewer’s performance whilst at RC, etc.
  • Animesh capabilities will now naturally be available more widely among users of the official viewer.
  • Third-party viewers are now officially allowed to incorporate Animesh in their offerings.

Server-Side

Animesh has been on general release server-side across the grid for the last couple of weeks, and thus far, no problems have surfaced with in. However, this could be due to a relatively low usage of the capability up until now, given it has only be available within project viewers.

Sample Content Rotation

As noted in past CCUG summaries and updates in these pages, a  workaround for rotation issue with uploaded models now means that some of the Animesh sample content provided by the Lab – such as the raptors used in the GIF file I often use to banner these reports – now crab sideways rather than walking forward when seen in the Animesh viewer.  Following a suggestion put forward at the meeting, Vir is going to see if the affected content can be updated so that it moves correctly and can be provided as samples for people wanting to play with Animesh without potentially confusing them.

It’s also been pointed out that the scripts used within the sample content are very specific to that content, and so could lead to problems if people try to pull the scripts and use them as templates. However, Vir is uncertain as to how generic the scripts can be made in order for them to work as templates.

Bugs

There are still a number of bugs the Lab is working on in relation to Animesh. These should be listed in the JIRA filter (link above), and are related to some Animesh editing issues, animation stop / restart issues, and some lagging, possibly due to the underlying skeleton lagging behind the animation playback (so the Animesh isn’t properly oriented as an animation starts to play, for example). Not all of these issues may be fixed before Animesh reaches de facto release status, but Vir is continuing to try to work through them.

Environment Enhancement Project (EEP)

Project Summary

A set of environmental enhancements, including:

  • The ability for region / parcel owners to define the environment (sky, sun, moon, clouds, water settings) at the parcel level.
  • New environment asset types (Sky, Water, Days that can be stored in inventory and traded through the Marketplace / exchanged with others.
    • Day assets can include four Sky “tracks” defined by height: ground level (which includes altitudes up to 1,000m) and (optionally) 1,000m and above; 2,000m and above and 3,000m and above, plus a Water “track”.
  • Experience-based environment functions
  • An extended day cycle (e.g a 24/7 cycle) and extended environmental parameters.
  • There are no EEP parameters for manipulating the SL wind.
  • EPP will also include some rendering enhancements  and new shaders as well (being developed by Graham Linden), which will allow for effects such as crepuscular rays (“God rays”)
    • These will be an atmospheric effect, not any kind of object or asset or XML handler.
  • The new LSL functions for finding the time of day according to the position of the windlight Sun or Moon have been completed,and are more accurate than the current options.
  • EEP will not include things like rain or snow.
  • It will still be possible to set windlight local to your own viewer.

Resources

Current Status

Alex Linden from the product team has been working on internal testing with Rider, and is now in the process of moving the pieces into place to have EEP deployed the Aditi (the beta grid).  Rider believes that a project viewer should be surfacing “very, very soon” as a result.  The plans for the project viewer are:

    • Get the assets support in to the first release.
    • Hopefully include crepuscular rays (“Godrays”) and work on shaders for distance fogging and atmospheric density in the first release of the project viewer as well. However, as these are in fact another shader, they may not make it into the initial cure of the project viewer, depending on how things go.
    • Add the scripted ability to manipulate EEP assets at a later date, but before the viewer progress to RC status.

As well as discussing project progress, Alexa and Rider also indicated some of the things they’ve been playing around with while testing EEP.

Cthulhu the sun, Cthulhu the sun / And I say it’s all right – as the Beatles never sang: Rider Linden has fun with EEP. Credit: Rider Linden

Bakes On Mesh

Project Summary

Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves server-side changes, including updating the baking service to support 1024×1024 textures, and may in time lead to a reduction in the complexity of mesh avatar bodies and heads.

This work does not include normal or specular map support, as these are not part of the existing Bake  Service.

Resources

Current Status

Still awaiting the AIS updates (see below). Once these are in place there are a couple of other back-end pieces that require putting into place.

AIS Update

Both EEP and Bakes on Mesh are awaiting a AIS (Advanced Inventory System) update that will provide the necessary back-end support for both projects on Agni (and Main grid), as each is adding new inventory asset types to Second Life. Currently, it is believed that the work on support for Bakes on Mesh is a little further along to allow it to take advantage of the AIS update, and the latter may start being deployed in week #35 (commencing Monday, August 27th, 2018).

In Brief

  • In-world meshes bigger than 64m on an axis: there are no current plans to allow the upload of in-world meshes that exceed the 64m limit.  The main reasons for this are:
    • Vertex resolution: the larger the object, the greater the distance each vertex integer has to span, leading to inaccuracies in positioning (think prim drift for mesh), together with resolution degradation.
    • More particularly, the griefing potential and possible performance issues (e.g. rendering load on the viewer and possible implications for the physics engine).
  • Sim surrounds: partially in line with the above (and also ARCTan, below, given the use of sculpts), the Lab is interested in learning more above how people might like sim surrounds to be addressed. Some ideas offered include: making surrounds a specific form of large mesh with physics automatically disabled at upload (possibly used with a special field within the Estate / Region floater they can be “dropped into” to be applied; continuing with sculpts (with their 1 LI advantage over other potential land impact loads & their potential to have a relatively low number of vertices and thus form relatively economical content).
  • Project ARCTan: the project to recalculate object and avatar complexity will be progressing, however, it involves input from Graham Linden, who is currently focused on the shader / rendering work for EEP.   However, data collection is continuing.
    • People are starting to question what this will mean for sculpt(ie)s in SL – the majority of which tend to be horribly inefficient in terms of rendering. The short answer to this at the moment is the overall impact hasn’t been determined.
  • Real-Time bounding box tracking: the question was asked whether the new bounding box calculations introduced as a part of Animesh will include “unused” joints (e.g. if the hind legs in the skeleton are not rigged to, are they included in the bounding box calculations?). short answer: no; with the exception of the original (pre-Bento) base skeleton joints (as used by the system avatar).
  • Next Meeting:  Thursday, August 30th, 2018.