As always, please refer to the server deployment thread for the latest updates.
There was no deployment to the Main (SLS) channel on Tuesday, July 4th, and it remains on simulator version #17.06.12.327066. However the bi-weekly restart did take place.
On Wednesday, July 5th, the RC channels should be updated as follows:
BlueSteel and LeTigre will remain on simulator version #17.06.23.327344. This contains internal fixes, and an update to the week #25 deployment (#17.06.19.327206 )
Magnum should receive a server maintenance package (#17.06.29.327400) comprising the ongoing OS system update for the simulators.
DJ Boards Issue – Magnum RC
The original deployment of this OS update to Magnum resulted in breakages to scripts used by various streaming service DJ boards (as noted in BUG-10073 and also in the forums). An initial attempt to fix the issue was made in June, but wasn’t entirely successful. The Magnum deployment (#17.06.29.327400) above contains a revised fix for the problem.
SL Viewer
The Project Alex Ivy 64- bit viewer moved to release candidate status with the release of version 5.1.0.507006 on June 30th.
The 360-degree snapshot project viewer updated to version 5.1.0.506743 on June 29th. This version still does not correctly define images for 360-degree playback on Flickr (tag must be manually set). I have a hands-on look at the updated viewer: Second Life 360 degree snapshots hands on II.
The rest of the viewer pipeline is as follows:
Current Release version 5.0.6.326593, released on May 26th, promoted June 20th – formerly the AssetHTTP RC viewer – overview
Release channel cohort:
Maintenance RC viewer version 5.0.7.327250 dated June 22nd
Voice RC viewer, version 5.0.7.327253 dated June 23rd
Obsolete platform viewer version 3.7.28.300847 dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.
User Group Meetings
There is no Simulator User Group meeting on Tuesday, July 4th due to the US Independence Day holiday.
The Content Creator User Group will be meeting on Thursday, July 6th, rather than being held over to allow for the Lab’s internal start-of-month meeting.
Updated July 7th: to include information on easy embedding in WordPress.
Linden Lab has recently made two updates to the 360-degree snapshot project viewer, which I’ve been meaning to review for the last couple of weeks.
On June 19th, version 5.1.0.506488 of the viewer was issued, which included image processing updates, and which included offering the viewer in both 32-bit and 64-bit Windows flavours. Then, on June 29th, the viewer was further updated to version 5.1.0.506743 (at the time of writing the current version), which largely saw the viewer brought up to parity with the current release viewer.
The core functional changes to the viewer in both of these updates is the removal of the need for manual post-processing via zip file download and a web back-end provided by the Lab (see my original hands-on of the initial release of the viewer for more). Instead, the viewer is intended to process the image and provide the necessary meta-date to allow automatic playback on most 360-degree image sharing sites.
I’ve so far tested the viewer on Flickr and a number of 360-degree photo sharing sites such as VRchive. The latter appear to work as expected, Flickr requires 360-images uploaded from the viewer to be manually tagged from within Flickr in order to work. This is a minor inconvenience – but would be smarter if the metadata allowed for auto-tagging of the images as equirectangular, as can be done with other 360-imaging tools. A JIRA has been raised on this.
In the meantime, here’s a look at taking photos with the viewer, and getting them working on Flickr.
The 360-degree photo option is fully integrated into the snapshot floater, and when selected will disable all other options and will only allow you to save images to your local hard drive. Note that if you set any other options (e.g. check the Interface option or setting a filter) prior to checking the 360-degree snapshot option, this will result either in the viewer reverting to taking a “normal” snapshot, or ignoring the filter when processing as a 360-degree image.
The 360-degree option enabled in the snapshot floater
Before taking a shot, you should do a little preparation first:
Position your avatar / camera at the centre point of the image you wish to capture (you can “hide” your avatar using a full body alpha or something like a “vanish” animation if you don’t want it appearing in the shot). Use ALT-cam or flycamming to position the camera if you want your avatar to appear in the image, but not at its centre.
Use Menu > World > Environment Editor >Sky Presets > Edit Presets to set your desired Windlight and use the Clouds tab to freeze the clouds. Avoid the use of Depth of Field.
Turn your camera / avatar slowly around in a circle to see everything in the snapshot field of view, allowing everything to render as you do so.
When you’re ready to take your shot, click on Save to Disk on the snapshot floater and set your preferred image size:
Small – 1024×512
Medium – 2048×1024
Large – 4096×2048
Save your snapshot to the location of your choice on your hard drive. You can now upload it to your preferred 360-degree image sharing website.
Displaying In Flickr
If you are uploading to Flickr, remember to manually set the equirectangular tag in the image page, and then refresh the page. The image should reload and display in 360-degree format.
To get snapshots to display as 360-degree images in Flickr, click the Add Tag option and enter “equirectangular” (without the quotes) and press ENTER. Refresh the page and the image should start to auto-scroll once the page has reloaded
Displaying in WordPress
WordPress has a beta 360 photo and video processor allowing users to embed 360-degree images into their posts. However, in the case of images, this requires the .JPG file extension to be used. Currently the snapshot viewer uses .JPEG. However, once the extension has been changed, images should work fine.
To embed a 360 image, upload it to your WordPress media library (or similar on-line storage – but not a photo sharing website), making sure it has the .JPG extension. Then within your blog post, add the following shortcode between square braces (i.e. [ and ]) in either the Visual or Text editor:
vr url=path-to-photo.jpg view=360
This should result in the image being displayed so that it can be clicked on an manually scrolled, as per the image below:
As noted, 360-degree snapshots should auto-play on any photo sharing sites such as VRchive which parse uploads to ensure they are in the required equirectangular ratio (information on using VRchive can be found in this blog here).
Whether or not the viewer can be set so that the metadata allows Flickr to auto-recognise the 360-degree images as such, and simply play them without manual tagging remains to be seen. But as noted, it’s not a major inconvenience of not (after all, who of us here doesn’t fiddle with images post upload to Flickr?). As it is, this is a definite step up for the viewer in managing 360-degree images, and I’d certainly be interested in hearing from anyone as to how it works with Facebook.
One other point to note as well is that at the moment, the 360-degree snapshot project viewer is not compatible with format used for 360-degree images on SL Places Pages. However, the latter will be revised to support displaying images captured by the viewer at some point in the future.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates for the week ending Sunday, July 2nd
This summary is published 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.
Official LL Viewers
Current Release version 5.0.6.326593, released on May 26th, promoted June 20th – formerly the AssetHTTP RC viewer – overview – download and release notes – No change
The following notes are taken from the Content Creation User Group meeting, held on Thursday, June 29th, 2017 at 1:00pm SLT at the the Hippotropolis Camp Fire Circle. The meeting is chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.
Medhue Simoni live streamed the meeting via his You Tube channel, and I’ve embedded the video at the end of this article. Time stamps in the text below reference this video. Note, however, that items are presented by topic, not necessarily in chronological order. Audio extracts are also provided, but please not these may have been comprised to just the core points of discussion / statements (while avoiding any loss of context).
Rigging To Attachment Points
[1:11-8:45] There has been some discussion around this for the last couple of meetings. In essence, rigging to attachment points was used by some content creators in the past to overcome a shortage of bones. With Bento, it was decided that rigging to attachment points should not be supported in new uploads, but would still be allowed for older meshes using it, to avoid content breakage. However, it now turns out that there is a conflict between the simulator (which allows rigging to attachment points) and the viewer (which shouldn’t allow mesh rigged to attachment point to be uploaded – although some TPVs still do, by accident or design).
Vir is still looking into this to determine how best to handle things going forward. However, as it has been pointed out that there is legacy content which cannot be easily updated if uploads of meshes rigged to attachment points is blocked, and clothing cannot be made for mesh bodies using rigged attachment points, His current feeling is that the simulator behaviour will likely not be changed and that the viewer – based on a JIRA he has raised – will be updated to be consistent with the simulator’s rules, although he made a request that new avatars are not made with meshes rigged to attachment points.
Note: the discussion on the video includes references to Firestorm (version 5.0.1 onwards) no longer accepting uploads for mesh rigged to attachment points due to an accidental breakage (the fix didn’t make the cut for the 5.0.7 release).
Animated Objects
Attachment Points on Animated Objects
[10:29-14:21] Animated objects will have attachment points as they use the avatar skeleton. However, the following should be kept in mind:
In relation to rigging to attachment points (above) – this should work for animated objects (so this could allow existing avatars rigged to attachment points and volume bones to be converted to animated objects, for example)
The Lab is undecided on including attachment points at this point in time in order to allow items to be attached to animated objects (or animated objects to one another). They are simply there as a part of the avatar skeleton.
General Status
[39:59-41:30] The animated objects (aka “Animesh”) project is progressing. Still no ETA on a project viewer. Vir is still working on getting the avatar skeleton to work with linksets of multiple meshes making an object. Most of this is working, although the graphics pipeline still gets upset in places if changing objects from animated to static or vice versa at the wrong time.
Still to be done is evaluating the land impact of animated objects, deciding whether or not to implement support of attachment points now or in the future.
Given that objects already have a land impact, the current thinking is that when converted to animated objects, they will likely incur an addition LI overhead – although what this will be can only be determined in time. Hence, for the project viewer, once available, it may be an arbitrary figure, subject to adjustment.
Bakes on Mesh
[17:28-18:10] Anchor linden is making “good progress” on updating the Baking Service to support increased texture resolutions (512×512 to 1024×1024). Once this work is completed, the next step is to run performance testing on the baking service to assess how well it can support the increased resolution, and whether any additional hardware, etc., might be required in support of the increased loads.
Other Items
“Crazy Bone Scaling Animation”
[9:00-10:05] During the week #25 meeting, a bone scaling animation was demonstrated which could rescale an avatar to huge proportions, as if it were being “blown up” / inflated. Vir looked at this and believes it is the result of storing animations in a way that’s “not normalised” and which are not being handle correctly for scaling. So while useful in the way it currently performs, the technique isn’t useful for accurately rescaling the avatar skeleton.
Hires Proxy Mesh Rigging
[16:33-16:49] This came out of the last meeting, and Beq Janus is working on a design outline for it, covering how it could supported in-world and protect mesh body creators’ intellectual property at the same time. She plans to offer the document via Google Docs, and those wishing to read it and provide feedback should e-mail her at beq.janus-at-phoenixviewer.com for access.
Mesh Uploader and LOD Options
[20:35-43:00] A suggestion was put forward to change the Level of Detail (LOD) buttons on the mesh uploader from the current “Generate” default to “Load from File” in an attempt to encourage creators to make their own, efficient, LOD files, rather than relying on the auto generation process – which is not always as efficient as custom LOD files.
Feedback was that changing the buttons would not help, but could encourage people simply to generate a single high LOD file and use that (a problem already evident when custom LOD files are used). An alternative suggestion was to remove the ability to adjust the LOD auto-generation process (so no spinners on the uploader) – so unless creators supply their own LOD files, they have to accept whatever the uploader generates for each level.
Suggested mesh uploader change that sparked a discussion
The core of the discussion in voice is below, but please refer to the video to hear it in full.
This led to a lengthy (primarily text) discussion about how to encourage creators to use their own sensible and custom LODs, which is interspersed with other topics. Some of the idea offered by users at the meeting were:
Making customer LOD uploads cheaper than if generating them through the uploader
Offering similar incentives to encourage creators reduce their high-end poly counts and not fudge their low-end LODs
Improving the preview option in the uploader to better represent LOD sampling
Adding a field on the marketplace similar to the Land Impact one but for Display Weight on worn meshes (on the basis that a high display weight can be indicative of poor LOD usage), and in theory encourage creators to be more efficient in their use / provision of LOD files
Have a render meta mode like physics, that shows the quality of the LODs as a colour map (e.g. look at the volumetric relationship between the LODs on the basis that a good LOD should hold volume)
Instructional videos from Torley – although Medhue Simoni has a 3-part series on LODs: Part 1, Part 2, Part 3.
[19:04-20:22] Inverse Kinematics via LSL function with global position – this has been suggested a number of times. While noting it would be useful (it might, for example, enable an animation to make it appear as if an avatar is opening a door when standing before it), Vir stated it has not received in-depth thought at the Lab in terms of being implemented or how it would work, given the server currently doesn’t know where the joints in an avatar are, so it introduces a level of complexity as to how things would be handled.
As most people know, initially accessing Aditi is a case of submitting a support ticket. Inventory is now merged between Agni (the Main grid) and Aditi around 24 hours after initially logging-in to the latter (a merge process is run every day for all accounts which have been logged into since the last run). However, it now appears that changing your SL password can break your Aditi access, requiring a further support ticket.
[43:09-end] Discussion on copybotting, policies, banning, etc., which threads through to the end of the meeting, and split between Voice and chat.
As always, please refer to the server deployment thread for the latest updates.
There was no deployment to the Main (SLS) channel on Tuesday, June 27th.
On Wednesday, June 28th, the RC channels should be updated as follows:
BlueSteel and LeTigre should receive the same server maintenance package (#17.06.23.327344) containing internal fixes, and an update to the week #25 deployment (#17.06.19.327206 )
Magnum should receive a server maintenance package (#17.06.23.327348) comprising the ongoing OS system update for the simulators, which should have no visible functional changes.
SL Viewer
The Maintenance RC viewer updated to version 5.0.7.327250 on Thursday, June 22nd, and the Voice RC viewer updated to version 5.0.7.327253 on Friday, June 2rd. Both of these changes were to bring the two RC viewers to parity with the current release viewer.
This leaves the rest of the viewer pipelines as:
Release version: version 5.0.6.326593, released on May 26, promoted June 20 – formerly the AssetHTTP RC viewer
Project viewers:
360 Snapshot viewer version 5.1.0.506488, dated June 19th (will not provide snapshots with the correct metadata for displayed is 360 images on Flickr)
Project Alex Ivy 64-bit viewer version 5.1.0.505089 dated May 11th
Obsolete platform viewer version 3.7.28.300847 dated May 8th, 2015 – provided for users on Windows XP and OS X versions below 10.7.
Enhanced Environment Project
The details of what is to be included in this project to enhance the Windlight capabilities in Second Life (such as by making them inventory assets) are still be being Sorted. However, during the last simulator User Group meeting where they were discussed, the pre-Windlight volumetric style of clouds was raised. Rider Linden has since poked into the code (and is still poking at it), and had this to say on the matter:
I’m still looking into what we’d need for the volumetric clouds. According to legend, in “The Before Time”, we had volumetric clouds… but there were problems in the algorithm that caused every region to end up with one big cloud hanging over the centre.
Note this does not mean volumetric clouds (which the pre-Second Life version of Windlight was said to be able to support) will be a part of the project. Rather, Rider is looking at what was alongside of what has already been outlined as what is likely to be for the environment enhancements.
SL Golf Issues
There have been ongoing problems across a number of SL golf courses since around May. These broadly tend to fall into two categories which may or may not be related:
The region terrain /water height appears to be adjusting itself
There seem to be terrain / mesh physics issues.
Both are resulting in unpredictable behaviour / physics issues on golf courses, a typical example being (and witnessed first-hand), a golf ball striking the overall between a mesh green surround and the terrain around it can result in the golf ball falling through both the mesh and the ground beneath it (as indicated by its contrail marker), disappearing deep into the “water” under the terrain (see also BUG-100693 for examples of issues).
The problem is this issues appear random and cannot be easily reproduced at any one golf course / hole with any predictability. So, if you are playing a round of golf and encounter these types of problems could you please take time out from your game, grab your viewer log files, and add a comment to BUG-100693, appending your log files and stating which course you were using at the time of the incident, what happened the hole you were on, what happened (and a screen shot of anything relevant) and a SLurl to the location / course.
Oz and Grumpity Talk Second Life
At the SL14B Meet the Lindens, Oz and Grumpity Linden – respectively the Director of Engineering for Second Life and the Director of Product for Second Life, discussed the platform, recent projects and gave a look into the immediate future.
If you missed the discussion, you can find the video on the official Second Life video channel, and I have a transcript of “selected highlights” from the session (all the core questions and answers), complete with audio extracts of their answers.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates for the week ending Sunday, June 25th
This summary is published 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.
Official LL Viewers
Current Release version 5.0.6.326593, released on May 26th, promoted June 20th – formerly the AssetHTTP RC viewer – overview – download and release notes – NEW