SL project updates 16 21/2: server, viewer, Bento

Frisland; Inara Pey, May 2016, on FlickrFrislandblog post

Server Deployments Week #21 – Recap

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

There was a fast-tracked security update deployed to the LeTigre RC channel on Friday, May 20th. This update was also deployed as a server maintenance package to the Main (SLS) channel on Tuesday, May 24th.

On Wednesday, May 25th, all three RC channels were updated with a server maintenance package which combines the security update plus a new crash fix.

The security patch was apparently a precautionary measure, rather than a response to an actual exploit

Week #22 Deployments

The current RC update should move to the Main grid on Tuesday, May 31st, and the RCs should all receive a new package comprising:

  • A fix for BUG-10979 [Bento] Scripted attachments attached to the new enhanced skeleton attachment points show as worn on “Invalid Attachment Point” in the script limits floater
  • More checks for per-agent script limit
  • Internal improvements.

More news on these last two to follow.

Project Bento

As noted in my Project Bento update, the plan is for the back-end of Project Bento to be enabled on the main grid during week #22, most likely on Tuesday, May 31st. This will allow content making use of the Bento extensions to the avatar skeleton to be uploaded to the main grid. However, Bento content requires viewer-side updates in order to render correctly. Currently these are restricted to the Bento Project viewer and those TPVs which have adopted the Bento code ahead of the curve.

This also doesn’t mark the end of the Bento project; at this point, enabling Bento on Agni, is to expose the capabilities to a wider audience of content creators and allow broader testing.

Bento Viewer

The Bento Project viewer updated to version 5.0.0.315657 on Thursday, May 26th. This version includes the following significant updates:

reset skeletionA “Reset Skeleton” option, intended to fix cases where an avatar is distorted in your world view as a result of incorrectly applied joint updates. For example, a non-human avatar may show as “crunched up” because it is still in a human pose. Note that this option should also work for non-Bento avatars when become deformed as a result of swapping shapes / forms / animations as well.

Right-clicking on the affected avatar (your own or another) and selecting Reset Skeleton from the avatar context menu should correct the avatar’s appearance in your view. As this is a viewer-side update, it will not affect how anyone else sees the affected avatar until they use Reset Skeleton. The Lab has requested feedback on the capability if it fails to work as intended.

The viewer also includes a few late-breaking changes to the slider support for mesh avatars, including jaw shape and head shape. Sliders that affect the scale of mPelvis now also alter mHindLimbsRoot, to better keep the front and hind legs synced up.

SL Viewer

Other than the Project Bento viewer update, the list for official viewers remains as per the first part of this report.

 

Project Bento User Group update 14 with audio

Project Bento – extending the SL avatar skeleton
Project Bento – extending the SL avatar skeleton

The following notes and audio were taken from the weekly Bento User Group meeting, held on Thursday, May 26th at 13:00 SLT on Aditi. For details on each meeting and the location, please refer to the Bento User Group wiki page.

Note that this update is not intended to offer a full transcript of the meeting, nor does it present the discussion points in chronological order. Rather, it represents the core points of discussion, grouped together by subject matter were relevant / possible, whilst maintaining the overall context of the meeting.

Bento on Agni

A Bento Imp celebrates the upcoming Bento move to Agni
A Bento Imp celebrates the upcoming Bento move to Agni

It had been hoped that back-end support for Bento would be enabled on Agni (the main grid) during week #21. However, things got held up while a fix was being pushed through QA (possibly the security fix which rolled to LeTigre and then to all channels this week?).

The Lab is now planning to enable Bento in week #22, most likely on Tuesday, May 31st.

A couple of points to remember with the move to Agni:

  • This isn’t in any way a “final” release of Bento, although the Skeleton and slider updates are now frozen (unless a really significant issue / bug is found. At this point, enabling Bento on Agni, which includes the ability to upload Bento items to the main grid, is to expose the capabilities to a wider audience of content creators and allow broader testing
  • Until the Bento code comes into wider circulation among TPVs, any mesh avatars, etc., rigged to the new bones will look deformed in non-Bento viewer, and may cause some viewer instability / crashes.

Details are still TBD, but one aspect of the move to Agni will be a further stress test to see how large numbers of Bento avatars impact performance, region crossings, etc. Details, including date and time will be made available in due course.

Date and Location of Next Meeting

With the deployment of Bento to the main grid, Bento User Group meetings will also swap over to Agni as well to encourage attendance. Details of where meetings will take place will be announced via the User Group wiki page and through the Bento forum thread.

With regards to the next meeting, due on Thursday, June 2nd, there is a Lab internal meeting taking place that day. It is therefore unclear if the Bento meeting will take place or will be cancelled (Vir would prefer for the latter not to happen, given the scheduled Bento deployment to the main grid). A decision on whether, when and where it will be held will again be made via the User Group wiki page, etc., once decided.

Project Viewer Update

The Bento Project viewer updated to version 5.0.0.315657 on Thursday, May 26th. This version includes the following significant updates:

reset skeletionA “Reset Skeleton” option, intended to fix cases where an avatar is distorted in your world view as a result of incorrectly applied joint updates. For example, a non-human avatar may show as “crunched up” because it is still in a human pose.

Right-clicking on the affected avatar (your own or another) and selecting Reset Skeleton from the avatar context menu should correct the avatar’s appearance in your view. As this is a viewer-side update, it will not affect how anyone else sees the affected avatar until they use Reset Skeleton. The Lab has requested feedback on the capability if it fails to work as intended.

The viewer also includes a few late-breaking changes to the slider support for mesh avatars, including jaw shape and head shape. Sliders that affect the scale of mPelvis now also alter mHindLimbsRoot, to better keep the front and hind legs synced up.

Updated Skeleton and Test Files

At the time of writing, the Bento test files have yet to be updated to reflect the most recent viewer changes. When this has happened, they will be linked via the Bento Testing page. Matrice Lavalle from Avastar and Cathy foil of MayaStar are working on getting the skeleton files updated for their respective plug-ins, and ensuring the are consistent with one another, something they hope have finished in the very near future.

Once this has been done, both Avastar and Mayastar will be updated, and will include collision volumes and some other weighting tweaks which should help improve slider behaviour when editing an avatar’s appearance.

Vir has started putting together a repository for supporting test models and animations which can be made available through the wiki Bento test page, so if there are other Bento creators / animators who have test models and files they would like to submit, he asks that they drop him a line.

There was also discussion on how to present the models to ensure those using different modelling tools (e.g 3D Max) can obtain a full set of bones with which to work.

Other Items

BVH File Interpreter

The Second Life BVH interpreter has apparently been updated so it will allow the upload of position data. However, if problems are found when doing so, the Lab requests a JIRA is filed to let them know,

Animation Exports and Mayastar / Maya

Mayastar is the skeleton plug-in Cathy Foil produces for Maya users (Avastar being the plug-in for Blender). Mayastar will current export  .BVH files with bone rotations for the entire skeleton, but translations for the mPelvis bone only. This works reasonably well with these restrictions, although it does have an issue with feet Cathy is currently looking to fix. As far as skinning, etc., is concerned, Maya works “pretty good”.

However, and in her own time, Aura Linden is working on an exporter for Maya which is intended to support export .ANIM files with both rotation and translation of all bones in the skeleton.

This should eliminate the need to sue two skeletons for Mayastar – one for rigging and one for animations. Subject to confirmation, the .BVH uploader may also have been updated to eliminate the need to use two skeletons.

Continue reading “Project Bento User Group update 14 with audio”

SL project updates 16 21/1: server, viewer

Holly Kai Park: picnic area
Holly Kai Park: picnic area – blog post

Server Deployments Week #21

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

There was a fast-tracked security update deployed to the LeTigre RC channel on Friday, May 20th. This update was also deployed as a server maintenance package to the Main (SLS) channel on Tuesday, May 24th.

On Wednesday, May 25th, all three RC channels will be updated with a server maintenance package which combines the security update plus a new crash fix.

SL Viewer

A new Maintenance RC viewer entered the release channel on Monday, May 23rd. Version 4.0.6.315551 includes a modest but useful set of 24 fixes and updates to the viewer.

The Inventory Message RC viewer updated to version 4.0.6.315555 on May 23rd. This viewer sees the removal of deprecated and unused UDP inventory messaging mechanisms from the viewer code. This update sees the RC merged with the Quick Graphics release viewer.

The remaining official viewer remain unchanged from the end of week #20:

  • Project Bento (avatar skeleton extensions), version 5.0.0.314884, dated May 5th – this build contains several updates related to joint offsets and meshes and slider changes
  • Oculus Rift project viewer, version 3.7.18.295296, dated October 13, 2014 – Oculus Rift DK2 support
  • 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.

Other Items

Visual Outfits  Browser

The Visual Outfits Browser viewer, which I last mentioned in February, is still moving forward, and might be approaching either project viewer or RC viewer status. It is designed to provide a means by which users can store and browse images associated with their outfits in inventory, simplifying the act of identifying an outfit prior to wearing it.

Those wishing to build it themselves can do so via the public code repository.

Note this viewer isn’t intended to work like popular RLV-driven wardrobes, where you can browse images of outfit then click on one to wear it; rather it is more of a visual aide-memoire on what he imaged outfits look like.

Aditi Issues

There has been some improvement on Aditi following the issues reported in week #20. BUG-16714 has been resolved, and it is hoped that several other database-related issues have been rectified.

2016 viewer release summaries: week 20

Updates for the week ending Sunday, May 22nd

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: 4.0.5.315117 (dated May 11), May 18th – formerly the Quick Graphics RC viewer download page, release notes
  • Release channel cohorts (See my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Inventory Message RC viewer, version 4.0.5.315019, released on May 16th – removal of deprecated and unused UDP inventory messaging mechanisms from the viewer (download and release notes)
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V4-style

V1-style

  • Cool VL viewer Stable branch updated to version 1.26.18.6 and the Experimental branch updated to version 1.26.19.8, both on May 21st (release notes).

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

SL project updates 16 20/2: TPV Developer Meeting

Alki
Alkiblog post

The following notes are taken from the  TPV Developer (TPVD) meeting held on Friday, May 20th, 2016. A video of the meeting is embedded at the end of this report, my thanks as always to North for supplying it, and time stamps in the text relate to this recording.

SL Viewer

The current official viewer status is as follows:

  • Current Release version: 4.0.5.315117 (dated May 11), promoted May 18th – formerly the Quick Graphics viewer with avatar complexity and graphics presets – see Avatar Complexity and Graphics Presets in Second Life for more details
  • Release candidates:
    • Inventory Message RC viewer, version 4.0.5.315019, released on May 16th – removes deprecated and unused UDP inventory messaging mechanisms from the viewer
  • Project viewers:
    • Project Bento (avatar skeleton extensions), version 5.0.0.314884 dated May 5th
    • Oculus Rift project viewer, version 3.7.18.295296, dated October 13th, 2015
  • 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.

Release Viewer Issues

[02:40]  There are reports that installing the current release viewer on Mac systems will set the Avatar Maximum Complexity setting (Preferences > Graphics) to “No Limit” on both clean and “dirty” viewer installs. JIRAs have been requested if encountered.

There have also been some reports of the viewer crashing following update. The likely best way to overcome this should you experience it, is to perform a clean install of the viewer.

Oculus Rift

[02:08] Testing of the updated viewer is being carried out. There are still “a few” issues to be resolved, and it is hoped that the update will be available (still as a project viewer) in a couple of weeks.

Project Bento

[08:15] The next iteration of the project viewer may be released in the next week, and while I missed the Bento User Group meeting, I believe enabling the back-end support for Bento on Agni is still planned for week #21 (week commencing Monday, May 23rd).

This version of the viewer includes a “reset skeleton” feature which allows you to fix an avatar which may be rendering incorrectly as a result of joint positions getting scrambled when switching between avatar forms.

64-bit Viewer Project

[01:36] It is hoped that work will shortly resume on the 64-bit versions of the viewer after manpower was diverted away onto other projects and needs.

QuickTime Replacement

[01:37] There has been healthy discussion between the Lab and TPV developers about replacing Apple QuickTime in the viewer. As I noted in April Apple deprecated QuickTime for Windows without offering patches for a couple of potentially serious vulnerabilities, leading to the recommendation that Windows users uninstall QuickTime.

[11:43] As a result the Lab is looking to completely replace QuickTime across all flavours of viewers, and feel they now have a strategy for doing so, which is described as coming along “reasonably well”.  However, it is likely that there will be some QuickTime media types that will never be rendered again (e.g. .MOV format).

Other Items

Viewer Stats

[05:52] The Lab isn’t currently collecting stats on what Avatar Maximum Complexity settings people are using, although they may do do. The can currently collect stats on the complexity of avatars and how many are being rendered as Jelly Dolls.

Voice Drop-Outs

[15:00] Issue with Voice dropping out across SL are still being experienced. As I reported in early April, many of the drop-outs are the result of DDoS attacks aimed at the Vivox services, rather than any issues within SL. The Lab is currently working with Vivox to improve the speed of recovery for voice services once Vivox have recovered their systems from these attacks.

Firestorm Release

There are currently a couple of blockers preventing the release of the next version of Firestorm (which has been merged with the Avatar Complexity code and is currently undergoing debugging as a result of that merge). The blockers are related to the recent HTTP updates, made by the Lab. One is a bakefail issue which is known the the Lab and is being worked on; the other is a  crash on the 64-bit version of the viewer which occurs whenever the voice coroutine is launched.

Avatar Complexity and Graphics Presets in Second Life

Avatar Complexity provides users with the adbility to
Avatar Complexity is a means to help people who may suffer from performance issues in crowd areas

On Wednesday, May 18th, Linden Lab promoted the long-awaited Quick Graphics viewer to de facto release status. This viewer includes two important new features:

  • The updated Avatar Complexity settings
  • The ability to create, save and load different groups of graphics settings quickly and easily.

Avatar Complexity

As avatars can often be the single biggest impact on the viewer in terms of rendering, particularly in crowded places, so  Avatar Complexity adds a new slider to the viewer which can be used to set a level above which avatars requiring a lot of processing will appear as a solid colour – the casual term to refer to them being “Jelly Dolls” – greatly reducing the load placed on a system compared to having to render them in detail, so improving performance.

The idea is that you can adjust the setting according to circumstance, so that when in a crowded area with lots of avatars, you can dial down the Avatar Complexity setting, found in Preferences > Graphics (and in the Advanced Settings floater), with the result that more of the avatars around you are rendered as solid colours, reducing the load on your graphics card and system, thus improving performance. Then, in quieter areas, the setting can be dialled back up, allowing more avatars to fully render in your view.

Note: this only applies to other avatars in your world view: your own avatar will always fully render in your view.

The Avatar Maximum Complexity slider sets a threshold on avatar rendering by your viewer. Any avatars in your view exceeding this value will be rendered as a
The Avatar Maximum Complexity slider sets a threshold on avatar rendering by your viewer. Any avatars in your view exceeding this value will be rendered as a “Jelly Doll”, sans attachments

If you have a good system with a high-end graphics car, you can set the value on the slider quite high and thus ensure all avatars render fully for you wherever you are.

Note: You can sett the Avatar Maximum Complexity to “No Limit”. However, this is not entirely recommended. some irritants in Second Life still use worn graphics crashers to overload GPUs and crash the viewer. If you set Avatar Maximum complexity to “No Limit”, then such tools, should you ever encounter an irritant using one, will still be effective; so it’s better to set a reasonable high value, leaving your viewer with a cut-off point which should defeat their efforts in crashing you.

There are a few other points to note with Avatar Complexity:

  • You can opt to always render or to not render avatars around you, regardless of your Avatar Maximum Complexity setting by right-clicking on them and selecting your desired action from the context menu
    You can opt to always render or to not render avatars around you, regardless of your Avatar Maximum Complexity setting by right-clicking on them and selecting your desired action from the context menu

    To help you understand how complex you own avatar is, every time you change your appearance, each time you change the appearance of your avatar, a small notice with your new complexity value will appear in the upper right of your display for a few seconds

  • The complexity value of your avatar is transmitted to each simulator as you travel around Second Life. In return, you’ll get a brief notice in the upper right of your screen telling you approximately how many of those around you are (or are not) rendering you because of your complexity
  • If you have a friend or friend you wish to see fully rendered no matter how low you dial Avatar Maximum Complexity (while out at a club, for example, where it may be beneficial to set a lower complexity threshold), you can right-click on those individuals and select “Render Fully” from the context menu
  • Similarly, and if you prefer, you can selectivity render avatars in your view as grey imposters, by right-clicking on them and selecting “Do Not Render” from the context menu.

Note: Both “Render Fully” and “Do Not Render” will only apply during your current log-in session; the options are not persistent between re-logs.

To help people understand Avatar Complexity, the Lab has produced the following:

  • A blog post to accompany the promotion of the Quick Graphics viewer to release status
  • An Avatar Complexity Knowledge Base article
  • A video tuTORial, which I’ve embedded below.

https://www.youtube.com/watch?v=PxWrqd0o3dc

Continue reading “Avatar Complexity and Graphics Presets in Second Life”