2018 SL UG updates 43/2: CCUG summary

Alexa Linden’s Funky Love EEP sky

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

Land Impact: a simulator bug has been found that is being fixed. In short, if an Animesh object has a conventional prim as its root, the required 15 LI for the Animesh skeleton is not applied. This LI is an aggregate value for Animesh skeletons during testing Animesh performance for a defined set of test Animesh objects across a range of systems.

This has led to some alarmist blog posts about prim returns, following a (somewhat sensationalist) forum post on Animesh being delayed by 2 weeks (itself guesswork) on the matter. Given that Animesh hasn’t reached release status, and there are few (if any) commercially-available Animesh objects at present, it’s not unfair to say both the blog posts and the forum thread are something of an over-reaction.

Performance Impact: (see BUG-225584 and forum thread). This is related to the new dynamic bound box used with Animesh. Beq Janus from the Firestorm team has been involved in investigations as to the degree of potential impact, and has discovered a potential baseline performance impact of around 8-10% between an Animesh-capable and non-Animesh viewer, regardless of the presence of Animesh.

The latest update to the Animesh viewer (version 6.0.0.520636 at the time of writing), should mitigate a lot of the performance impact resulting from the dynamic bounding box.

Animesh vs. Avatars: while there will be a baseline impact for Animesh objects, this should be less than the baseline impact seen with avatars, which not only have a skeleton, they also have a shape and appearance elements associated with them. The the complexity of a mesh body to an avatar (with a baselines of around 400 faces, plus mesh clothing, attachments, etc., and avatars tend to be a lot more complex than most considered Animesh should be.

Animesh follow-up: there has been a lot of talk about a follow-up project for Animesh since the project started. These include adding a body shape (allowing Animesh humanoid objects to gain slider support), which is viewed by the Lab as being possibly the preferred follow-on project, although it is acknowledged given the wide variety of arbitrary mesh forms that could be converted to Animesh, slider use might be limited. However, it is unlikely any follow-on project will be an immediate follow-on to the current work, as there are several other projects currently in the pipeline awaiting attention.

Animesh attachments: another long-term request has been to attach objects to Animesh creations. A problem here is that attachments are managed by the simulator-side avatar agent – and Animesh objects do not have an avatar agent associated with them, so they don’t have the back-end support for tracking attachments. This is an issue that needs to be solved before attachments on Animesh can be handled – and even then, there is the question for potential performance impact. Various alternative ideas have been suggested to allow for attachment support n Animesh, but these may also have their own issues, and are unlikely to be adopted.

Animesh “assembling” issue?: we’re all familiar with the way mesh bodies “assemble” when logging-in / teleporting to an occupied region: the various mesh elements stack-up, usually at their default attach points, while some may appear offset or oversized, then the position, rigging, LOD, etc., data is received by the viewer and things “assemble” into an avatar. This behaviour can occur with multi-part Animesh objects as well, and there is a report that sometimes the Animesh “assembling” can leaves parts floating around for up to a minute before “snapping into place”.  Thus far, the problem has only manifested with one creator using the pre-release of the Firestorm Animesh viewer, so it’s not clear whether there is an underpinning issue with Animesh or not.

Environmental Enhancement Project (EEP)

Project Summary

A set of environmental enhancements allowing the environment (sky, sun, moon, clouds, water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. Uses a new set of inventory assets (Sky, Water, Day) that can be stored in inventory and traded through the Marketplace / exchanged with others, and which can additionally be used in experiences. A new set of render shaders to support atmospheric effects such as rainbows, crepuscular rays (“God rays”), better horizon haze and fogging (but will not include rain / snow). The ability to change the Sun and Moon and cloud textures with custom textures.

Resources

Current Status

As per my week #43 SUG update, a simulator update has been updated to fix the issue of racing skies when EEP-enabled regions are seen on non-EEP viewers. In addition, Rider is working on the first pass of the LSL support for EEP.

Bakes On Mesh

Work is continuing with fixing the Bake Service issues. however, as Anchor Linden, the lead for the project, is on vacation, this work will likely remain open until his return.

Other Items

  • Animations: there have been multiple requests for improvements to the animation system, including: allowing animation constraints to be set; extending the .ANIM format, animations by .DAE file and support for animation scaling. The Lab is aware of the requests being made, although not formal project has been defined at this point.
  • Morph Targets: there have been requests to allow morph targets within the avatar shape so that the shape sliders can be manipulated via LSL (so an avatar “gorging” itself at a scripted meal gets fatter, as a simple visual example). There are concerns that opening the body shape parameters to LSL manipulation could result in over-use and performance impact (e.g. rapid LSL adjustments to “animate” an avatar rather than using an actual animation), but some ability to allow morph targets is seen as potentially “interesting” – although this is not to say it will become a project.
  • Date of next meeting: due to the start-of-month internal meeting at LL, the next CCUG meeting will be on Thursday, November 8th, 2018.

2018 SL UG updates 43/1: Simulator User Group

Ashemi Reprise; Inara Pey, September 2018, August 2018, on FlickrAshemi Repriseblog post

Server Deployment Plans

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

  • On Tuesday, October 23rd, the SLS (Main) channel updated to server release 18#18.10.04.520268, comprising internal fixes.
  • On Wednesday, October 24th, 2018, the RC channels should be updated as follows:
    • BlueSteel will apparently remain on server maintenance package 18#18.10.04.520268.
    • Magnum and LeTigre were “TBD” at the time of writing.
    • Note that the deployment information for Snack in the thread (version 18.10.19.520844) is incorrect – see below for more (this may be removed after these notes are published).

SL Viewer

The start of week #43 has seen no change to the current viewer pipelines:

  • Current Release version 5.1.9.519298, dated September 5, promoted September 26. Formerly the Rakomelo Maintenance RC viewer – No change.
  • 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 6.0.0.520636, October 18.
    • Spotykach Maintenance RC viewer, version 5.1.10.520444, October 11.
    • Estate Access Management (EAM) RC viewer, version 5.2.0.520057, September 28.
    • BugSplat RC viewer, version 5.1.9.519462, September 10. 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.
    • Love Me Render RC viewer, version 5.1.8.518751, released on August 20.
  • 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.

Environmental Enhancement Project – EEP

  • The Snack RC channel has been updated with a new EPP release, 18.10.20.520891, which seems to fix the issue of EEP skies looking weird (black skies, fast-moving clouds) when seen on non-EEP viewers.
  • Rider Linden is now working on adding LSL support to EEP.

Aditi Account Set-up Reminder

Given EEP is available for testing on Aditi, a quick reminder on how to log-in to that grid if you have not done so before or in a long while:

  • File a support ticket requesting access to Aditi.
  • Wait for support to confirm your account has been set-up.
  • Log-in to Aditi. This may not give you a full copy of your inventory, however it will flag your inventory for syncing with Agni.
  • Syncing operations are run daily at roughly 02:00 SLT, so if you wait about 24 hours (depending on the time of your initial log-in to Aditi), your inventory on the beta grid should be synced with your Agni inventory.

The EEP testing region is: secondlife://Aditi/secondlife/EEPTesting/247/44/23.

2018 SL UG updates #42/3: TPVD meeting

Savor Serenity; Inara Pey, September 2018, August 2018, on FlickrSavor Serenityblog post

The majority of the following notes are taken from the TPV Developer meeting held on Friday, October 19th, 2018. A video of the meeting is embedded below, my thanks as always to North for recording and providing it.

This is again a short meeting with some lengthy pauses, so the following is a summary of key points.

SL Viewer

[1:54-9:07]

The Environmental Enhancement Project (EEP) viewer updated to version 5.1.10.520819 on October 19th.This viewer contains further fixes and tweaks, and the Lab hope to have the viewer on roughly a weekly update cycle through to RC status.

As noted in my week #42 CCUG summary, the Animesh RC viewer updates to version 6.0.0.520636 on October 18th. This leaves the rest of the current official viewer pipeline as:

  • Current Release version 5.1.9.519298, dated September 5, promoted September 26. Formerly the Rakomelo Maintenance RC viewer – No change.
  • Release channel cohorts:
    • Spotykach Maintenance RC viewer, version 5.1.10.520444, October 11.
    • Estate Access Management (EAM) RC viewer, version 5.2.0.520057, September 28.
    • BugSplat RC viewer, version 5.1.9.519462, September 10. 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.
    • Love Me Render RC viewer, version 5.1.8.518751, released on August 20.
  • 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.

Viewer Notes in Brief

  • Again, as per my week #42 CCUG summary:
    • Currently, running EEP on the simulator side can result in some strange skies when seen on non-EEP viewers (deep black skies, racing clouds, etc.). Rider and Graham Linden are working to correct this, however, the work involved is a little more complicated than had at first been thought, so there might still be one or two things that continue to “look a little weird” even with a fix in place. Should you enter an EEP region on a non-EEP viewer and experience  odd skies, simply set your environment through the viewer options.
    • [21:06-21:55] It is hoped the October 18th RC update will be the last for the Animesh viewer, and its next update will see it promoted to de facto release status, although right now it hasn’t been available long enough to give a reliable indication of crash rates.
    • The Bakes On Mesh viewer is pending fixes to the Bake Service.
  • Bugsplat viewer: a new version is going through QA that eliminates the need for two viewer icons.
    • This should be the final RC update for this viewer, leaving it in the queue for promotion to release status.
    • The viewer also retains the Breakpad code for those TPVs who wish to continue to use that for bug reporting. However, contributions to this code will be required to maintain it once the Lab has moved to using Breakpad.
  • The Render viewer still has a number of bugs pending a fix before that will be at an RC status eligible for consideration for promotion to release status.
  • The Estate Access Management (EAM) RC viewer hasn’t yet had enough hours of use against it to judge its possible promotion status.

Non-HTTP Asset Fetching

[10:19-12:45] Again as a reminder: for over a year now, LL has used HTTP via their CDN provider(s) for all asset fetching, avoiding the need for the simulator to handle all asset transfers and associated messaging directly. However, the simulator-side UDP code for some asset types has yet to be removed. This will now happen at the start of January 2019, and means that from around January 6th, 2019, any viewers still fetching the affected asset types via UDP after this date will not longer work correctly.

The specific asset types affected by this change are: system body parts, system clothing, gesture, animations, sounds, and landmarks (mesh, textures and avatar appearance having long been HTTP only).

A region will be set-up on Aditi without the code to allow TPVs to test against it ahead of the switch-over.

Inventory Bug and Inventory HTTP Operations

[13:23-19:06]

Inventory Bug Fix

There should be a fix in the  Spotykach RC viewer for an “obnoxious” bug within the inventory database which, on rare occasions during inventory initialisation, could see a specific UDP inventory operation that isn’t supposed to move folders attempt to do so, as a result of an unknown issue within inventory. This then results in the folders being recorded (and appearing) as items in Trash and at risk of accidental deletion.

Inventory HTTP Operations

Oz Linden has indicated he hopes that 2019 will see all inventory operations move away from UDP in order to make them more reliable, but there is a fair amount of systems work to be done to achieve this, including implementing new HTTP inventory operations.

The current plan is to implement the HTTP functions in the first half of 2019 and switch over to them, then disable the existing UDP operations later in 2019, and eventually remove them from both the viewer and the server.

ARCTan and Texture Caching

ARCTan

[22:18-23:12] ARCTan is the code-name for the project to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both, which it is hoped will also help correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh).

It’s a project that has been on a slow burn for some time, and the current order of priorities for anything involving rendering is EEP first, then the updates to texture caching, then ARCTan. As such, there are unlikely to be any changes to ARC calculations, possible changes to LI for objects before the end of the year. Even then, because of concerns over LI changes, the Lab will approach things cautiously – see here for more.

Texture Caching

[23:12-24:52] The updates to improve texture caching are moving forward. Overall the expectation is that the new method for caching will be a lot more robust in terms of the code, and it could lead to some viewer performance improvements for most systems. Focus should switch to this viewer as EEP matures through RC however, with the holiday season approach, the project may not advance too far before the end of the year, but hopefully a project viewer will surface before the year-end No Change window comes into effect.

Other Items in Brief

  • [9:08-9:38 and 26:32-26:57] The US holiday season is approaching – notably US Thanksgiving and then Christmas, so the cadence of TPV meetings may therefore be changing as the end of the year approaches. The next meeting (November 2nd) will take place, after that meeting frequency will be TBA.
  • [19:41-20:18] Return of last names: progress is being made on updating the back-end services. It’s still not clear if this will be deployed before the end of the year.

2018 SL UG updates #42/2: CCUG summary

Storybook Forest; Inara Pey, September 2018, August 2018, on FlickrStorybook Forest – blog post

The following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, October 11th, 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.

Environmental 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, Day 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 running on around a dozen Linden-controlled regions on Agni (the main grid). Expect the server-side code to creep to other RCs soon.

Currently, running EEP on the simulator side can result in some strange skies when seen on non-EEP viewers (deep black skies, racing clouds, etc.). Rider and Graham Linden are working to improve this.

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, nor are they recognised as system wearables.

Resources

Current Status

Work is contining with fixing the Bake Service issues. however, as Anchor Linden, the lead for the project, is on vacation, this work will likely remain open until his return.

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

Viewer Status

The Animesh RC viewer updated on Thursday, October 18th to version 6.0.0.520636. The sees the viewer merged up to the release viewer and has some fixes for issues, notably:

  • Optimisations for dynamic bounding box computation on avatars and Animesh objects.
  • Animesh attachments should now match the impostor state of the attached avatar.
    • This may cause some discrepancies with the render max avatar setting (as a worn animesh should give a count of 2 (avatar and Animesh). However, this has yet to be tested
  • Animesh objects should no longer disappear when crossing region boundaries using the Mac viewer.

The hope is this will be the final RC update to the viewer, and that it will, in due course be promoted to release status.

Animesh vs. Mesh Alpha Flipping

One of the benefits of Animesh is that it should be more efficient, design-wise than the more usual alpha-flipping, potentially with a lower rendering cost. However, there are still questions around overall efficiency when it comes to general performance.

A problem here is trying to do like-for-like comparisons; something the Lab hasn’t attempted to test. Rather, their focus has been to test whether the overhead of Animesh itself is going to be detrimental to overall performance. As such, creators who have been using alpha-flipping with animating meshes will need to test the potential benefits of switching to Animesh for their existing products for themselves.

In Brief

  • Animesh tri count limit: the debate over whether the 100K tri count per Animesh is “enough” rumbles on (although it often feels as if only one creator perennially believes it should be higher for in-world objects). In short, the total is unlikely to be revised up or down, although project ARCTan might affect it in the future.
  • Mesh uploader: while no formal project has been announced, the Lab is hoping to take a look at the mesh uploader in the future with a view to improving it. So, if you’re a mesh creator and have some ideas on what might be done in this direction, now might be the time to raise your feature requests / bug reports.
  • Are upload fees an encouragement for efficiency? possibly, but questionable, in the Lab’s view.
    • Given that the upload cost is a one-time fee that could be made up after a few sales of the item / item the upload is used in (in the case of textures).
    • Plus, those wanting to use high-res textures directly may complain over an increase in upload fees for larger textures, but would probably keep right on uploading rather than questioning whether or not they need such high-res images on every surface they are texturing.

 

2018 SL UG updates 42/1: Simulator and Governance

Lost Unicorn Forest Sanctuary; Inara Pey, September 2018, August 2018, on FlickrLost Unicorn Forest Sanctuaryblog post

Simulator User Group

Server Deployment Plans

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

  • There was no deployment to the SLS (Main) channel on Tuesday, October 16th, 2018, leaving the simulators on that channel running on server release 18#18.09.20.519894, comprising the simulator update for Bakes on Mesh. However, regions on the channel were restarted, per the Lab’s 14-day restart policy.
  • On Wednesday, October 17th, 2018, the RC channels should be updated as follows:
    • The three core RC channels, Magnum, LeTigre and BlueSteel should all be updated with server maintenance package 18#18.10.04.520268 containing internal fixes.
    • The Snack RC channel should be updated with server release 18.10.09.520401, containing server-side EEP support. This will be an initially limited deployment to regions under LL’s management.

SL  Viewer

There were two SL viewer updates at the end of week #41:

  • The Environmental Enhancement Project (EEP) project viewer updated to version 5.1.10.520475, on October 12th.
  • the Spotykach Maintenance RC viewer updated to version 5.1.10.520444 on October 11th.

The rest of the official viewers remain unchanged at the start of week #42:

  • Current Release version 5.1.9.519298, dated September 5th, promoted September 26th. Formerly the Rakomelo Maintenance RC viewer – No change.
  • 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 6.0.0.520211, October 8th.
    • Estate Access Management (EAM) RC viewer, version 5.2.0.520057, September 28th.
    • BugSplat RC viewer, version 5.1.9.519462, September 10th. 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.
    • Love Me Render RC viewer, version 5.1.8.518751, released on August 20th.
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17th, 2017 – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8th, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Non-HTTP Asset Fetching

For some time now, all SL assets have been fetched using HTTP via the Lab’s CDN provider(s), avoiding the need for the simulator to handle all asset transfers and associated messaging directly. While the viewer code has long had the necessary code to support asset fetching via HTTP / CDN, the code for the old, non-HTTP fetching has remained in place in the simulator, allowing much older viewer versions to continue to fetch assets by way of the simulator.

However, Linden Lab has announced that as from January 6th, 2019, they will be removing the old non-HTTP fetching methods from the simulator code. Any viewers still fetching the affected asset types via UDP after this date will not longer work correctly.

The specific asset types affected by this change are: system body parts, system clothing, gesture, animations, sounds, and landmarks (mesh, textures and avatar appearance having long been HTTP only).

Operating System Update

The Lab is working on another major operating system update for the simulators and their back-end services. Part of this work is being deployed to the Morris region on Aditi, the beta grid, on Tuesday, October 16th, 2018. As OS updates can lead to some unanticipated outcomes, the deployment to Morris is very much a test of the new code. Those who routinely use the beta grid and the Morris region are asked to raise a beta grid Jira on any issues or other “oddness” they note subsequent to the deployment – “oddness” in this case being anything outside of the usual / expected behaviour of things.

The Cloud and “On Demand” Regions

Questions continue to be asked about the use of “on demand” regions following SL’s eventual move to cloud infrastructure. That is, regions that are only spun-up and active when one or more avatars are in them.

As Ebbe and others from the Lab has indicated, making regions “on demand” is not a priority at present with the move. Rather the focus is on shifting SL to the cloud “as is”, without significant changes to how the simulators and their region appear to operate.

While an “on demand” region offering might be possible in the future, it will most likely be an entirely new product offering when compared to the current Full and Homestead region types, and would probably only by suited to a standalone use, rather than such regions being part of any contiguous land mass, simply because of the complexities of  access (imagine trying to fly across multiple regions and having to stop at each border for 60+ seconds while the next region is deployed and spun-up) and in handling LSL scripts that assume all regions are running all the time, etc.

So , don’t expect anything like these immediately after the move – although such a product might surface at some point in the future, one the Lab have built up confidence in running SL in the cloud.

In Brief

  • BUG-216320 “Error when retrieving grid statistics page via llHTTPRequest”: no fix as yet.
  • BUG-7084 “Prim properties visually revert to an earlier state since Interesting”: again, no progress to report at present.
EEP is coming! server-side support is being deployed in week #42 on a limited basis to the main grid (Snack RC), and Simon Linden has been having seasonal fun with his home parcel. Expect EEP to gain wider simulator availability in the coming weeks. Credit: Simon Linden

Continue reading “2018 SL UG updates 42/1: Simulator and Governance”

2018 SL UG updates #41/2: CCUG summary

A simple 5-minute (including uploading the textures) demo of EEP, replacing the Sun and Moon with Mars and Jupiter respectively, then adjusting their respective sizes &; putting them in the same quadrant of the sky

The following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, October 11th, 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.

Environmental 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, Day 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

  • Testing still in progress on Aditi, with test parcels for users still available.
  • Test region: Aditi EEP Testing (secondlife://Aditi/secondlife/EEPTesting/128/128/23).
    • Parcels cost L$1, but as Aditi funds are provided by Linden Lab, you are not paying for anything with your own money.
    • You MUST be using the EEP test viewer why trying to purchase a parcel on the test region – if you are using any other viewer, your purchase will time out.
  • Feedback via Jira (bugs and requests) and / or through comments on the forum feedback thread.
  • An update to the project viewer is expected soon.
  • Graham Linden is continuing to work on the shader support.

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, nor are they recognised as system wearables.

Resources

Current Status

The update to the Bake Service to support 1024×1024 textures has run into problems. Anchor Linden is working on fixes for the issues, and once these have been implemented then the viewer should receive and update as well.

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

  • The RC viewer updated on October 8th to version 6.0.0.520211. It had been hoped with would be the last RC version, but issues mean this will not be the case.
  • Performance issue:  BUG-225584 and forum thread. This is related to the new dynamic bound box used with Animesh. Vir is working on the issue, and Beq Janus from the Firestorm team has been involved in investigations as to the degree of potential impact. There have been one or two sensationalist blog headlines – best to read the forum thread and the bug report.
    • Part of the thread has spun away into handling attachments on Animesh. While this is not a part of the initial Animesh release, hopefully the discussions can be split off into their own thread.
  • Imposters issue: Animesh objects can imposter independently to avatars. This can result in an avatar rendering normally when seen by others, but any attached Animesh being impostered (or possibly vice-versa).
    • This is being fixed so that an Animesh attachment will now have the same imposter setting as its parent avatar. The update will be in the next RC update.
  • There is a Mac-specific graphics issue that can result in Animesh objects vanishing from the scene when crossing a region. This is also being worked on.

Animesh and the Marketplace

  • There has been some preliminary discussions in the Lab on how to make Animish distinguishable / locatable on the Marketplace (e.g. categories, etc.).
  • No decisions as yet, but the Lab is interested in feedback at CCUG meetings or through the Animesh feedback thread.
  • Problem here is the risk of confusion cross-over. Do trees animated via Animesh require their own sub-category under “Animesh”, should they have  an “Animesh” style sub-category under trees and shrubs (itself already a sub-category of Home and Garden >: Landscaping)?
    • There’s also the question of what to call an over-arching category: “Animesh” is a truncation of “Animated Mesh”, and has been used within the project, etc., but those unfamiliar with the project might be confused by it; so might “Animated Mesh” be preferable? A problem here is “Animated Mesh” itself is a little ambiguous in meaning.
  • Triangle counts have been suggested as an alternative, but this requires some form of automated count system for items uploaded to the MP, which in turn would require significant changes to the MP tools.
    • Even if a tri count could be auto-generated, would people take more notice of it or a given LI?

In Brief

  • A portion of the meeting was taken up with Blender / Maya specific conversations on bone placement for making taller avatars or for use in things like snakes and ropes.
  • There was some discussion on altering the axis rotation in the mesh uploader to match the likes of Maya and Substance Painter. As Vir noted in the meeting, there are an array of potential improvements that could be considered for the uploader – but as yet, a specific project hasn’t been defined to it – and any such project would likely be open for creator input.
  • Support for additional material maps: there has been various discussions (in the forums, etc), but SL supporting additional material maps – roughness, metalness, displacement, etc. Nothing official is on the table from the Lab,  but earlier in 2018, Kitty Barnett did some experimenting with displacement maps with the Catznip viewer – although this should not be taken to mean this is something that will be supported by Catznip or other viewers.
    • Vir hopes that Graham Linden will be able to give some thoughts on expanding material maps support in the future CCUG meeting.
Displacement maps, experimented with by Kitty Barnett earlier in 2018, might – if they could be implemented – 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).