Offering Atonement in Second Life

Atonement; Inara Pey, May 2019, on FlickrAtonement – click any image for full size

Update, August 20th: Atonement has closed and the region cleared. SLurls in this article have therefore been removed.

Occupying the full private island aptly named Canyon Creek, and making use of the additional full region land capacity bonus, Atonement is a relatively new – and utterly stunning – rental / public region.

We were pointed towards it by a number of friends, including MorganaCarter, Miro Collas and Shawn Shakespeare – and our thanks to everyone who did so.

Atonement; Inara Pey, May 2019, on FlickrAtonement

Designed by Aiden Caudron and Zomborg Vollmar, the region comes with an intriguing description:

An overgrown forest sim that has been abandoned overtime leaving homes buried between thick brush and twisted vines. You can find residential properties scattered around the sim with enhanced privacy provided by mother nature. Hidden caves leading to special destinations within the sim. Blogger friendly.

Atonement; Inara Pey, May 2019, on FlickrAtonement

This is a region that is perhaps best not described as experienced. Represented a mountainous region, far off in the wilds, it’s easy to imagine coming across Atonement in the Rockies of North America, and its elevated setting is given an added sense of depth through the careful positioning of region landscaping and sim surround, such that from most viewing angles within the region, the two appear to blend seamlessly together in to whole as the mountains rise beyond the tree line.

Falling from east to west in a series of tiers, a single narrow gorge, feed by tumbling falls and fast-flowing waters, the region is as the description states: richly forested and with a feeling of abandonment. The road winding through it is unpaved, footpaths are bare rock, the grass tall and wild where trees aren’t casting their shadows. Throughout all this are houses and buildings that have all seen better days, the bridges offering links between roads and paths looking as though they could perhaps benefit from a little TLC.

Atonement; Inara Pey, May 2019, on FlickrAtonement

Many of the houses are available for rent – so exploring with care is advised to avoid accidental trespass should any be occupied at the time of a visit. Elsewhere – such as the local pub – which most certainly has seen better days – there are twists of whimsy and humour that when discovered, are an unexpected delight.

Perfectly photogenic, the region’s mystique is given further depth by the question of why it should be here. Why locate a small town so deep in the rocky wilds? Perhaps the answer lies within the network of tunnels and caverns awaiting discovery  – be sure to accept your torch at the landing point. While appearing entirely natural, there is a hint that perhaps they might have once been worked, perhaps for mining gold or silver or something else equally enticing to the hands and pockets of humans.

Atonement; Inara Pey, May 2019, on FlickrAtonement

Although to be found throughout the region are places t be enjoyed when visiting, such as the rusting metal carcass of an old observatory far up at what is effectively the region’s peak: a table of rock that the old conservatory shares with a radio mast. Within the old frame can be found a cosy setting that is both at odd with, yet complimentary to, the overgrown interior of the old building. Elsewhere, those who explore far enough might find a games room / clubhouse, and there’s also the aforementioned pub.

Beautifully conceived and executed, Atonement can be a little taxing on systems if you’re running with a lot of the viewer’s bells and whistles active. however, it more than counters for this with its detail, unique approach and highly photogenic nature.

Atonement; Inara Pey, May 2019, on FlickrAtonement

Love at Artful Expressions in Second Life

Artful Expressions: Kazrakk

Love is the title of the latest exhibition of photography to go on display at Sorcha Sanvean’s (Sorcha Tyles’) boutique-style Artful Expressions Gallery. Featuring the work of Australian photographer Kazrakk,  the exhibition present six engaging pieces that offer insight into the many facets of the love between two people.

Featuring Kazrakk and his SL partner, Ninna, as the subjects in all six images, Love also might be seen as offering a window into their own relationship. There is something very personal about each of the photographs within this selection that embraces tenderness and lover – but which does not, by any measure leave the viewer feeling discomfited by thoughts of being a voyeur; even the images featuring near full-body nudity have a tenderness and grace within them that imbues of a feeling of sharing, rather than that of intrusion.

Artful Expressions: Kazrakk

Presented in both colour and monochrome, there are pieces that perfectly showcase Kazrakk’s ability to frame a moment in time, each picture captivating in both style and in narrative. There is a richness with each piece, whether it is focused solely on the avatars themselves, as three of the pieces are; or whether it offers a broader canvas, where the background plays a role in setting the tone of the narrative (the two here using Norderney and Chochou’s Memento Mori to marvellous effect); or whether it is an expression of pure artistic styling that offers a unique perspective on love and attraction, as seen in the first piece in the series, simply referred to as nr. 1.

Love is a small exhibition, true, but it is also one that leaves you wanting to see more of Kazrakk’s work, and this can be done by visiting his Flickr photostream. Now set within its new mainland home, Artful Expressions once again offers an alluring and engaging exhibit.

SLurl Details

SL16B music festival auditions applications are open

On Wednesday, May 22nd, 2019, Linden Lab issued an invitation to live music performers to apply to be a part of the Second Life 16th Birthday celebration’s Music Festival.

2019 marks the fifth such festival the Lab has organised. It will be held as a part of the official Second Life Birthday celebration, taking place in mid-June 2018.

Xiola Linden explains things further in the official blog post:

We’re holding an audition showcase to highlight some of the musical talent in the Second Life community. Many of you have been performing for years in virtual venues all over the grid, and we’d love to have you come showcase your talent. All genres are welcome! From bands to solo acts, rock and roll to electronica – we encourage anyone to sign up for consideration.

The Second Life Music Faire is an opportunity to perform at one of the biggest celebrations in Second Life and will be held on June 21st and 22nd this year from 10 am until 4 pm SLT.

All Residents are welcome to participate in the auditions as audience members. Again, I can’t stress enough what a great time it is to see so many musicians perform and support one another!

Those interested in taking part are invited to complete the audition application form – and to do so no later than Saturday, June 1st. The blog post notes that completion of the application does not signify a commitment on the part of the artist to take part, nor a guarantee they’ll be called upon to audition before a panel of judges comprising Lab personnel and residents.

Musicians who are selected to audition will receive word directly from the Lab via e-mail. Those successful in their 5-minute audition, as judged by a panel of Lab staff and residents, will be invited to perform a 30-minute set at the Second Life Music Fest.

For those who are interested, the audition location will be shared in a future official blog post from the Lab. subject to applications, showcase dates and times are currently planned as follows:

  • Monday, May 27th through Thursday, May 30th: 06:00 SLT through 18:00 SLT.
  • Friday, May 31st: 06:00 SLT through 15:00 SLT
  • Monday, June 3rd through Thursday June 6th: 06:00 SLT through 18:00 SLT.
  • Friday, June 7th: 06:00 SLT to 15:00 SLT.

Other SL16B Applications

Please note that applications for Exhibitors and Performers at SL16B and applications for the SL16B shopping event have been extended as follows:

2019 SL User Groups 21/2: Content Creation summary

NOLA @ Fairhaven; Inara Pey, April 2019, on FlickrNOLA @ Fairhavenblog post

The following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, May 23rd 2019 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.

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, but 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. Adding materials support may be considered in the future.

Resources

Current Status

  • The Appearance Service change, designed to correctly handle tattoo layer with partial transparency has now passed QA. This corrects a problem where if a tattoo with partial transparency is sent for baking via the new BOM channels without any underlying opaque layer, then the alphas are not correctly resolved.
  • A required simulator change should be deployed “soon”. This includes a means of accessing BOM UUIDs.
    • These were changed in the last back-end update as a result of underlying asset property issues. If there is BOM content using the old UUIDs, this will have to be updated.
    • The simulator update is intended to allow access to the texture UUIDs without having to do so numerically, as is currently the case. This should re-enable the ability to access them via their name abbreviations.
  • The Bakes on Mesh RC viewer updated to version 6.2.3.527418, dated May 23rd.
  • A new bug has been uncovered by the Lab, but at the time of writing, it was unclear if this was related to the Appearance Service or the viewer.

Environment Enhancement Project

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. It uses a new set of inventory assets (Sky, Water, Day),  and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Due to performance issues, the initial implementation of EEP will not include certain atmospherics such as crepuscular rays (“God rays”).

Resources

Current Status

  • Graham Linden continues to work on the remaining shader / graphics issues.

Animesh Follow-On

  • Vir continues to work on adding visual parameter support to allow shape adjustments to be made to Animesh.
  • This work has new reached a point where shape updates can be requested, and the messages sent to viewers able to see the Animesh, which then update to display the correct shape.
  • However, there is an issue: the Appearance Service code to set an avatar’s vertical position (and hopefully keep the avatar’s feet on the ground) doesn’t recognise Animesh objects. This therefore needs to be either extended to support Animesh, or emulated purely within the viewer
    • Vir is working to try to emulate the capability within the viewer, but in doing so has uncovered some confusing elements in the way the current code works, which needs to be addressed.
  • It is still likely to be at least two more weeks before the work is suitable to be made available in the project viewer.

In Brief

  • The Teranino viewer, version 6.2.3.527418, introduced  change in how vehicle region crossings are handled.
    • There is now a debug setting that stops movement interpolation by the viewer while the data is passed between regions.
    • How long the pause lasts can be adjusted (the default is 1.00  – which I assume is 1 second, while I assume 0 is no stop.
    • However, there are reports that  if a vehicle is turning or banking, while forward motion stops, the rotation imparts as result of the turn / bank continues (see BUG-226937).
  • There are a couple of viewers in progress that feature open-source contributions. One of these is for profiles behaviour, and the other is related to improvements to the mesh uploader (which I assume is Beq Janus’ excellent work as found in Firestorm).
  • Pivot points with mesh uploads: there has been some viewer-side work to support this, but the work is on hold pending the availability of a resource to work on the required simulator support.
  • Changing animations priorities on-the-fly: this has been a frequent request in the past, intended to allow users to adjust animation priorities rather than having them set at upload.
    • However, the priority assignment capability is deeply baked into the way SL operates, and re-working it to allow on-the-fly changes is seen as a none-trivial project.
    • It is also seen as just one element of the animation system requiring complete overhaul (e.g. there is a need for a pre-load animation capability, a global synch capability, etc.).
    • Any such overhaul brings with it further complications in that it could touch upon the IK system, as such animation system work is not something LL are currently considering, although they have taken a number of Jira feature requests on the subject.

Kun-Tei-Ner: a water world in Second Life

Kun-Tei-Ner; Inara Pey, May 2019, on FlickrKun-Tei-Ner – click any image for full size

Update: in keeping with Lotus and Fred offers different regions designs through the year and at different locations, Kun-Tei-Ner has closed. Slurls have therefore been removed from this article.

Kun-Tei-Ner is the name of the latest region design by the combined talents of Lotus Mastroianni and Fred Hamilton (frecoi). Between them, Lotus and Fred have been core parts of the design teams behind the likes of The Missing Whale (see The Missing Whale in Second Life), Little Havana (see A trip to Havana, with a little Voodoo In My Blood) and, most recently HoPe (HoPe: a world without humankind). In some ways, Kun-Tei-Ner, which opened on May 19th, 2019, is a continuation of HoPe.

With HoPe, we were presented with an environment that had suffered some kind of catastrophe, at least one part of which appeared to have been some form of natural disaster. In Kun-Tei-Ner, the theme of the natural disaster / event is continued, with the world apparently having suffered a massive ecological and environmental change, leaving it pretty much a water world, as the description of the region explains:

This is a place years ahead of us with no land. Humans have produced a lot of things…and many things are [now] useless. A city grows up on a huge mountain of containers filled with broken technological stuff, abandoned or fallen from ships.

Kun-Tei-Ner; Inara Pey, May 2019, on FlickrKun-Tei-Ner

And so it is that we are invited into one of the most unique and original environments currently to be found in Second Life: a marvellous mini archipelago of tall, close-packed islands rising from the sea, built from shipping containers gathered from who-knows-where, brought together to create the shoreline, hills, apartments and places of commerce this corner of humanity’s survivors treat as home.

Stacked together like Lego® bricks – and almost as colourful – the containers form everything one might expect from a close-packed group of islets: there are high peaks, valleys, ocean fronts, low-lying “flatlands” … Yes, all are obviously painted metals, but attempts have clearly been made to make things look more natural and return a hint of nature to the setting, with ivy and vines strung from the sides of some containers, well clear of where they might otherwise be splashed and contaminated by salt water.

Kun-Tei-Ner; Inara Pey, May 2019, on FlickrKun-Tei-Ner

The containers that have been converted into homes have had holes cut into their sides or have had their end or doors removed, the holes replaced by wooden frames, sliding doors, and windows cut from what looks to be sheets of acetate plastic. Others offer places of commerce: a pizza bar here, an little Japanese-style food market there ….

These, with their lit neon signs, at first look incongruous given the overall theme of the setting, but it is clear that power is not an issue here: the upper reaches of the container “hills” are lit by flashing neon billboards, and someone has taken the opportunity to place traditional wooden advertising hoardings up as well. Perhaps some of the power for the neons signs comes from the wind turbines sitting just of the “coast” of these iron islands, but there are signs of other industrial activity as well: great pipes rise from the waters to plug themselves into containers, while others run from one set of containers to another as a tall smoke stack belches orange smoke to drift in the wind.

Kun-Tei-Ner; Inara Pey, May 2019, on FlickrKun-Tei-Ner

It is clear from this that there is some form of heavy plant hidden within some of the stacked containers. Does it provide power? is it helping to grow foodstuffs hidden by corrugated steel walls? That’s up for you as a visitor to decide. There are other signs that technology has survived as well: a large satellite communication dish points its eye towards a spot in the sky, while a satellite receiver appears to be obtaining video signals from another orbital system.

Finding your way around the islands is a matter of following the LED arrows on the floors and walls of the containers, while bridges formed from wood and rope, open-ended container and metal gantries connect the different islands. The arrows point to multiple routes and passages around the islands, making exploration a walk of discovery, at least some of which is observed from above by a flying sculpture of a whale shark.

Kun-Tei-Ner; Inara Pey, May 2019, on FlickrKun-Tei-Ner

The paths offer a lot to see, from the interiors of the living containers, to the food market and pizza bar to multiple places to sit, indoors and out. They can also offer plenty of opportunities for photography.. Just be sure to give the region the time it deserves when visiting.

The region designs by Lotus and Fred are generally available for around a month before they kick-off their next project. So, in case that will be so for Kun-Tei-Ner, a visit sooner than later might be advisable to avoid missing what is – as noted – a fascinating setting worthy of exploration.

Promoting Second Life: LL at MomoCon

Linden Lab’s booth at MomoCon 2019. Credit: Linden Lab

During a couple of his public chat sessions in 2018, Linden Lab CEO Ebbe Altberg indicated that as well as continuing with the work to enhance Second Life, introducing new technology and new capabilities, Linden Lab would also be looking at new ways that might help grow the Second Life user base, possibly through a number of different channels / approaches.

One of the more interesting of these approaches is taking place between May 23rd and 26th, 2019, as Second Life makes a début at MomoCon 2019 in Atlanta Georgia.

Defined as a “geek culture convention”, MomoCon is an annual event held in wither March or May of each year, which the official website describes as:

One of the fastest growing all ages conventions in the country. Fans of Japanese Anime, American Animation, Comics, Video Games, and Tabletop Games come together to celebrate their passion by costuming / cosplay, browsing the huge exhibitors hall, meeting celebrity voice talent, designers, and writers behind their favourite shows, games, and comics and much, much more over this 4 day event.

– Official MomoCon website

MomoCon has its roots deep within the anime community – it started life as a offshoot of Georgia Tech’s anime club, Anime O-Tekku, with the first convention, called Techwood Con, held in 2004. In 2005, it became MomoCon (“momo” being Japanese for “peaches” and Georgia being the Peach State), and the convention enjoyed rapid growth over the next few years as a free-to-attend event.

In 2012, MomoCon became a paid-to-attend event, and experienced massive growth: in 2018, for example, over 35,000 unique visitors attended the convention over its four days, with a programme encompassing anime and animation, games, comics, manga, contests, demonstrations, cosplay activities, photo shoots, screenings, concerts, robot wars, and more.

Visitors have been dropping into the booth since the conventions opened. images credit: Linden Lab

While such a venue for the presence of Second Life might initially seem a little unusual, the fact is that there is a rich and vibrant cosplay community in Second Life, some of which does encompass anime, which also has a large following among Second Life users. As such – and given the event is also about on-line activities – there is a potential for Linden Lab and Second Life to engage with people face-to-face and potentially bring new users into the fold. A further reason for appearing at MomoCon in particular is that Linden Lab have a physical presence in Atlanta, with their support centre being located there, thus making the logistics of an appearance at the convention somewhat easier.

Even so, the company’s presence at MomoCon does represent something of an experiment for Linden Lab, as their head of Second Life marketing, Brett Linden noted to me.

This is our first presence at MomoCon and it represents a new test for us to try in person outreach at themed consumer events where we feel there is potential to introduce Second Life to new audiences. As part of our presence, we are demoing Second Life to attendees with the goal of registering new users on site.

– Brett Linden, heads of Marketing for Second Life

How successful the booth might prove to be remains to be seen. Certainly, Sansar has spent a fair amount of time “on the road” over the last couple of ears, which if nothing else, can help raise brand awareness. As such, seeing Second Life out and about  – and possibly able to both garner users and / or change preconceptions is worth the time and effort. Depending on the Lab’s view of how things went, and their willingness to discuss them I hope to have a follow-up on this a little further down the road.

With thanks to Brett Linden for taking  time out for his vacation to discuss the Lab’s presence at MomoCon with me.