Sansar Product Meeting 2017 week #43

Darkwood Forest – C3rb3rus

The following notes are taken from the Sansar Product Meetings held on Thursday, October 26th, a day early to allow for the 1st Sansar Halloween Blitz Dodge Cannon Ball Tournament, which is being held on Friday, October 27th, 2017 – see here for more. 

Product meetings are usually held every Friday at 9:30am PDT and 4:00pm PDT, and are open to all. There is currently no set agenda, and the meetings are a mix of voice and text. The official meeting notes are published in the week following each pair of meetings, while venues change on a weekly basis, and are announced in the Meet-up Announcements.

The October 26th meetings took place at Darkwood Forest by C3rb3rus. Product team members Cara and Carolyn attended the morning and afternoon sessions respectively, together with Torley and Brett, respectively. Jenn, as usual, led proceedings. I did miss a portion of the morning session, as everyone ran away while I had to go AFK (meanies! 😀 ), so the official write-up may cover topics not mentioned here.

Darkwood Forest – people arrive for the meeting

Friends Release

The next release, currently targeted for Tuesday, October 31st, starting at around 11:00am SLT. This means that Sansar will be down for around 90 minutes. An outline of some of the features to be included in the release were previewed at the start of October, and further information is given below.

Social Updates

  • Connecting with people:  it will be possible to search for people by name via the client’s People App and send them Friend requests to add them to your Friends list. However, because Avatar Names are not unique, and can only be verified via Avatar ID, searches must be via Avatar ID.
  • Desktop mode avatar identification: it will be possible to identify people round you in Desktop mode, by clicking on them to display their Avatar Name / Avatar ID. This will also allow you to Friend / audio mute an avatar.
  • Sort client Atlas entries:  the sort options recently added to the web version of the Atlas (e.g. those under the All, Sansar Studios, and creator tabs) will be available in the client Atlas. sorting as a whole is also improved.

Scripting Updates

  • Trigger collision events on non-dynamic objects: it will be possible to trigger events on non-physical and static objects. This also mean that scripts triggering events can be attached to animated objects.
  • New scripting APIs: details, however, still TBC.

Other updates

  • Publish work flow: the experience publish work flow includes additional contextual dialogue designed to make the process more intuitive.
  • Documentation: Links within the UI (presumably leaning towards the UI’s Edit Mode) to Knowledge Base articles.
  • Website calendar: to advertise events such as the daily meet-ups and the weekly Product Meetings, with links to the host experience. This will eventually be expanded to the client, and to include creator / community events.

Events Feature

A new feature in the works is for promoting events. This was intended to be part of the Friends release, but at the time of the October 26th Product Meetings, it looked as if it will slip to a separate update, following “soon after” the Friends release. This will:

  • Initially be a “little section” on the Web Atlas which can be expanded to see more events.
  • Be expanded in future iterations – although exactly what form it will take (Events tab in the Atlas? A calendar?) is still under discussion at the Lab.
  • Include a means (most likely an e-mail address) through which event organisers can submit their events for inclusion in the listing.
Darkwood Forest – Torley (l), Jenn (centre left), and Cara (r) from the Lab at the morning Product meeting, with Tyler Scarborough in the spacesuit (centre r)

Fashion Release

  • The initial Fashion release is currently on-track for around mid-December 2017.
  • The Lab will be extending invitations to creators to join a beta testing group for the fashion capabilities. This will be a selected group, and subject to NDA due to some proprietary aspects of the fashion capabilities.

Other Items

Audio Discussions and Torley’s Tips

Sounds approaching white noise (e.g. background “swooshing” style noises) can be broken up through camera issues. This is a known issue, and should improve when the Lab has full audio stream integration in the future, which is currently waiting on some third-party fixes.

While it has not been confirmed as something the Lab will implement, there has been discussion around possibly adding controllable fall-off curves for sounds in Sansar in the future. In addition, Torley has been experimenting with how reverb can be used (e.g. for enhancing echoes, etc). Galen has also put forward a suggestion for handling reverb.

Torley also offered some sound design tips:

  • If using a relatively constant background noise (e.g. a engine rumble), rather than using a single large emitter, or several very large overlapping emitters using the same sound, try using multiple emitters using variations of the sound. This prevents it becoming too homogeneous and can introduce subtle variations that add depth.
  • Use large audio blocks as a means to initially map the background sounds in a scene, then refine by differentiating the sounds into smaller areas, duplicating and varying as required, then add more focused sounds to build the layering.
  • Only use point emitters for sounds in very localised situations (e.g. a sound emanating from a specific point). For fall-off, spherical emitters are better than square emitters.
  • See Torley’s Sansar Audio Tips’n’Tricks blog post for more.

Resource Opacity and Colour Coding in Edit Mode

Resources such as audio volumes.etc., have a level of opacity assigned to them, defined by the physics engine. Requests have been made to offer greater variance in the level of opacity / transparent in various resource types, and this is something the Lab is examining, particularly as the layering of resources in a scene is liable to become more complex. Similarly, consideration is being given to changing the colour coding used in the Edit mode, as this can cause issues for people with colour vision issues.

Store Related

  • Listing / product updates: adding the ability to offer product updates remains a “high priority” for the Lab, although it is seen as having a complex series of interactions (e.g. with licensing / permissions and the proposed supply chain economy), such that implementation isn’t as straightforward as it might appear. However, the increasing need to update “standalone” products and present them to customers (e.g. so that products can keep pace with things like scripting improvements) has been recognised and is also being discussed at the Lab.
  • Product ratings: one outcome of the recent Store focus groups was a preference to so product ratings removed from listings. Currently, there’s no time frame on if / when this might be done.

In Brief

  • Web search bar: the placement / visibility of the search bar on Sansar web pages was improved with an update on Wednesday, October 25th.
  • Collision (?) Crashes: there is a potential client / experience crash which may be related to collisions with physical objects (e.g. get hit by a ball thrown by someone once or a number of times, and the experience may crash). It doesn’t happen with every collision with physical objects, nor is it necessarily related to the volume of collisions occurring within an experience.  Galen has identified the crashes may be linked to an experience having a large number of complex surfaces, the speed at which items may be moving – the faster the physical object(s) is/are travelling, the more they might be prone to crashing the experience.
  • VR Friend Request Issues: some have noticed issues trying to accept / give Friend requests in VR mode. These appear to be related to the accuracy of the gaze pointer and the HTC Vive controllers perhaps more than Oculus Touch controllers. The Lab is aware of the problem and investigating it.
  • More granular control over animated objects: the Lab is planning to provide better control over animated objects via scripts (start, stop, point from which they animate, point at which they stop animating, etc), in time.
  • Resource metrics: Galen has requested the addition of a new tab to the Debug dashboard which would allow creators check their resource utilisation (e.g. server CPU and memory use), FPS, etc., in order to better optimise their work (particularly where scripts are concerned) . This has been taken aboard by the Lab as a means to help creators in optimising their experiences.
  • Revise dynamic object highlighting in Desktop mode for better control: currently, any dynamic object is highlighted in blue in Desktop mode, whether or not it is intended to be held by an avatar. This can lead to people trying to pick up scripted dynamic objects that are not intended to be held, risking them being repositioned or even crashing the experience. SIN has requested that the blue highlighting is updated so it can be toggled on / off by creators according to whether or not an objects can be held, to remove user confusion (as well as requesting the crash issue itself be looked at).
  • Bug Fix Release: each Sansar release includes bug fixes, as do updates. However, the Lab is considering focusing an early 2018 release on the list of bugs / issues which don’t make it into a release or update as they are not necessarily seen as urgent.
  • Adult Content in Sansar: allowing adult in Sansar is currently not on the roadmap.

Sansar Product Meeting 2017 week #42

Carolyn (right) addresses the afternoon product meeting, Friday October 20th, 2017

The following notes are taken from the Sansar Product Meetings held on Friday, October 20th. These meetings are held every Friday at 9:30am PDT and 4:00pm PDT, and are open to all. There is currently no set agenda, and the meetings are a mix of voice and text. The official meeting notes are published in the week following each pair of meetings, while venues change on a weekly basis, and are announced in the Meet-up Announcements.

The October 6th meetings took place at Witchy’s Upside Down, a Halloween themed experience by Beverly Zauberflote.Product team members Cara and Carolyn attended the morning and afternoon sessions respectively, with Jenn and Brett Linden, the Digital Content Manager at the Lab leading / attending both.

General Announcements

  • Contest results: both the attachments and the Sansar’s Scariest competitions have now closed and final decisions on winners will be announced via a blog post, potentially in week #43 (commencing Monday, 23rd October).
  • New contest: the Lab is in discussions with a new contest for Sansar, and details are likely to be announced “soon”.
  • Spooky Karaoke, Saturday, October 21st at 14:00 PDT: taking place at the Studio Club – Karaoke & Hang Out by SIN. Sansar users are invited along to exercise their vocal talents in a karaoke contest. The catch: as it is Halloween, the tune must be in theme with the season.
  • Halloween Party, Friday October 27th at 10:00 PDT: taking place at Starry Skies’n’Stuff by Jenn from the Lab.

Sansar Roadmap and Upcoming Releases

Gindipple channels his inner Bruce at the product meeting, Friday October 20th, 2017

A further “roadmap blog post” providing insight into upcoming releases is being drafted, and will cover the next two releases following the upcoming October / November 2017 Friends release.

FRIENDS RELEASE

The roadmap blog post on the Discovery and Friends releases can be found here), in short, the Friends release may include (subject to final confirmation):

  • Ability to search for people.
  • Improvements to publishing experiences.
  • An Events tab in the Atlas to showcase virtual meet-ups and special events to attend.
  • New guides to Sansar’s controls in desktop and VR mode.

Additional improvements for locating people are also planned, but will probably not be available for the upcoming Friends release. These include:

  • An Atlas indicator for the number of people in each experience.
  • The ability to locate where friends are in Sansar (with an option for people to opt-out if they do not wish to reveal where they are).

Store and Fashion Releases

The next two releases are the Store Release, scheduled for November, and the Fashion release, scheduled for December. Details of what will be in each of these releases has yet to be finalised, however:

  • The Store release will feature a range of updates and fixes for the Sansar Store.
  • The Fashion release will mark the “first phase” of deployment of clothing and fashion support within Sansar. Bjørn Laurin from the Lab outlined the plans for this in week #38 (meeting notes), and allowing for possible changes to the plans since then, I’m including the audio from that discussion below:

The hope is to have Fashion release available around mid-December (ish), to allow for the Lab’s traditional Christmas / New Year holiday closure, when only essential services are covered.

One point of note is that as Sansar does not as yet have maturity ratings (or similar), this avatars will retain a basic baked layer of underwear to prevent full body nudity. Thought is still being given how to implement this baked layer so that it does not interfere with fashion designs from creators.

Repeat / Stale Notifications and Messages

A recent issue is that of repeated  / stale notifications and messages (e.g. direct messages from a previous session being repeated and marked as new; friendship requests previously accepted being repeated, etc). This has yet to be fixed, and in the meantime the planned deployment of a sound being played alongside of received messages  / notifications has been delayed until the issue has been fixed. The problem has also led to requests that notifications and direct messages are timestamped.

Avatar Animations

Avatars in Sansar can walk and run as present. In the future the abilities to sit, jump, crouch, and pick objects up will be made available. However, as Bjørn also discussed at the week #38 product meeting (see the link above), not all of this is easy to implement in Sansar, and I’m again including his comments from that meeting for reference:

The improved avatar interactions / animation capabilities are seen as something to be added during 2018, and so will not be a part of the final 2017 releases.  As Cara commented in the product meeting, and in addition to the points Bjørn discusses in the audio above, is that Sansar’s ground-up design means that capabilities for animating avatars within in cannot simply be “lifted” from Second Life or a similar-looking game engine. They require building into Sansar’s own avatar rig. Also, as part of the fashion work, the avatar itself is being re-worked to separate out the clothing bakes, and the Lab wants to complete this work before adding additional avatar capabilities.

Account Management

PayPal Support

In September, the Lab announced policy changes relating to the Sansar Store, which, among other things, required creators to file a payment method (credit / debit card) with the Lab. Following concerns raised from those stating they are unable / will not use credit / debit cards and requests for PayPal to be made an option, on October 2nd, the Lab confirmed the credit / debit card requirement would not be enforced.

At the October 20th meeting, Cara confirmed that adding PayPal to Sansar has been moved up on the roadmap, and is now a high priority, although subject to some other back-end work being finished.

Avatar ID vs. Avatar Name

Sansar uses two avatar identifiers; the Avatar Name and the Avatar ID.

  • The Avatar Name is somewhat analogous to Second Life Display names, inasmuch as it is a name by which someone is known in-world. Multiple people in Sansar can have the same Avatar Name (just is in the physical world there are multiple John Smiths, for example). 
  • The Avatar ID is designed to be a unique identifier for each user / account. No two users can have the same Avatar ID.

Currently, both are fixed (although it may be possible to change an Avatar Name in the future). However, as both are visible to other users (the avatar ID being prefixed by “@”), this has raised a concern over account security.  Accounts rely on e-mail addresses for log-in purposes, which again are not hard to discover, potentially meaning two out of three unique account identifiers (e-mail address and Avatar (account) ID) can easily be obtained (the third being the password).  That said, the Sansar approach is not too dissimilar to Second Life, in that the user (account) name and user’s e-mail address can be discovered.

In Brief

  • Wednesday, October 18th Patch: there was a small patch released on Wednesday, October 18th, 2017 to address some crash issues. Release notes for this update are apparently in-hand.
  • In-Scene Interactions: the ability to interact with scripted objects such as light switches, door handles, etc., in Desktop mode is being worked on, but will not be appearing before 2018. Currently, such interactions will only work through direct collisions with trigger volumes.
  • Animated Mesh in Sansar: Animated Mesh (Animesh) is now open for testing in Second Life, prompting questions on when similar capabilities will be available in Sansar. Cara confirmed work is continuing on this, and the scripting team will be working on APIs for more granular control of animations, looping, etc. It’s not clear whether this will be available as a part of the upcoming 2017 releases or be targeted for 2018.
  • Avatar Attachment Size: avatar attachments are currently limited to a size of 1m x 1m x 1m and a tri count limit (15K per attachment). Requests have been made to increase both. Currently, there are no plans to change either in the short-term, but both may be revisited, depending on use cases offered.
  • Store Related:
    • Ability to update Store listings: following the Store focus group meetings, this is now “extremely high” on the priority list for updates, although a determination still appears to be required on where it sits in the order of priorities compared to things like licensing / supply chain management.
    • Ability to group and sell related items: is on the roadmap, but is sitting lower down the list than things like the ability to update listings (above).
  • Community events: the Lab has put together a series of events for October, but is keen to see experience creators organise and host events. Those who opt to do so are asked to contact Jenn with details, so she can help promote and advertise them through blog posts, etc., in lieu of a more structured means of promoting events.
  • Dynamic objects:
    • The Lab is working out how to  improve collision handling with dynamic objects in Sansar (e.g. through the use of convex hull collisions) to improve performance.
    • The ability to teleport onto dynamic objects will be looked at in the future.
  • LOD (Level of detail) system: again, on the roadmap, but is currently still in the planning stages.
  • Sansar and Oculus “Dash” and Windows 10 Mixed Reality:
    • Oculus “Dash” is new user interface designed to let users replace traditional computer monitors with highly customisable, nearly unlimited VR screen space described as being like the virtual screens and information displays seen in the 2002 film Minority Report. It is due to start rolling out in December 2017 as a beta product.
    • Windows 10 Mixed Reality is currently being deployed, and OEM headsets (currently VR focused) are being made available.
    • For Sansar, Linden Lab is watching the Oculus Dash development, and currently remains focused on  Oculus Rift / HTC Vive support, rather than looking at Window 10 headsets.

Sansar Product Meeting 2017 week #40: Discovery and more

Image courtesy of Linden Lab

The following notes are taken from the Sansar Product Meetings held on Friday, October 6th. These meetings are held every Friday at 9:30am PDT and 4:00pm PDT, and are open to all. There is no set agenda (currently), and the meetings are a mix of voice and text. The official meeting notes are published in the week following each pair of meetings, while venues change on a weekly basis, and are announced in the Meet-up Announcements.

The October 6th meetings took place at Spinnervale, a creepy experience for Halloween by Debi Baskerville (and which I’ve reviewed here). Attending the meetings were Bjørn Laurin, the Lab’s VP of Product, and Cara and Boden from the Product team.

Discovery Release Update

The Discovery release was deployed on Wednesday, October 4th – see my overview on the release for core details. However, there were some post-deployment issues which required hot fixes and updates to be deployed as well. These have thus far comprised:

  • Update 1 – October 5, 2017 – mainly addressing a major crashing issue that would trigger when an avatar enters an experience while other avatars are walking around.
  • Update 2 – October 6, 2017 – allowing people to add scripts and other components to objects bought from the Sansar Store following issues in the wake of the initial Discovery deployment. However, as a side-effect of the fix, items that were edited between the initial deployment and the update may revert back to their default settings, with items properties that were edited in the time between the Discovery release deployment and the update were lost. This was originally reported as a “known issue” in the October 5th update.

There may be further updates to follow, addressing some remaining issues.

Supply Chain Release Error

The second of the two issues noted above was the result of the premature deployment of code for Sansar’s supply chain economy and permissions system within the Discovery release.

As Bjørn explained at the meeting, the supply chain economy will allow everyone to get properly recompensed for their creations howsoever they are used. However, the first element of the code to support this – designed to protect original content – was deployed with the Discovery release without some key supporting elements, resulting in the issues fixed by the October 6th update.

Deployment of the supply chain capabilities may be around the end of the first quarter / start of the second quarter of 2018.

People gather for the 9:30am PDT Product Meeting at Spinnervale. Jenn is wearing the bat wings in the foreground

Other Noted Issues

  • Adding a metalness map to an object can cause it to dramatically change colour. This appears to be the unintended consequence of a fix for another issue.
  • Some people are seeing old messages and notifications re-received, generally during logging-in; friend requests me be repeated multiple times; accepting a friend request can request in the system add you as your own friend – and you can message yourself (!).
  • Some are seeing massively inflated audio emitters when working in Edit mode.
  • There are reports that items taken in Desktop mode can be “grabbed” away, either by other avatars – or even other things in a scene.
  • Some in Desktop mode have also reported that pressing and holding the mouse button to throw things doesn’t always result in a stronger throw; conversely, some in VR now have “superhuman” strength when throwing items.
  • Camera:
    • There is a report that going to free camera movement (aka flycam) by pressing F4 when in first-person view can allow the camera to pan when it is moved forwards / backwards. Although like a bug, a request was made for the feature to be retained.
    • llcameraforward camera vector behaviour is still no longer consistently tracking camera movements in third-person view (although it is still working as expected in first-person). This has been reported previously, but has not been addressed, and appears worse following the Discovery release. This is also affecting projectile behaviours as well.
  • The issue with objects appearing correctly positioned and aligned when editing a scene, and then appearing misaligned / out-of-place in the run-time experience (see here)may be related to a scaling issue, still to be fully investigated. One suggestion is that scaling using the Gizmo rather than the properties sliders can cause differences between the collision mesh and object mesh, which can cause the latter to be repositioned.
  • There is an issue with the client Atlas search – it only seems to search based on the first 3 or 4 characters in the search string.

There were some intentional changes with the Discovery release which weren’t as well represented in the release notes as they might have been. Future release notes will drill down more deeply into changes and updates to hopefully avoid this happening again.

Boden Linden (centre right and using a VR headset) talking at the 4:00pm PDT Product Meeting

Rough Time Frame for the Next Releases

  • The Friends release, focusing on social capabilities for Sansar will form the release following the Discovery release, and will likely be at the end of October / start of November.
  • According to Bjørn at the morning Product Meeting, the release after that will be the Store release, and Boden indicated that this will likely be in mid-December, as the Lab tends to close for an end-of-year break over Christmas / the New Year period.  Subject to confirmation, this release might be the first release of the clothing / fashion updates.

Sansar Camera

Third-person camera orientation doesn’t necessarily match that of the avatar, causing confusion for some. For example, I arrived in this experience with my avatar facing to the right relative to my camera. Pressing “forward” to walk didn’t turn my avatar in the direction my camera was facing (as might be expected), but rather had my avatar walking off the the right, the camera slewing around to take up position behind me

Feedback on the Sansar camera (when in third-person view) has identified points of annoyance, particularly for those used to dealing with Second Life. A couple of these can be summarised:

  • Lack of orientation relative to the avatar: when a user arrives at a spawn point in an experience, their avatar may be oriented to face a specific direction – but their camera may not be (it can be off to one side, for example. This can cause confusion with the direction the user should be facing, and disorientation when the user walks “forward”, and their avatar move from (say) left-to-right across their screen (the camera eventually swings around behind the avatar), rather than the avatar turning to walk in the direction the camera is facing as some users might expect.
  • When behind the avatar, the default third-person camera position suffers the Second Life error of being set too high above the avatar, which could potentially lead to issues of scale – again as is the case with Second Life.

Jenn and Bjørn have agreed to get someone who is working on the camera system to come along to a focus group meeting to talk through these kinds of concerns with people and determine what might be done to address them.

Continue reading “Sansar Product Meeting 2017 week #40: Discovery and more”

Sansar Product Meeting 2017 week #39: upcoming releases

Starry Stars And Stuff…

The following notes are taken from the Sansar Product Meetings held on Friday, September 22nd. These meetings are held every Friday at 9:30am PDT and 4:00pm PDT, and are open to all. There is no set agenda (currently), and the meetings are a mix of voice and text, and the official meeting notes are published in the week following each pair of meetings. Venues change on a weekly basis, and are announced in the Meet-up Announcements.

The September 22nd meeting took place at Starry Stars & Stuff, an experience built by Jenn from the Lab, demonstrating what can be done by someone who does not create original mesh can do in Sansar just through a little terraforming and by buying items through the Store (and with a  little scripting help from Gindipple!).

Cara from the Product Team attended the morning meeting, and Carolyn attended the afternoon meeting.

Discovery Release

The Discovery Release is now scheduled for week #40 (commencing Monday, October 2nd). Highlights include:

Client-Side Atlas: ability to search the Atlas, matching the capability already in the web Atlas; a new Featured tab for featured experiences.

Desktop Mode Object Interaction:

  • This Will allow Desktop users to have a similar level of interaction with in-world objects as those using VR. Desktop user will be able to “pick up” objects, “hold” them, throw them, drop them.
  • Object selection will be via mouse selection.
  • Initially this will not include animations: clicking on an object will cause it to float over the avatar’s hand. However, future releases will support “holding” the selected object.

Sansar Store: masthead banners for branding; URLs are being improved to look more “store-like”.

Future Updates

  • Future improvements for the Atlas will include a Favourites / Bookmarks tab, an Events tab and the ability to sort listed experiences – some of these will be appearing in the Friends Release, due at the end of October / beginning of November.
  • The client-side Atlas uses a “gaze pointer” in VR mode, requiring  people focus their eyes on items in the Atlas – entries, the scroll bar, etc. This is not proving particularly user-friendly for some, particularly with the size of the Atlas, so the plan is to replace this with a means to select, scroll, etc., using the hand controllers.
  • Work is in progress to improve:
    • The upload of some file types.
    • Collision handling within Sansar, including convex hull collision, particularly for multi-part objects.
    • Performance for full collision meshes
  • More specific details of some future updates and an overview of the Friends Release (October / November) can be found in these reports here and here.

Sansar Store

The recently announced store policy and listing guideline changes came up for discussion.

  • The requirement that images for scripts listed on the Store “must focus on the script’s capabilities” has caused some concern due to the potential for confusion. How do you represent the sound of a gentle breeze in an image? Does an image of a carousel convey the idea of a rotation script to a consumer, or that the item on sale is a carousel – regardless of any accompanying description?
  • The Lab is looking at listings for audio and scripts with the idea of providing a set of icons creators can associate with their items when listing them on the store.
  • An audio preview capability is also being worked on, which will hopefully be available in the next couple of months.
  • The concerns expressed will be added to the feedback gained from the recent Store focus group meetings and carried forward to similar discussions at the Lab and in future focus group discussions – which Jenn will try to get a notice out about soon.
  • There is an acknowledgement that the announcement of the policy changes could have been handled better given meetings on the Store had been planned for the same week. Things came down to a matter of bad timing; Jenn has indicated LL will try to be more pre-emptive with meetings and announcements in future.
  • A suggestion was made about sharing ideas on policy, requirements, etc., via viewable documents and allowing feedback. This has – to a degree – worked with some of the technical work with Second Life (proposals for inventory updates and Windlight Environment Enhancements were made available through Google docs – although the latter was somewhat spoiled by pre-pubescent comments being left on the document).

Account Identification, Security, Etc

There are concerns about account verification, security, etc. Some of this is handled by the Lab’s subsidiary, Tilia Inc (Tilia Branch Ltd., in the UK), particularly with regards to payment information, payment processing, etc. Jenn is going to see if she can get input from the Tilia team on some of the issues.

Edit Mode Issues

The afternoon meeting focused in part on issues and pain points within the Edit mode. Items raised include:

  • Changing or deleting a script leading to the loss of parameters, etc., associated with another script (not clear is this is a copy of the same script used elsewhere).
  • The Gizmo used to manipulation objects can be hard to select and use.
  • The UI itself (issues with reading, etc.).
  • Lack of ability to:
    • Manage inventory – even described by the Lab as “desperately needed”. It is being worked on.
    • Easily return objects to inventory (with metadata for position, etc. saved?).
    • Customise options (mouse buttons, moving windows around, etc.).
    • Easily move and focus the camera, including better panning  / rotation and  flycamming type movements (this is something needed in the runtime mode for things like machinima)

A suggestion was made that it could be beneficial to split the Editor UI between Desktop Mode and VR, rather than trying to combine the two into a single UI, particularly given Desktop offers a full keyboard to use, whereas VR is obviously more limited.

Other Items

Edit Mode: Desktop or VR?

The morning session saw a straw poll taken of those attending on whether they used VR or Desktop mode in Edit mode. Some attending expressed surprise that editing in VR was possible.

Overall the choice appears to be being increasingly task-driven for those with HMDs rather than a clear either / or split. There are some aspects of scene building which are intuitively better in Desktop mode (initial design and placement, scripting, etc), while some are far easier in VR mode (e.g. relocating objects and their associated elements adjusting positions, etc.), and several of the creators at the meeting indicated they are now naturally moving between to the two modes, depending on what they are doing.

Experiences Dropping from the Featured Category When Updated

This is a pain point for both experience creators and the Lab. When an experience tagged as a Featured Experience in the Atlas is updated, the tag denoting it as featured in the Atlas is lost. A fix for this is being looked into. In the interim, those who are updating their experiences and finding they get dropped as Featured in the Atlas can drop a line to Jenn who will pass it on to the Product team.

Experience Loading Information

Suggestions have been made to carry over the experience description from the Atlas to the load screen on an experience, so that users entering the experience can be more informed (where descriptions are provided).

A request was made for some kind of progress bar to be displayed in experience load screens. This has been looked at by the Lab, but because experiences are coming via AWS, it is apparently harder to implement than may appear to be the case. Instead, the Lab is looking at alternative approaches, such as keeping frequently visited experiences cached for faster access and reducing the amount of data requiring download.

Sansar Product Meeting 2017 week #38: upcoming releases

(courtesy of Linden Lab)

The following notes are taken from the Sansar Product Meetings held on Friday, September 22nd. These meetings are held every Friday at 9:30am PDT and 4:00pm PDT, and are open to all. There is no set agenda (currently), and the meetings are a mix of voice and text, and the official meeting notes are published in the week following each pair of meetings. Venues change on a weekly basis, and are announced in the Meet-up Announcements. The September 22nd meeting took place at the Zen Garden by Sansar Studios.

Bjørn Laurin attended both meetings to talk about the upcoming September / October release, and the next couple of releases beyond that. As such, the discussions were lengthy, so I’ve attempted to bullet-point key aspects of the major topics below, and have included a number of audio extracts of  Bjørn’s comments.

Again, for ease of reference, some of the audio extracts comprise comments made at different points in the conversations, which I’ve attempted to bring together to offer a cohesive flow of information. There is ambient background noise in the audio, as there is currently no way of disabling this in the Sansar client. Similarly, any sounds of background typing is due to others in the meeting leaving their microphone open while not speaking.

Discord Channel

The official Sansar Discord channel launched on Thursday, September 21st. 2017. The channel is designed to act as an extension to the Sansar user community, allowing them chat with one another, make friends, plan meet-ups in real-time, exchange ideas, etc. Discord works on the web, a desktop app, and a mobile app, allowing users to stay connected wherever they are.

The Sansar Discord FAQ provides full details on the channel. Joining is a case of following this link and the instructions provided. Those who do not already have a Discord account will have to create one as a part of the process.

Sansar Store Focus Group Meetings

There will be two sessions focusing on discussions and feedback on the Sansar Store in week #39. Guidelines on intent and scope of the meetings and their location(s), will be published on the Sansar blog ahead of the first meeting. However, the dates / times are:

  • Monday, September 25th, 15:00-16:00 PDT.
  • Wednesday, September 27th, 14:00-15:00 PDT.

Upcoming Releases Overview

The Lab is referring to the next release as the “Discovery release”, of which highlights include:

  • Easier discovery of experiences in the Atlas
  • Branded stores on the Sansar Store
  • The ability for users in Desktop mode to be able to interact with objects in an experience (picking things, up, throwing them, etc.).

Currently, this release is scheduled for deployment on Thursday, September 28th, 2017, depending on final bug fixes / QA.

Bjørn also indicated that fashion and avatar customisation has risen closer to the top of the pile of upcoming features following the Discovery release. He specifically notes work on hair together with skin shaders for the hair and avatar skin; the upcoming fashion / clothing support releases, and coming options for experience owners to be able to monetise their experiences (e.g. ticketed access, etc.).

Desktop Mode Object Interaction

  • In the Discovery release.
  • Will allow those running Sansar on  the desktop to have a similar level of interaction with in-world objects as those using VR. Desktop user will be able to pick up objects, “hold” them, throw them, drop them.
  • Objects around an avatar with interaction will highlight on a mouse-click, allowing the user to select which one they want to pick up.
  • Initially  will not include animations: clicking on an object will cause it to float over the avatar’s hand. However, future releases will support “holding” objects (and eventually “picking up” objects see more on animations below).
  • There is some debate within the Sansar team in giving creators an explicit means of differentiating between users in VR mode and users in Desktop mode, or in allowing the platform to handle it internally.
    • Games designers see the ability to differentiate as “critical” to allow better design of control options, and which can be used by players in either mode, and Bjørn leans more towards this approach.

Atlas Improvements

  • The Discovery release includes a search option in the client version of the Atlas and a new Featured tab for featured experiences.
  • Future improvements for the Atlas will include a Favourites / Bookmarks tab, an Events tab and the ability to sort listed experiences.

Store Branding

  • Will be part of the Discovery release.
  • Comprises the ability to add a masthead logo to creator’s items. Details of masthead sizes available on the Discord channel.
People gather at the Zen Garden for the Friday, September 22nd meet-up

Beyond The Discovery Release

Avatar Identification in Desktop Mode

  • Possibly appearing in the October  / November release.
  • This will most likely offer the same capabilities as VR mode currently has: click on an avatar and see their name, offer friendship, mute them.

Fashion and Clothing

  • For the most part, fashion and clothing will be handled as a single release rather than a series of iterative releases over time adding essential capabilities.
  • The exception to this will be handling clothing layers which will be handled in two parts: separation of the current clothing bakes from the avatar and then the rest of the capabilities.
    • The separation of the bakes will see clothing initially defined as either a single, complete layer (e.g. socks, underwear, pants / skirt, blouse / shirt, jacket all-in-one), or possibly as a “top” layer (e.g. undershirt, shirt, jacket) and a “bottom” layer (e.g pants, underwear, socks, skirt).
    • Further division of individual clothing layers will come in the future, but is seen as a more complicated task.
  • Clothing will naturally fold, flow and fall like real clothing and cloth from the initial release.
  • The Sansar Store will also be updated with the “main” fashion update is released to more fully support clothing.
  • Bjørn’s hope for the “main” fashion release is December 2017.
  • Due to what is involved with support for fashion / clothing, there may be a requirement for creators to sign NDAs – Jenn will be reaching out to creators about this in due course.

Clothing Physics
  • Clothing physics will be part of the initial release.
  • It’s currently not clear whether cloth physics will have to be assigned prior to upload, or if it is something done from within Sansar (such as by right-clicking on an item in Edit mode and selecting a “make cloth” option).
  • Bjørn indicated that the process will not be complex but there will be two specific routes to achieve different sets of results for clothing.
  • There is vagueness around how things will work due to contractual obligations, but some may be familiar with the tools the Lab are using to making clothing in Sansar work.

Avatar Updates

  • The back-end avatar rigging will be changing over the next “one or two months”.
    • These changes will not be visible to the casual user, but the changes will facilitate clothing design and will allow designers to create their own clothing.
    • One consequence of this is that all current outfits will break – however Bjørn indicated that all broken outfits will be replaced.
  • Future avatar updates will include the ability to change the avatar shape – more body fat, less body fat, etc. However, these will not be in the Discovery release.
  • As part of the work on hair (noted towards the top of this article), it will be possible to blend hair styles with the face, and things like masks or facial tattoos with hair and facial features, so they all work naturally together, and  masks / tattoos respond to facial movements.
  • Aside I: the individual working on the avatar design spent ten years on developing the characters in the Halo game series.

Continue reading “Sansar Product Meeting 2017 week #38: upcoming releases”

Sansar Product Meetings 2017: week #37

City Park by Lex4Art, the location for the Sansar product meet-ups, Friday, September 15th

The following notes are taken from the Sansar Product Meetings held on Friday, September 15th. These meetings are held every Friday at 9:30am PDT and 4:00pm PDT, and are open to all. There is no set agenda (currently), and the meetings are a mix of voice and text. Venues change on a weekly basis, and are announced in the Meet-up Announcements. The September 15th meeting took place at City Park, by Lex4Art. The official meeting notes are published in the week following each pair of meetings.

Cara (morning session) and Carolyn (afternoon session) from the product team attended the meetings. However, Cara’s microphone pick-up was not particularly good; couple with background office noises, this made it hard to hear her at the morning session.

Release Feedback

It has been a week since the August / September release, and feedback is now coming in, with some issues being highlighted, including:

  • Terrain Editor: some users have found that when incorporating terrain plains into their builds, everything works OK in Edit mode, but on publishing assorted problems can occur, including not being able to access the published experience. Suggestions for checking the issue is to try re-publishing the experience without the new terrain element to ensure it is accessible / eliminating the problems, and try publishing a simple experience with edited terrain / recreate the existing scene to see if the issues repro. Experiences exhibiting this issue should not be deleted.
  • Undesired object movement / re-positioning:
    • Some users have found that objects which appear correctly positioned and aligned when editing a scene can appear misaligned / out-of-place (see here), although one person indicated they were seeing similar prior to the release.
    • Others have reported objects in both edit and published mode have relocated themselves following the release.
    • Some have found that while a published experience looks correct, if they go to Edit mode to edit the scene, the objects are all incorrectly placed. Apparently, the support response to this issue is to delete all affected items with new versions from inventory – although this is subject to verification.
  • Physics Changes: At least one user has noticed what might be physics changes since the update, with the pins in his bowling alley displaying a persistent wobble.
  • Scripting:
    • Script breakage:some users found their scripts were broken following the update, requiring they be replaced.
    • The LLCameraForward camera vector behaviour is no longer consistently tracking the movements in third-person view (although it is still working as expected in first-person).
    • Trigger Volumes have been reported as not working for one of the headset hand controllers (not clear if this is the Oculus Touch or the Vive hand controllers). Details on the issue weren’t clear at the meeting. This is now being looked at by the Lab.
  • Avatar VR Shuffle: when a user in VR mode enters first-person view, their avatar starts performing a strange little shuffling dance, which stops when exiting back into third-person. This might be related to a known issue when VR first-person view can result in the avatar moving around a little when it is supposed to be standing still.
  • Scene Objects Window: there is a bug which prevents users from scrolling all the way to the end of a long list of object containers when using the scene objects window in Edit mode, which can leave items and options unreachable. The Lab has noticed the same issue and are working on a fix.
  • Edit mode font size: while not specific to this release, there have been complaints that the default font in the Edit mode UI is too small for some people to comfortably read.
  • Streaming: only supports a single stream at a time without updating the scene and re-publishing the experience. For Sansar to work with music events featuring multiple artists / DJs, this will need an update to support multiple streams. While not on the roadmap for immediate delivery, the Lab is considering “avatar emitters”, which would allow sounds from specific artists or presenters at a talk, etc., to be heard throughout an experience.

It’s generally requested that all reproducible issues are reported on the issues forum, together with updates as people further test things.

People gather beneath the media screens at one end of the park

Sansar Roadmap and Work in-Hand / Being Planned

The public roadmap is approaching a point where it can be released. However, this will not be a blow-by-blow of everything that is coming and precise dates. Rather, it will provide a high-level overview of significant releases – avatar customisation, further terrain editing capabilities, clothing and fashion design capabilities, etc., together with indicators of when they may / should be appearing in releases. Some of the current work either in-hand or being planned includes:

  • Atlas improvements: the ability to search the client version of the Sansar Atlas (the web version can already be searched), hopefully making it easier to location / discover experiences of interest. This should be in the next Sansar release.
  • Height Maps: as noted with the August / September release, a planned update to the terrain system will be the ability for users to upload their own custom height maps (not clear if RAW files will also be possible), and custom textures with terrain.
  • Making text chat visible to users in VR mode: this is currently being worked on, a may appear “in a couple of months”.
  • Desktop interaction: the foundations are being laid to allow Desktop mode users have greater interaction with in-scene objects.
  • Avatar identification in Desktop mode: the ability for users in Desktop mode to more easily identify other avatars. No time line on availability as yet.
  • Social capabilities: further social capabilities are being planned, including group-like capabilities. However, details are not clear (again) on what form these will take or when they will be available.
  • Collaborative building: this is being actively worked on, however, it is dependent upon a number of other factors (e.g. the permissions system). So again, no time line on when it might appear as yet.
  • Better inventory organisation: this is also in the planning phase, is a part of the roadmap, but specifics have yet to be released on what it will be, nor is there a time line. This is already proving to be a major pinch-point for creators, as there is no means to organise via folders or rename inventory items or even search inventory, etc., and is thus impacting people’s ability / drive to create.

Requests

The meeting saw a couple of new requests made:

  • Texture Atlas support: a texture atlas allows for easy re-use of textures across objects / UV maps. This sort-of sits between texturing and modelling, and allows textures to be-reused across multiple objects / UVs without multiple draw calls to the system. This is one of an ongoing series of questions around textures in Sansar and future plans for textures / materials / reflections, etc. Jenn and Cara are going to look at getting one of the Sansar team directly involved in this side of the work to come to a meeting and answer questions.
  • More attachments / support for multiple attachments on a single point: currently, there is only one attachment point on Sansar avatars (the neck).  This is because multiple attachment points proved to be buggy when first deployed. While such things need to be constrained (there is already a complexity limit when uploading attachments), having more attachment points  / the ability to attach more than one item to an attachment point is seen as needed by some. Further work on the avatar as a whole is planned, and this might include improvements to attachment handling.

There is also the request for LL to provide a means for people to offer updates to their products. This is liable to be a topic for detailed discussion at the Sansar Store focus meeting, due to take place at the end of September 2017.

Continue reading “Sansar Product Meetings 2017: week #37”