Showing posts with label OpenSim. Show all posts
Showing posts with label OpenSim. Show all posts

Tuesday, July 21, 2009

A statement from the Not Possible IRL group regarding Rezzable's BuilderBot

Posted by Bettina Tizzy

The members of the Not Possible IRL group held two meetings and shared many thoughtful notecards and IMs today expressly to discuss Rezzable's BuilderBot, and reach a consensus. The conclusions are as follows:
  • The overwhelming majority of those who participated in today’s two meetings agree that Rezzable’s BuilderBot appears to be a useful – even important - tool for serious/professional creators and contractors.
  • NPIRLers denounced the death threats expressed in comments on Rezzable’s blog and expressed concern about the sanity of the people posting them, as well as the safety of the Rezzable employees.
  • We were reminded that Second Life® residents have been asking for viewer-side back- up tools for years, and statements made by Philip Linden on April 16th during Rob Linden's Open Source Viewer office hours were recalled:
[14:30] Philip Linden: on assets... i definitely think we need explicit perms for off-grid to make it OK to move content to other grids.
[14:30] Philip Linden: NOT ok to copy stuff otherwise.
[14:30] Philip Linden: And I'd say we'll act as much as possible to protect folks rights in that.
[14:32] Philip Linden: full perms doesn't mean off-grid, because the creators may well not have understood the implications.
  • Members concurred that most content creators in Second Life are at little risk of having their creations ripped by BuilderBot, largely because it is much easier to use a CopyBot instead of devoting hours to ripping a sim, importing it to one’s OpenSim, and then using a CopyBot to put it back into Second Life.
  • Numerous members noted that Linden Lab did not anticipate or think through many of the issues we are dealing with today and that Second Life sits on and is as vulnerable as any digital content is on the Internet. It was remarked that even before the viewer went Open Source, it was not too difficult to hack the cache. Moreover, content is moving off of Linden servers and “joining the cloud.” How ownership is handled in the cloud needs to be determined now and the solutions to these issues, within the context of Second Life’s current infrastructure, are legal, not technical.
  • A number of members suggested that Rezzable should code in an ownership check, and that including a pay method and a license key associated with each copy of an item created by the tool might be a reasonable way to track copies. “If (Rezzable) could find a way, others will too, but at least they will have the legacy of doing the right thing.”

Tuesday, June 30, 2009

Happy 2nd Birthday, NPIRL!

Posted by Bettina Tizzy

This Saturday, July 4th, after hundreds and hundreds of in-world notices, 700 blogposts (this is the 701st), and thousands of happy hours celebrating great content that would not be possible in Real Life, we will mark the passing of our second year in the metaverse.

If you consider that each human day is the equivalent of 8 days in Second Life® and OpenSim, that would make NPIRL 16 years old. So either we are entering our terrible twos or we are sweet 16.


This photo by Sugarbloom Cupcakes

So here's a great big thank you to all the passionate and dedicated members of the incredible Not Possible IRL and Impossible IRL groups who made all this... err... possible! We couldn't have done it without you.

Monday, May 25, 2009

Cubist Scarborough and The Manual: Second Life edition

Posted by Bettina Tizzy

I hope you have a little spare time, dear readers, because I am about to lead you down a rabbit hole, a veritable treasure-trove of ideas so rich and varied that I have not yet been able to unearth them all myself.

As personal blogs go, Ian Truelove’s (Cubist Scarborough in Second Life®) is almost buoyant with optimism and analysis of all the inherent possibilities and joys of virtual worlds, and that’s very good news, because he’s an educator and he’s teaching 100+ students at a time, often introducing them to Second Life for the first time. He is Principal Lecturer (Technology Enhanced Learning) at the Leeds School of Contemporary Art and Graphic Design, in the Faculty of Arts & Society.


Cubist makes three-dimensional holograms of people's Real Life faces. Here is one of himself


Ian (Cubist in Second Life) is watching you everywhere on the Leeds Met sim

His blog reads like a private journal at times and is chock full of insights and deliberations he has with himself and has siphoned off onto the web in a way that we might all consider and possibly benefit from… simply one of the best uses of a blog I’ve run into in a very long time. Ian expounds on the dichotomy of dealing with people in public and private spaces, both in Real Life and in Second Life. He defines and deconstructs the virtual studio. It’s a fascinating stockpile of thoughtful documents pertaining to education, Second Life, OpenSim and a project between Oxford, Leeds Metropolitan and Kings College London called Open Habitat that took place earlier this year and set out to explore how Multi User Virtual Environments (MUVEs) can be used in Higher Education.


Ian's sculptures make it possible for you to get inside his head

Ian also designed the accompanying Open Habitat magazine that serves as a repository for vast quantities of data that the universities collected working with art and design and philosophy students, including surveys, blogposts and chatlogs.

But what I simply cannot wait to share with you is a document called The Manual: Second Life edition, a collection of micro-projects created by lecturers from the School of Contemporary Art & Graphic Design at Leeds Metropolitan University that Ian adapted for Second Life as part of the Open Habitat project. You’ll find different versions, including a cut-out one with instructions for folding it, a text version, and even an iPhone version here.


The Manual: Second Life edition, in Second Life

While Ian asks that we keep all 81 tasks together with the CC license text, he did allow me to share a few of them with you, just this once, to give you a taste:

# 5 Find some gesture animations and practice using them somewhere on your own. Work out a physical comedy routine and perform it to your friends.

# 6 Find a freebie stall on the mainland. Grab 12 small objects that have something in common. Arrange all of your objects into a sequence.

# 7 Build one or more of the following:
The beginning of the world
The end of the world
A self-portrait that includes your full body
Something that happened at breakfast
An image from a recent dream
Something that has yet to happen to you

# 8 Start a cult. Establish rituals. Create a meeting place. Meet.

If this isn’t a formula for discovery and enjoyment of one’s virtual life, I don’t know what is. I believe every single newbie in Second Life should be handed a copy.

You can visit the in-world version of this document and take the notecard form of it by teleporting directly from here.

Thursday, December 18, 2008

My basic OpenSim Travel Kit

Posted by Bettina Tizzy

While living in California, I put together a backpack filled with all kinds of emergency supplies to get me through a bad earthquake. There were Powerbars, a flashlight, a hand-cranked radio, a first-aid kit, some single dollar bills, etc. I tossed it into the trunk of my car and figured it would be with me at most times. In fact, I've given backpacks such as these to all my closest friends and loved ones in California as gifts. I usually tuck in a deck of cards, a pencil and notepad and sometimes a funny book. Even a yoyo!

Most of us have a little travel kit for toiletries, and frequent international travelers take that a few steps further: noise-cancelling headphones, jet lag meds, adapters, converters, a cozy pair of socks... you get my drift.

Nowadays, I am more in need of a kit for the virtual traveler, and these are especially important - and appreciated - if you are not a builder or a scripter.

These are all things I carry with me as I travel from one OpenSim to another...

Bettina's Basic OpenSim Travel Kit:
- One script for personal radar
- Good freebie skin, such as Sezmra Svarog's Splendor skins
- One transparent texture (I forget where I got mine)
- A basic particle script (good for testing), such as Jopsy Pendragon's Barebones Particle script (thanks for posting it, Ordinal!), or Ama Omega's ExampleParticleScript
- Eye textures, such as Vint Falken's pretty, free, and very NPIRL creations for Valentine's day.
- Of course, Torley's funtastic textures!

What else should we pack in our virtual travel kits? Got any good links? What could I be doing better?

On my wish list:
- Portable prim hair
- My fave June Dion bodysuit (ARC friendly!)

Arrival tips:
- Friend a few folks right away
- Ask for LMs, where the sandbox is, and where the freebie area is
- Check out the map right away. Where are you? Make a Landmark!

Sunday, December 14, 2008

Catch up: The New York Times on virtual architecture, AM Radio's voice on Arthole Radio, and more

Posted by Bettina Tizzy

It feels like an eternity since I last sat down to blog about the many enchantments and the occasional disappointments that my virtual life affords me. I’ve been caught up for weeks with the physical world of Real Life and moving to Austin from Santa Monica. Last night I unpacked the last box, and may I say… I simply love Austin. It’s good to be home.

Meanwhile, my new co-blogger Alpha Auer has been a miracle of productivity and triumphs. I congratulate myself on my association with her. The metaverse is too eventful so I couldn't very well expect things to stand still during an absence of three weeks, and I’ve especially enjoyed seeing it through her eyes.

Actually, I did do a blogpost about Eshi Otawara’s new Collection, which she unveiled yesterday to instant acclaim. Its immediate success surprised absolutely no one, least of all me. She informs me that all six of the Limited Edition outfits have been snatched up, and sales of everything are so brisk that she has decided to put all of her older styles on sale, 50% off (teleport directly from here).


You simply MUST see the arm pieces on Eshi's Limited Edition Kabuki dress up close, but you will have to know one of the six people who now own it to do so

Anyhow, here's a very quick summary of some of the news items that must be shared asap:


The New York Times eyes virtual architecture

Last Sunday, the New York Times style magazine, known as T, ran one of the most balanced yet favorable articles I've read about content creation in virtual worlds. Original Sim by Sam Lubell delves into architecture in Second Life® - not sex, adultery and MacMansions, for a refreshing change - and several NPIRLers and their works were featured, including Scope Cleaver, Keystone Bouchard and DB Bailey. I was flattered to see the NPIRL blog mentioned as a key source, and took pleasure in seeing Designer Dingson and photographer Lem Skall get their due, as well. Random House has published two beautiful and inspiring books that Sam Lubell authored about architecture in the fair European capitals of London 2000+ and Paris 2000+, and he is the Los Angeles correspondent for Architect's Newspaper.


AM Radio speaks on Arthole Radio

Arthole Radio has launched a one hour weekly program hosted by artist and art history/critical studies professor at the School of Visual Arts in New York, Amy Freelunch (aka Amy Wilson). For one of her inaugural shows, Amy conducted the first-ever voice interview with none other than fine artist AM Radio. I cannot encourage you enough to listen in, and you can do so here. It takes time to load, so be patient.

AM describes how artworks are capable of social interaction in virtual environments, hence the effort he put into creating his singular avatar; why he believes that he needs to be the best and most influential user of his work; and his views on how he is often compared to Andrew Wyeth.


What to do with a paper moon, by AM Radio

During the interview, Amy said something that has stuck with me: that virtual artists are pushing the medium as far as it can go. I agree. This is certainly one of the most compelling arguments I've heard for why Linden Lab needs to throw much more support behind artists.


Alternatives to Second Life

There are two new virtual worlds that I have yet to visit, one of them being Rezzable Productions’ Opensim foray with a test grid featuring a Greenies build. You too can sign up to be a part of the alpha testing.

Truth be known, so far, I’m less than wowed by the alternatives I’ve discovered to Second Life, and my dissatisfaction isn’t just over physics. Marianne McCann has shared with me that Legend City Online has banned kid avatars, and this after its owner, LaLa Legend, responded to me in writing – yep, I’ve got it in black and white - when I asked her if LCO would be welcoming all communities (child avatars, Gor, BDSM) with these words “We welcome people from all walks of life. Of course, we expect everyone that comes to our community to be respectful of each other’s choices. As well as expect that all activities are legal.” Bah! I have heard from a couple of people that LaLa bans folks if they so much as disagree with her on any small thing, too. Is this true? Has this happened to you?


Oh nooooes! Svarga is up for sale

It also broke my heart to learn via Hamlet Au and his New World Notes that Laukosargas Svarog has put Svarga up for sale. The fact that this blog has never covered one of the most NPIRL and extraordinary regions in Second Life is a huge oversight on my part that must be amended.


Yay! Tooter is back



On a happier note, that wicked-good and fun avatar creator Tooter Claxton is back! He’d gone missing since May, save an occasional email, but weeks had gone by since I’d heard from him, so I was overjoyed to see the little blue box pop up, notifying me that my friend was back in-world.


Photographs I take in Second Life still suck



Waaaaa! I'm a blogger, for cripes sake, and photographs are my instruments. Even though I attended Bridie Linden's office hour, blogged about that disappointment here, reopened JIRA #VWR-1641, downloaded the lasted drivers, and tested several clients - both production and RCs, nothing seems to fix this bug that ails all photographs I take in Second Life. Importantly, the same is not true of photographs I take in Legend City Online or Openlife, so I know the problem isn't with my system.

Monday, November 17, 2008

An interview with LaLa Legend, proprieter of the virtual world Legend City Online

Posted by Bettina Tizzy

March 15, 2009 ping: It's been months since I or anyone else I know has logged in to Legend City Online. Does it still exist? Does anyone care? Sound off, please!

Update: Per Marianne McCann, and in a message dated November 22nd, Legend City Online's LaLa Legend posted a clarification of LCOs terms of service to the LCO message boards:

"A reminder of our Terms of Service and Code of Conduct in reference to age and the use of Kid Avatars. All services are mature, strictly for entertainment purposes and are designed for individuals 18 years of age or older. It is strictly prohibited to portray a child or child avie in the matrix of Legend City Online in any way shape or form -- use of such will be seen as a direct violation of our terms and your account will be terminated."

The LCO Terms Of Service, however, as vague on issue of age, only indicating that, "Legend City Online will not knowingly execute an Agreement with anyone under the age of 18. Persons under age 18 may not use the Service without the consent and supervision of their parent or legal guardian. We only provide MATURE land. If Customer chooses to permit a minor to use the Service, Customer agrees to (i) supervise minor's use of any and all MATURE land usage, (ii) assume all risks associated with the minor's viewing of content received through use of virtual land we offer, (iii) assume any and all liabilities, including payment for services, resulting from the minor's use of Legend City Online Services as specified in this Agreement."

The only statement in their Code of Conduct ó roughly analogous to Second Life's Community Standards ó is that "all services are mature, strictly for entertainment purposes and are designed for individuals 18 years of age or older."

Hmmm.


FAST FACTS ABOUT LEGEND CITY ONLINE:

* Legend City Online's website can be found here
* Opened for business on September 22, 2008
* Legend City Online was formerly known as Central Grid
* Registration is free
* It is a registered US Company. The name has been trademarked and the design is under copyright.
* The German "Xumeo" continent was added to the matrix on October 28, 2008
* As of November 15, Legend City had a total of 303 Regions: 181 public regions, 69 regions on the separate continent of Xumeo, and 53 private regions
* There were 5,214 registered accounts as of 9am November 15, 2008; 2,196 of which are unique accounts since Legend City's acquisition of Central Grid
* Legend City will not disclose what kind of physics engine it is using
* Textures R Us (TRU), Simone and Alady Shapes are setting up shop in Legend City even now
* The Hippo Viewer, as modified and developed by Mana Janus, is their most compatible viewer. You can download it for Windows, Linux, or Mac here


Many thanks to Jolly Jedburgh for bringing Legend City Online to my attention eleven days ago. On the surface, this virtual world looks a lot like Second Life®, but it is another grid altogether. The differences don't stop with the company name, either. Despite the harried pace of signing up many new residents and dealing with the extraordinary technical issues that one might expect for a brand new world, it's owner graciously agreed to an extensive interview.

LaLa Legend has been a resident of Second Life since just after Beta in 2003. She left shortly after because, "(I) didn’t get the concept of its awesomeness," and returned in 2004 going by the name LaLa Xevious. Today, LaLa is the owner of Legend City Online. LaLa would not disclose her real name.


LaLa Legend

How many new accounts can you handle immediately?

LaLa: 75,000 new accounts can be handled, at which point we will need to restructure our database.

How large is your staff and what are their hours of operation?

LaLa: We have staff of 8 core team members as well as a small staff of volunteers working hard 24/7 to serve our community.

Why should we believe that you will not disappear overnight? People would invest in your grid, buy land, create content and set up shops... why should we believe that you will still be around in five years?

LaLa: Why would you believe that Second Life® would be? Our promise to our customer is this: We are working to create a lasting environment, where people can come and realize their goals and dreams at Legend City Online. We plan to be here for the long term.

Where is your funding coming from and will you be able to raise sufficient funds to maintain a state-of-the-art grid no matter what its growth might be?

Our funding is coming from multiple sources, and is stable enough to maintain our matrix as we are faced with the challenges that all I.T companies face in an ever changing market.

How long ago did you add a currency/economy and do you plan to keep it to Lindens? (This question was posed before I realized that the "L" I was seeing in my client related to the Hippo Viewer I was using, and not Lindens)

LaLa: We have enabled currency from day one. Our currency, the Legend $Ð has never been tied to the Linden$, nor will it be. In fact, the Legend $Ð trades at a different U.S rate than the Linden.

Understanding Legend City's currency

* Legend City's currency uses this symbol: $Ð
* Plans are in the works to establish a full-blown
exchange
* You can purchase Legend dollars at Legend ATMs in Second Life. $1,000Lindens will buy you $Ð666 Legend dollars
* Notably, uploading a texture costs you $Ð10




Like every start-up, some growing pains are glaringly in evidence. This building is adjacent to the Legend City welcoming area

What are your biggest technical challenges, at present?

LaLa: Legend City is burdened with many technical issues. This is pioneering work, and there will be problems, which we will solve as we go along. We are, however, not changing things for change's sake, and we are listening to our users about the user experience they would like to have and about the steps we have to take to get there. Please bear in mind that this is a very complex endeavor and there are many things in Legend City that, in this form, have never been done before. Making Legend City a world enjoyable for it's residents is our highest goal.

More on Xumeo, the German continent...

Xumeo is a separate continent/grid available by teleport only from Legend City. It is planned as an All German speaking environment including currency, blue box dialogs, and all in world communication and signage. The two main regions there are Willkommen and Willkommen 2.




Xumeo is very PIRL and urban




Country cabins, perhaps? These were found on Xumeo


What are your thoughts on governance? Do you welcome all communities (child avatars, Gor, BDSM)?

LaLa: We welcome people from all walks of life. Of course we expect everyone that comes to our community to be respectful of each other’s choices. As well as expect that all activities are legal.

Are groups working well yet? (In fact, since I posed this question, my own experience has been that while you can create a group, it is not yet possible to add additional members. In other words, groups in Legend City have one member).

LaLa: Group implementation is a work in progress and is not complete yet. However, we are the only world offering groups at all.


Legend City newbies


There are eight avatars you can choose from upon registration: four male and four female. Here I am (also Bettina Tizzy) within two minutes of rezzing in Legend City Online


Once in-world, you can pick up any and all of the eight freebie avatars at the welcoming area

* Friend people when they are in your presence. Even so, they may not show up on your friends list. Search does not work yet.
* To change any of your body parts, go to your inventory and create a new part. Then wear it and go into appearance to begin modifying it.


Newbie look-alikes abound


Skins and eyes are already for sale on the Barrows region


My own experience has been that female avatars seem to outnumber male avatars nine to one

Newbie navigation tips:

* While it doesn't always happen, you may find that your avatar begins to bounce. One way to prevent the ensuing sea-sickness is to set your avatar to "fly"
* Sometimes you will find that the ground seems to swallow you up whole. Again, set your avatar to "fly" and you'll be back above ground again
* A teleport can be a dangerous thing. If you are meeting friends, be sure to agree on a spot before you attempt that teleport.



Sometimes the grid performs admirably and all seems perfect. You can even dance!


I have had a giggle over my avatar becoming a contortionist at times. Major lag spikes are not uncommon.


When do you expect to add voice and what protocol do you plan to use?

LaLa: We currently have no plans of adding voice because there are no technologies available to us that meet our standards. However, as our technologies develop, we will certainly look at including this feature.

Are you working with standard back-end protocols for everything?

LaLa: OpenSim is based on standard back-end protocols. These include http, xmlrpc and REST (Representational State Transfer). So the answer to your question is yes, we are working with the standard back-end protocols for everything.

Legend City Online's pricing structure and prim allocations are as follows:

Basic Private MiGs (Mini Grids) include 2 Regions for the $500 buy in pricing. Tier fees will remain at $85 per month.

Custom Private MiGs (Mini Grids) include 4 Regions for the $1000 buy in pricing.

Traditional Regions are priced at $100 with $100 a month tier. These regions have 20,000 prims and prims are scaleable to 256x256x256m

Open Space Regions are $25. Prim limit is set at 3750 and only 10x10x10m prims are allowed.


Do all scripts work on your grid? Which ones don't and do you plan to provide support for them soon? How soon?

LaLa: Of the 360+ functions, most have been implemented but not fully. The most notable exception is physics. Physics act somewhat differently and vehicle physics are not implemented yet. However, simple scripts like pose balls, doors and teleporters are very likely to work, with more complex ones needing a bit of a touch-up in places, but to know for sure you just have to try it. That’s what this is all about! Testing to see what works and needs to be tweaked.


Jolly Jedburgh tested particles in the sandbox. No one appears to be using the sandbox to learn how to build. They already know how

What are your policies on content theft, IP protection, etc.?

LaLa: As we continue to grow at such a rapid pace with new people coming to our community at mind boggling speeds, I have been made aware of the issues that other grids are plagued with at this time. It is this that has prompted me to address this issue head on and make public what my protocols for this will be.

Unlike other virtual environments, we have a zero tolerance for Content Theft or Infringement of rights in any way shape or form. With this zero tolerance come a few concerns I have as the owner of Legend City, as well as a person that creates content.

I want to say that we have taken precautions to make sure that the casual bot or copy bot being used on "our" grid is not possible.

This, we know, does not stop the uploading of content that may or may not be stolen from other grids. With this being said the following protocol will take place if the issue arises:

1. The content creator/s, themselves, MUST be the root of ANY complaint or suspicion for questionable items on the matrix of Legend City Online.

Although we appreciate those who want to keep an eye out for content theft, we will NOT respond to nor condone "witch-hunts" or arbitrary cries of theft from overzealous residents - period.

We do not feel it is fair to incite unfair or unjustified "doubt or suspicion" in anyone's products until it can be proven that the questionable content is being distributed improperly.

2. It will further be the responsibility of said content creator to provide proof of ownership and copyright and/or intellectual property registration. Without this information, your content may be unprotected. Watermarking should be kept on file with our administration.

3. An investigation of questionable content will take place for all sources to be discovered. If a justification cannot be made or it is deemed that content was intentionally stolen for ANY purpose, then this content will be banished from the matrix of Legend City Online.


The Eve region, created by Taarna Wells, is attractive.









Humps Place is a region on the westernmost coast of the Legend City continent.


Humps Place


Good to know: Moving your creations from one grid to another

According to Melanie Milland who owns the Xumeo continent, Second Inventory is having some trouble with sculpty transfers into Legend City.

Second Inventory is a 3rd Party Software that allows you to save your creations from one virtual environment directly to your hard drive, and then restore them in other grids. It costs € 29,00.

In conversation, Melanie indicated that you can NOT download a sculptmap from Second Life even if you have it in your inventory as an original, and re-upload it (in Legend City). In her words, "It WILL be broken. You need to take the same file you originally uploaded to SL and upload it. Saving it from your SL inventory to your hard disk is not lossless in itself. It changes the file."



Melanie Milland

See also:

LaLa Xevious' thread on SL Universe


Mana Janus (best known for developing the Hippo Viewer) has already set up a couple of businesses in Legend City, including MJM Lab (it sells a sim-wide teleporter), as well as Christmas trees

Friday, November 7, 2008

The next BIG thing in virtual worlds that support content creation by Residents: 3D meshes

Posted by Bettina Tizzy

With Halloween and Día de los Muertos just behind us, coupled with a dolorous week of Openspace drama, I'm weary of talking about virtual death and virtual taxes.

For a change of pace, I thought we might delve into one of the more interesting technical developments that avatars can look forward to in the months to come: support for 3D mesh objects in-world.

While the buzz about this within the sculpty community is not yet deafening, support for 3D meshes is expected to jolt content creators into a new building frenzy, and consumers will appreciate the ramped-up visual interest and detail in items, which will cost even fewer prims than before.

Sculpty magus Aminom Marvin first came to my attention when I learned that he was making good 2 prim sculpty trees about a year ago; reason enough for me to teleport immediately to see them because - and this must be said - I have had an aversion to Linden trees from the moment I layed eyes on them. The way they sway! :o Take them away!

So powerful is my contempt for Linden trees that, and I know that some will consider this heresy: I cannot love Baron Grayson's new Nameless sim because of them.



Today, Aminom is renown for making the finest sculpty bridges and staircases, among other things, in Second Life®. I especially admire a 5-prim double-helix model he developed a year ago, which features two staircases that are woven together but do not meet.



Sculpty makers point to Aminom when talk of quality modeling comes up, so I turned to him to learn more about 3D meshes.

Tell us a little about yourself. Where in the world are you and did you come here (Second Life) with experience in 3d modeling?

Aminom Marvin: I'm in Sacramento, California. I don't have any formal training in anything 3D, just messing around here and there. Before Second Life, I was working in fast food and was a biology student; worked in customer service.

I read in your profile that you started making sculpties in Photoshop.

Aminom Marvin: I started sculpting soon after sculpted prims were released. My friend, Karanadas Banjo, showed me how to make a simple sculpt plane in Photoshop, and then "paint" something somewhat like a height map. Soon after, I made Second Life's first sculpted stairs which, compared to today's standards, are very crude. The idea of this approach fascinated me, and I spent the next few months in the Beta grid, experimenting and creating sculpts entirely in Photoshop. At first they were very simple things - architectural components, basic shapes, and the like. However, this approach allowed me to discover things that were difficult to figure out in other programs - sharp edges, disconnected multiple objects on a sculpt, and how the individual polygons in a sculpt alpha sort.


"This spacecraft is sort of the culmination of that approach. It was created entirely in Photoshop," said Aminom

Aminom Marvin: From there, I learned Blender, which I selected because Domino Marama's scripts for that program were the best. They gave what I needed: flawless import and export, complete accuracy in position and representation, and relative ease of use. To this day, I still use Photoshop for sculpts a lot, often switching work to and from Photoshop and Blender, and often creating base shapes in Photoshop to be fine modeled in Blender.

Why do you prefer Blender over 3DSMax, for instance? You've been clear why you like it, but compared to other programs, how do the features and benefits stand up?

Aminom Marvin: Domino Marama has added every possible thing I can think of and more to her scripts :), including obscure things, such as making the sculpt maps optimized for the way images are compressed. Now, it's important to note that while for general 3D modeling, 3DSMax is superior, for simply designing sculpts, Blender is superior. Also, the fact that it is free and open source is good. You don't have to pay thousands of dollars or feel guilty about pirating software.

What is up with 3D mesh and why should we be excited?

Aminom Marvin: Let me (first) explain what an oblong sculpt is. Normal sculpts are fundamentally the same: analogous to a square piece of polygon "paper," 32 by 32 polygons in size. Oblong sculpts are "longer" on one side; common sizes are 16x64 polygons, 8x128 polygons, and 4x256. Oblong sculpts are useful because there are many objects that have much more detail in one axis than another. Things such as ropes, stairs, chains, and beams. In addition, they can be "cut" into many multiple elements to make very complex things.



In my own work, oblongs allow me to do what I did before, but about twice to four times better in every way. These chains are an example. The yellow chains are made using normal sculpts, and the grey ones use oblongs. Both are optimized to get as many links possible. The oblong versions have twice as many links for their respective construction types (one is more "polygonal" than the other but has more links), and they also texture much more efficiently and retain shape better from afar.

Oblongs can even be useful for complex organic things. This hand is an 8x128 sculpt cut into 8 pieces, each something like 8x13 polygons. Five of the pieces are used for the fingers, and the other three are "graphed" together to form the hand. In short, what oblong sculpts do is allow complex sculpts to approach more closely the efficiency of 3D meshes.

Moreover, making complex things with this is actually easier using oblongs than normal sculpts, which formerly could require some very complex sculpt origami. It reduces my own advantage with sculpts, but I've been pushing for oblongs for a long time because they are so useful and easier to use :)

To your knowledge what percentage of builders working with sculpties on the Second Life grid are working with oblongs?

Aminom Marvin: Not that many as of yet. It'll take a bit more time for the numerous plug-ins, scripts, and sculpt tools to integrate them.

Why then was it important to preface with an explanation about oblongs before plunging into why you are excited about 3D mesh?

Aminom Marvin: There's a chain of progression from normal sculpts, to oblong sculpts, to meshes. Complex oblong sculpts waste a certain number of polygons to form multiple disconnected shapes. Also, the texturing is tied to how the polygons stretch - which means you either have to live with the texture stretching, or waste more verts to make it texture acceptably. Finally, the major thing is that the precision in vertex values of sculpts is limited to 256 values per axis; i.e. the smallest "jump" from one vertex position to another is 1/256 of the sculpt size. This is a huge pain. To make this house, for example, I had to spend more than half the total time just working with this, often moving vertices by their smallest possible values. 3D meshes don't have these precision limitations, and so right there it would mean an increase in quality and less time spent just to make something look good.



Aminom made this Tudor house with 250 prims. Nearly everything is sculpted. "It has the visual detail of approximately 3000 prims. That is, it would take 3000 conventional prims to replicate," he explained



Aminom Marvin: 3D meshes would give one total freedom in how the 3D model is constructed, how individual polygons are textures (UV mapped), and use of numerous other 3D modeling tools that you can't use on sculpts. To model something with a sculpt, you can't extrude, add geometry, or anything else; you can only manipulate vertex positions. In addition, you wouldn't have to use all 1024 polygons. You could only use what you need.

Originally I was worried that by allowing mesh import, it would result in the mass piracy and importation of content from 3D games and websites. This still worries me. However, many of these models are either not optimized for games, or optimized for Second Life. I think creativity and innovation will survive because those who model for Second Life will always make the best stuff. There will be limitations of some kind, of course. For example, each "mesh prim" could have a maximum of 2048 tris (triangles) on high LOD, 512 on medium, and so on.

I have heard that rendering 3D mesh objects in Second Life is going to be very hard on people's systems. Your opinion?

Aminom Marvin: They won't be more hard than sculpts. In fact, they will be less hard, as it will encourage and allow much, much greater efficiency.

Openlife is expected to enable 3D mesh imports as soon as December. I have no idea what the schedule is for Second Life. Is there any possibility that you may stray for a while to experiment?

Aminom Marvin: Definitely, if not just to see how they implement meshes.

You seem very positive about this, other than your expressed concern regarding mass piracy and importation of content from the web/games (which would, indeed, be serious). Do you have any other concerns?

Aminom Marvin: It seems everything comes back to the Openspace issue. When meshes are introduced and widely used, it will mean that content rezzed on land such as buildings, furniture, and landscaping will be hyper-low-prim and very efficient. This would make low-prim land very attractive, as people would need space more than prims. I'll be interested to see how the Openspace issue changes when this happens.



This entire staircase by Aminom... every bit of it, is one prim.



Who is the key Linden liaison for this? Qarl Linden? If so, do you attend his office hours? If you were to hazard a guess then, when do you think LL might enable support?

Aminom Marvin: Qarl Linden. I try to attend his office hours frequently. He is one of the most innovative Lindens in my opinion, and is also one of the (Lindens) most in touch with the community. However, he makes sure not to promise or suggest things that he or Linden Lab are not ready to fulfill, so no idea :)

A wise move on his part, to be sure. But if you were a gambling man... C'mon, give us a wild guess. If Opensims can do it, what would hold Second Life back?

Aminom Marvin: Uhm... a year maybe? They'd probably want to focus on the way Second Life works with materials and textures first (something that is planned), so that when they add meshes, they can take advantage of texture/materials enhancements. Second Life is a lot larger platform than Openlife, and needs to account for that, and also future scalability, so naturally, you'd see a lot more immediate innovation on smaller projects like Openlife.

Moving on to other topics, please tell us about the monument you've created to Gene Replacement and placed at your store, Sculptomancy. I found it especially interesting since NPIRLers have been asking Linden Lab for scaleable megas for over one year. In fact, for 8 months we kept a daily count of how many days had transpired since Michael Linden had initiated a discussion on the Second Life blog asking if Linden Lab should keep megas or do away with them. There is an interesting chat log posted here.


A gagged and blindfolded Gene Replacement... The plaque reads: In Memory of Gene Replacement

Aminom Marvin: Gene Replacement was an alt of Plastic Duck, who was the most famous "griefer" on the grid a few years ago. However, he was also a fiddler and very creative, and did much good for Second Life. For example, he found a serious bug that allowed a modified LibSL client to pay another avatar negatively, and in effect take money from an avatar. This bug, if abused, could have shut down the Second Life economy massively for some time. He reported it to Philip Linden instead, who thanked him, and the Lab implimented a fix before anyone else discovered it and abused it. He also created the original megaprims which, to me, are the most important resident-created building tools Second Life has ever seen. A lot of my products would have been impossible without them, and Desmond Shang has commented that without the prim-saving ability of megaprims, turning a profit on Caledon would have been almost imposssible.

I notice you belong to many in-world groups devoted to sculpties. Is there any one group that you would most recommend to the beginner who wishes to plunge into sculpty creation?

Aminom Marvin: Sculpties is the "main" sculpt group, I guess, and would be the best place to ask for general help, such as where to find learning resources. Sculptie Dev is more technically minded.

Finally, where did your name come from?

Aminom Marvin: I made my Second Life account and just came up with a random psudo-word, not expecting that I would be heavily involved. Of course now I'm stuck with it ;)


You can visit Sculptomancy, Aminom's store, by teleporting directly from here.

Thursday, November 6, 2008

Fun with prim math - What would YOU do if you had 45,000 prims at your disposal?

While many of us are agonizing over how to cope with Second Life®'s upcoming 750 prim limitations for the same Openspace sims that were sold to us with 3,750 prim allocations, I can't help wondering what you would do if you had FORTY FIVE THOUSAND prims to play with on your sim.

Consider, too, that each of those 45,000 prims is scaleable to 100m....

Indeed, you can purchase a single Openlife Grid region within a private cluster for $145 with $75 monthly tier.

And yes, your ankles will often sink into the grid, your avatar may bounce dizzingly, and even endless Ctrl Alt R's (rebake) won't save your often sorry bald self from a bad case of the greys. It's not a grid for the vain. Yet.

No charge for texture uploads, either. Yet. I imagine this will change when Openlife's new economy kicks in by the end of the year.

Many thanks to Osiris Indigo who sent in this photograph of a playful moment over at one of the more viable alternatives to Second Life, the Openlife. He reports that it was "rather easy and stable," to do.


45,000 prims! by Osiris Indigo (Click to see large)

Seriously, what would you do with 45,000 prims on your sim?

Monday, November 3, 2008

Can Linden Lab stop the exodus?

I dropped in on my new friends over at the Openlife Grid this afternoon and learned that they've enjoyed 30,000 sign-ups and over 1,000 land orders, just this week.

Meanwhile, Hamlet Au (aka Wagner James Au) has just reported that in his phone conversation today with Mark Kingdon, Linden Lab's new CEO said that "in the next few days, the company will post an update to this policy which will incorporate feedback from Openspace owners."

Too little, too late?

* Second Lifers have banned together in the many thousands to protest... well over 5,000 in the SOS group alone, and that's just one of four groups that I'm aware of.
* The LeavingSecondLife email address has received dozens of fascinating emails already from people that, while not claiming that they are leaving Second Life® for keeps, have made it clear that they are upset and looking elsewhere, especially on the Opensim grids.

Is Kingdon just putting a finger in the dam?

Thursday, October 30, 2008

Exploring alternative virtual worlds - This time a new OpenSim: Avatar Hangout

Prompted by my growing distrust in Linden Lab, most recently aggravated by the company’s abusive pricing tactics, I continue to explore alternative virtual worlds in the hopes of identifying a place where content creators can work in a dependable and secure environment that offers stability, effective creation tools and good governance. Importantly, the leadership should demonstrate a credible commitment to permanence, too.

Extreme explorers have warned me that I’m in for a rough time and to approach the experience with modest expectations, and I am. I’m not looking for another Second Life®. I’m looking for a virtual world that has the potential to be much better than Second Life. It stands to reason that if you take a good foundation and add great content creators of all kinds, then the sky is the limit.



Hern Worsely, a gifted clothing, accessories and building creator in Second Life, as well as someone who's insights I appreciate, wrote to say that he was going to be checking out Avatar Hangout, one of the newest OpenSim worlds, so I followed suit.

According to the Wiki, OpenSimulator, often referred to as OpenSim, is an open source server for hosting virtual worlds similar to Second Life. OpenSimulator uses libsecondlife to handle communication between the client and server, so it is possible to connect to an OpenSim server using the Second Life client. Other clients for Second Life are also interoperable, since Second Life and Opensim use the same communication protocols.

Avatar Hangout is brand new, having just opened its doors on October 18, 2008.

Upon arrival, I was greeted by no less than three people prepared to sell me land and one person who offered to create any surname I desired. I asked for Tizzy, logged off, re-registed, and came back as Bettina Tizzy.

Jake Detman, its founder and owner of Detman Entertainment, INC., is Count Mercier in Second Life (rez: 11/2006), where he was a broker for residents selling their estates full transfer to other residents.

Count Avatar, as he is known in Avatar Hangout, happened to be at the Welcoming area greeting about 8 newbies when I arrived, and agreed to chat with me a bit.


Count Avatar welcomes new arrivals

Hello Count. What's happening with the physics here? (We were bouncing up and down).

The code is still Alpha leaning into Beta. There is still lots to be done.

These would be the equivalent of class 5 sims, yes?

Yes, our servers actually run a little better than a class 5. The staff here all have used this software for over a year and me just under a year, so we have the experience to understand what is being done and from my SL days I understand how I think a Grid should work to benefit all parties involved, from Estate owners to the residents that occupy the land and those that just want to Hangout.


Diablo Island

There are people who just want to hang out? That is surprising.

That’s why we do not offer land to the residents except estates. This is a different ball game, open grids, and has to be treated as such. It is hard enough to get people to take a look so why be in competition with Estate owners?



I just wish I could put my avatar's feet on the ground :D

I feel that with the low prices, people can actually build what they started out to in SL, before they got stuck with high tiers. With land here, the best use is what you want to use it for :)

Is there any possibility that you will increase prices abruptly?

No, there is no reason for doing the ol' bait and switch like LL does.

I am as interested in the quality of governance as I am about the ability to build and inhabit a grid. Would you be this grid's Phil?

No, I will be the Grid’s Count :) We are not strict. We are operating on ethics. We expect everyone to treat each other in a decent way. There will be issues, sure, but we will hear both sides before passing judgment.


The Grid's Count...

How many estate owners do you have?

Right now we have 5. We will have a lot more going on as these regions go up daily, and users are building things to have people stay and enjoy themselves and continue on with the basic foundation of people making excellent products to sell to the community.

My Space, but 3D

You are thinking of it more as a social space?

Our first in-game meeting will be this Saturday. That way the community can voice their opinions and we all can talk and get to know each other a little more, but basically a 3D social network like My Space, but 3D.

The profile of Avatar Hangout's goal population does not fit with my readers then. They are not social butterflies! Far from it.

That’s fair. We have a whole grid to play with. They don’t have to be near the home regions at all.

What are you doing to address the physics issues? They seem quite serious.

The OpenSim software core developers are handling that issue. This is their platform we use to make our world along with our Modules that bring the economy functions. It affects all OpenSims running this version.




Dream Island

What version is this?

I am not sure of the specific number of the trunk, but we always use the most stable and not the newest release. Stability is our most important thing. The Viewer that we use was developed by MJM Lab’s Mana Janus.

What about voice, scripting and currency? Any new stuff coming up?

Voice does not work yet, scripting is coming along. There have been a few scripters that have modified their scripts to get around certain functions that are not implemented or completed. Here is a list of functions that are complete. We do have in game money, and people can set things for sale. We have events coming in the next update, which is the beginning of search working. People will be able to place events and it will show in the map. We are waiting for the next version to test stability and see if anyone reports bugs before we go and download it to the main servers.

How secure is my information, my system, etc. here?

We do not share information with anyone. We do use the Hippo Viewer which is hosted on SourceForge. We have firewalls in place just in case of an attack. They are provided from our Data Center. All projects are tested and approved by SourceForge before they are published.


Meanwhile and like Hern Worsely, I am of the opinion that Openlife continues to be the most viable option for disappointed Second Lifers, so far. More as soon as we have it.

Tuesday, October 28, 2008

Openlife's Steve Sima has a message for Second Life's content creators

October 29 Update: Openlife: Is it ready for most Second Lifers? No. But that day doesn't seem so far off

As of 6pm SLT today and following Linden Lab's announcement last night that it will be raising its tier rates for OpenSpace by 65% in January, 800 new registered users signed up on the Openlife Grid. That's up to 16 times the average 24 hour sign-up rate. I was one of them.


Minutes away from my Ruthiness, this is newbie Bettina Tizzy on the Openlife Grid

OpenLife is an alternative virtual world that celebrated its first year of existence two days ago (October 26). Like Second Life®, it is built out by its residents. It also looks and feels a lot like Second Life, largely because it is built on Open Source technology that was released by Linden Lab. The User Interface is almost identical to Second Life and even Windlight is available. Most importantly, users can create content with flexis and sculpties and more, and next month, Openlife will begin to unveil features that Second Life doesn't enjoy.

I crashed a couple of times, lost my freebie hair after teleports, exchanged names and friended dozens of Second Lifers who were there to explore, and had a blast.

I also met with several warm and welcoming Openlife land owners and developers and checked out some of the spiffier content there. I'll be sharing some of my findings on that soon, but thought I'd begin with one of the highlights of my visit: a sit-down chat with the founder and President of OpenLife Grid (3DX), Steve Sima (aka Sakai Openlife).



Steve (Sakai) has this message for content creators in Second Life:

Sakai Openlife: The Openlife is both a developing and rapidly growing world. Demand is high for good quality content. And for those wanting to take their creations to the next level, our next generation features like 3D mesh objects (coming soon) mean you can get a level of detail not possible within the Second Life space. You have a chance to shape the world and grow within it.

Care to hazard a ballpark guess on when you expect to have 3D mesh objects?

Sakai Openlife: December is the current timeline... Start the new year with some fresh innovation ;)

Are people here using Skype now?

Sakai Openlife: In-world voice will come at approximately the same time, as will avatar-to-avatar Skype calling, another new feature.

In-world?

Sakai Openlife: Yes. Right click Skype Avatar.

What voice technology will you use in-world beyond Skype?

Sakai Openlife: I believe the work has been done using the Speex codec, so spacial in-world voice with an option to make a direct Skype call to an avatar if you have Skype installed and the Avatar has supplied their Skype ID.

Did you see Linden Lab's new pricing announcement last night for OpenSpaces?

Sakai Openlife: Looking at it from a users point of view, for many people this is entertainment and no one would be happy with that kind of an increase, especially in the current environment. This is a great opportunity to exercise the virtual legs and see the rest of the virtual universe. Openlife is a good example. We're happy to see new people; help them get started and listen to what they want in a virtual world.

Openlife is also expected to have a working economy by end of year.

See also:
OpenLife Grid Wiki

Wednesday, November 21, 2007

Get your *own* grid! Thomtrance O'Toole provides step-by-step instructions for OpenSim + binary executable

I like to think that everything we publish on this blog is significant and valuable information, but what I am going to share with you here, today, has the potential to be transformative, and for some, will be on par with a religious experience.

ThomTrance O'Toole is a deceptively easy-going, self-proclaimed mad Celt Goa King and the owner of Happy Clam Island, the home of Organica. There - together with his busy clan of 'Happy Clams' - he blissfully DJs vintage Goa trance tracks and promotes global sustainability and Permaculture. Make no mistake... this man is no light-weight. In fact, he is profound, and I am deeply honored to call him a friend.



Several weeks ago, ThomTrance O'Toole IM'ed me in the most excited tones to say that he had pursued a thread of an earlier conversation we'd had regarding OpenSim. I entreated him to share his findings with me via notecard so that I could distribute said information to the rest of the NPIRLers. ThomTrance is always teasing me gently, and this time was no exception. Here are the contents of that notecard:

Today, I blamed Bettina Tizzy for ruining my life.

On the boundary of the phase transition from a two dimensional NET, to a 3D Metaverse, the bleeding edge is where life begins, where we take small steps into the new Metaverse... being able to create a region of your own, a sim of your own, beyond the boundaries of Second Life, is one of these steps.

OpenSim, an open source project is now in Alpha release 0.4, and I am here to report that yes, Second Life is possible outside of Second Life.

Today, at Bettina's prompting, I tracked them down, downloaded the source, and built the alpha release. Running the executable in stand alone mode, on my desktop, I quickly, and easily established a server.

And it is a *piece of cake* to set up and log in. (Download file - about 18MB - to login = 10 minutes!!!). Note that I have the source code and have built the code into a binary... an .exe, which I will give you via the NPIRL blog.

Now here is the interesting part: I used my Second Life client (1.18.2) to connect to this server, and logged in with the user I created when I originally started the server. Connecting to "ThomSim" , I was presented with a raw island, and a Ruth avatar. (Don't mess with the estate.XML until ye know what ye are doing thom, he said, after needing to reinstall it after doing exactly that).

But this space, this sim, even though I could build on it, and terrain it, and change my av, existed in my desktop, outside the grid of Linden Labs! My head is still spinning, as I realize that this opens up our Metaverse to new grids, all accessible through the SL client . Like the Web in 93, with just a few small servers out there serving up primitive HTML pages, I can see this as a turning point for our Metaverse, a freeing event that will allow us ALL to host and build regions and creations in an ever expanding Metaverse.

Granted, this is an alpha release, not everything works, plenty to still work on, but to login to SL......MY own SL running on my desktop, was a thrill I have not experienced in years.

In the coming week I will prepare some detailed instructions for the non-coders among us, and Bettina will have a link soon to a binary executable from her wonderful blog. A sim of your own coming to a desktop near you.

Until then, Love and light,
thomTrance

P.S. I can see me completely immersed in this project now, so thank you Bettina - for "ruining" my life!!


We haven't seen much of ThomTrance these past few weeks...

But ZOMG, look, look, look at the AMAZING information ThomTrance has created for us! Follow this link to find his gift: step-by-step, easy-to-follow instructions that even non-coders can use on how to get your own grid PLUS a binary executable.

I just hope we don't lose you forever! Please report back to me periodically, would you?

... and ThomTrance spoke yesterday of creating the Not Possible IRL grid. I'm pinching myself. Blessings, ThomTrance. <3