Content Creation UG 2017-04-27

This video time compresses no-voice sections to reduce the total run time from 70+ minutes to less than 45. The Time Marked outline is below. We get a few hints of possible coming features.

Prior to the meeting officially starting, Medhue Simoni and Jessicaann Wrigglesworthwere were discussing how Appearance Sliders in Blender-AvaStar work with animation.

The meeting starts at TM: 03:00.

04:30 – Vir Linden working on the HTTPAssets viewer to reduce crash rates. Fixing a couple of bugs. New version out to RC this afternoon (Thursday – v5.0.5.325825).  Continue reading

Content Creation UG 2017 w16

On Thursdays the Content Creation UG meets at 1PM SLT in Hippotropolis Campfire, AGNI. (URL) Medhue Simoni and I are both recording it. You’ll find his video here: Second Life Content Creation Meeting 4-20-17. (760p) He is playing with streaming. So, you can watch the meeting live streamed in his channel.

This video is my recording. (1080) It is missing the first 15 minutes. But, the silent portions of the video are time-compressed to lessen run time. Plus a bit of post meeting discussion is included.

I do the video to experiment and practice with Adobe Premiere. The big difference between the two videos is I use a SpaceNavigator and Medhue is using a mouse.  Continue reading

Second Life: Will We Bake Our Mesh Body Avatars?

The idea of baking mesh avatars has been a subject coming up in the Content Creators UG over the last couple of weeks. The idea is to change how mesh avatars work. If you don’t understand how a Classic body layers work now, this may be confusing. I’ll try to sort it.

Mechanical beauty

Mechanical beauty

Starting back a couple of years, the Lindens added Server Side Appearance baking (SSA). The Classic avatar is made of three separate parts; head, upper body, and lower body. The parts allow layering of textures placed on the Classic body. Sort of like sticking decals one a top another.  Continue reading

Blender Materials Source

I see a new site offering inexpensive materials for use in Blender. Of course there is the question of whether those materials can be used in Second Life. It looks like they can and cannot… I’ll explain.

Cycles Material Vault

Cycles Material Vault

A Blender Material is very different than the materials we use in Second Life™. In SL we use different textures for the diffuse, specular, and normal layers along with a few settings. In Blender a material is a collection of textures and settings that work ONLY inside Blender. There are way more settings in Blender than in SL. The two material formats are incompatible. So, the material as sold is unusable in SL.  Continue reading

Second Life’s End of InvisiPrims?

With the release if the Maintenance Viewer (4.0.2.312269) in week #11, invisiprims pretty much died their final death. Support ended for these critters in 2011. The code that renders them invisible has been in viewers up to this release. But, with this release something changed.

Dry Dock via Invisiprim - Noted by: Callum Meriman

Dry Dock via Invisiprim – Noted by: Callum Meriman

Inviziprims were prims with a special texture that caused things behind the texture to become transparent. Rendering-wise this was nightmare and problematic. The Lindens took advantage of a happenstance of the render pipeline to get them to work. I understand Crazy Mole once built a dry dock using invisiprims (the picture). Many boat builders used them to make the water inside their boats disappear. Continue reading