#SL Mesh News Week 41

Deformer Project

The big topic in mesh is the Deformers issue… an obvious spinoff from the Transformers movies… not. Maxwell Graf is leading an effort to get mesh deformers for SL clothes. As you probably know mesh clothes will not fit to our avatar shape, which is overly simplified but conveys the idea. Deformers will make the clothes fit our shapes.

Mesh Meeting Oct 10, 2011

The Lindens were caught by surprise in this issue. The entire mesh project was geared toward using mesh for things other than clothes. During the closed beta period those helping were apparently oriented toward building mesh things, not clothes. So, clothes were a secondary concern for Lindens. In hindsight a good case can be made for seeing clothes as a secondary priority being a blunder. But, that is in hindsight and we know how that works, unfairly.

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Halloween in Second Life 2011

In Second Life we have traditional events that the Lab has put on to show off content. One of the spontaneous events that residents build for is Halloween, which is a big and growing holiday in America. Residents create hunts with hundreds of search locations. Some places create hunts within a single region. It is way big fun.

Halloween Fun via Farthington Whetmore's Portal

Finding all those participating with spooky Halloween builds and hunts has never been easier. The Destination Guide and What’s Hot Now are both helping expose fun places to residents. Plus Farthington Whetmore has created an in-world portal to Halloween builds. Contact him in world via IM or the new Send Message to add your location.

New Send Message

Also, there is a neat thread in the SL Forum. The Haunted Halloween season is just around the corner — how will you celebrate? There are shops and haunted houses listed in the thread. Everything from tattoos to bodies and funny to gruesome monsters are listed. As of now there are about 3 pages of stuff listed.

Blender 2.5 Exporting Height Maps Tutorial – Part 2

The previous part of this tutorial is OpenSim Terrain Tutorial via Blender – Part 1. The previous part is about getting terrain from Second Life and OpenSim into Blender. This part is about exporting  the terrain from Blender 2.59 as a height map image.

Height Maps via Blender Nodes

Terrain

By the time you start this tutorial you should have a completed terrain or at least have a test terrain to try.

Also, you should have a backup of your region. Loading the tutorial can mess up your region. So, a backup is a good idea. In OpenSim I make OAR file backups. (save oar [filename.oar] – save to OpenSim’s working folder. You can specify a path.)

Now is a good time to back up your Blender file too. It is a great idea to work in a copy of the file.

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OpenSim Terrain Tutorial via Blender – Part 1

Updates: Includes minor updates for use with Blender 2.63.

Blender 2.5 has a new import feature that can be used for making terrain in Blender. Most terrain tutorials are about getting terrain into Blender and little if anything about getting it out. Those that are about exporting terrain are mostly for Blender 2.49. There are enough changes between 2.49 and 2.59 that it is hard to figure how to accomplish 2.49 tasks in 2.59. This article is about importing terrain to Blender and exporting for use in Second Life and OpenSim. Part 1 is about getting terrain into Blender and Part 2 about getting terrain out.

Terrain Imported from OpenSim

I’ll be working with Blender 2.59 and OpenSim 0.7.2 Dev. The height maps can be used in either SL or OpenSim.

Terrain Vertices Count

First I need to know what I’ll need to export for use in OpenSim. Plus I have a terrain in OpenSim (OSGrid) which I’ve worked on for some time that I want to get into Blender and start from there. So, I need to import and export terrain to and from Blender.

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#SL Server Update News Week 40

The main channel got the Le Tigre code Tuesday. The Critical Operating System (COS) updates are being made to the main grid. It is not possible to know which regions are running on COS updates. The COS is an upgrade to Linux. So, it is matched to the hardware not a region. As regions restart they may move to different hardware.  More about that further along.

Server Beta User Group

llCastRay

This new function was enabled in Le Tigre last week. The code has been rolled to the main channel this week. I am assuming it is now enabled across the main grid.

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Cyanist to Fix Second Life Clothes

This is just an interesting bit of trivia for my Myst friends. The trivia is the headline and is repeated in the last line of this post. The rest in between is making it make sense for Myst-Uru fans. Many in the Myst-Uru fan realm are not 3D modelers and they are not part of the SL community. So, many of what those of us in Second Life consider basic information needs to be explained.

Relto in Myst-Uru World: Uru Live

To set the stage, Myst fans need to know what’s up in English not SL jargon. Second Life (SL), is a virtual world in which about 660 Uru fans have joined the in-world group D’ni Refugees (SLURL). I’ve long pushed it as a place to start learning 3D modeling. I think a large portion of those fans in SL have learned some aspect of 3D modeling. Whatever the case, modeling in SL has been done with primitive shapes (usually called prims). The primitive shapes are changed by parametric deformations. There’s a geeky term, I’ll explain it.

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