I have survived CoVid-19. It took me down for about 15 days. Still recovering, I easily tire. My four-mile hiking is down to a half-mile.
What I learned about CoVid-19 is there is more confusion, contradictory information, and horrible reporting. The worst information and often deliberately injurious information is coming from California and New York. Even my doctors had little information and kept saying they would have to talk to experts and get back to me when I asked questions.
Being in California I was dealing with the state’s and country’s requirements and quarantine instructions. Most annoying was the followup contact tracing. It was obvious there is a political bias in the contact tracking. They only collect information related to those facilities the state wants to close down. Information for those facilities the state wants open is not collected.
In 2013 Strawberry Singh posted a couple of articles (here & here) about positioning and moving avatars when setting up snapshots. This was needed for those areas where you do NOT have rez rights. Over time viewer upgrades broke those processes.
Every so often I would check to see if the problems with those processes had been fixed. With Firestorm 6.3.9 (May 2020 release date) I can move the avatar again sort of with her process.
Strawberry explained the process for moving your avatar. (Ref)
Open the Develop menu. Top menu, press Ctrl-Alt-Q to reveal it.
Then enable Develop->Avatar->Character Tests->Allow select avatar.
Press Ctrl-3 to open the Build Panel.
Right-click the avatar. Move arrows appear. Move.
Here is a video showing how it used to work. If you have a mesh avatar, right-clicking the avatar likely is not going to work. Instead, you have to right-click on your name tag. Then it works.
The Linens have released Second Life Release 184.108.40.2061639 – Camera Presets. See the Release Notes for all the details.
It took me a second to figure out which camera they were talking about. Well, there is only one camera in the viewer. There are a number of ways to look at it. So…
Graphics Settings – these controls in Preferences->Graphics do control the camera. I suspect most of us think of these settings as controlling the render engine, which they do. But the render engine is the camera. So, most of the labels tend toward describing what we are doing with it.
This isn’t what changed.
Snapshot Panel – I tend to think of this as more the camera than Graphics Settings. This, also, is not what changed.
Camera Controls – This is the thing they changed. I almost never use it. I consider it the newbie thing. I use and Alt-LM-click-drag and Ctrl-ALT-LM-click-drag to control my “camera”. My last guess as to what changed was this.
There are some interesting bits of news floating around. Nothing spectacular.
We now have Linden viewers with controls and intelligence for the new Premium Levels and EEP. The release of EEP is a big deal as it has been holding other viewer releases back. With its release we will see new versions of the viewer releasing faster.
The way the Lab develops software is to release a viewer version. Then add all its features to the other release candidates. This merge often causes problems that have to be resolved. Other viewers were held back so EEP could finish and release by having fewer problems to resolve.
The Second Life Environmental Enhancement Project (aka EEP) has taken way longer than anyone at Linden Lab thought. I suspect the reason for that is the old render engine. It is an ancient (in computer time) engine and the original programmers long ago moved on.
Some problems encountered in the project lead the Lindens to bring in some specialists. They have been working on resolving some complex problems. About a month ago, I’m not following viewer development as closely as I used to and my sense of time frames is shaky, the number of problems fixed exceeded the number being reported. So, we are likely to see EEP release soon, probably in April. I’ve missed my guesses a few times now… Lindens are more optimistic.
I am more optimistic because Whirly Fizzle hasn’t found any EEP bugs recently.
See the feature… change… request BUG-227585 – [BOM] Display the new Universal wearables between the Skin and the Tattoos ones.
Gael Streeter (of GA.EG products) has pointed out a possible problem with the use of the Universal Layer added with BoM, Bakes on Mesh.
As it is now, most are familiar with the original Classic layers provided by the SL system pre-BoM and pre-Mesh, Skin, Tattoo, Underwear, and Clothes. These stacked respectively from bottom to top. Each layer could cover the layer below.
The Universal Layer added a new layer between the Tattoo and Underwear layers. The order of layers doesn’t seem all that important as layers other than skin can be used for any purpose. The problem comes in how people think of the layers and figure out how to use them. So, using a tattoo layer for anything other than a tat is confusing until one learns what is going on.
Skin makers for bodies and heads have run into the problem of adding shiny and wet looks. With the Universal above the Tattoo layer, things get a bit complicated and require way more textures and layer-items to get the look possible if the Universal were moved down one layer.
Think of it as a tat maker having to make their tats for the Tattoo, Universal, Underwear, and possibly the clothes layer so we can dress as we want and stay mix and match. Continue reading →
Blender 2.80 released a few weeks back. I am waiting for AvaStar to update before seriously trying to use it. And now I see a version 2.81 is planned for release in November 2019.
Blender Nation is doing a series of articles and videos that show the planned new features in 2.81. Look for the Blender development watch.
Photoshop updated and added new features recently. See What New? There is nothing that will be earthshattering for Second Life™ designers. There are features that will make those into SL Photography happy.
My experience point is with GA.EG’s Jennifer head. The rest is hearsay. So, you’ve been warned.
Every Time I Breathe I Take You In
There is a significant problem, IMO, taking the current Bento Mesh Heads into BoM compatibility. As the pre-BoM Bento Heads provide considerable control over makeup, at least GA.EG does, and I see no simple way to provide that control to the system layer style of makeup, I expect little change as BoM capability is added to Bento Mesh Heads.
Thus, the simple change is to add the ability to add BoM skin to a Bento-Head. GA.EG does that with an applier. A new head could be made that has BoM built-in. But, would it still provide a choice of applier or BoM skin? The applier does. A new head would have to add scripting to provide the choice. I find script weight already a problem.
I love the Slink Redux body because it reduces my script load by about 2MB. A BoM-Head that increases script load seems counterproductive. Continue reading →